Meta Boom

balance IS an opinion;

And it has been the most popular opinion of devs to player that BOOM META IS UNEVENTFUL AND BORING; both to play and watch.

These changes would directly impact RUS ABBASID AND CHINA. French, HRE, and English would feel this nerf slightly. All currently remaining civ typically do not go 2nd TC early.

Like @Adribird90 said; arrowslits on a nearby tower can shutdown the ########## TC from a side; and not just that but archers/longbows could harrass villagers from closer.

IMO these changes will force blind 2nd 2TC to be placed extremely defensively or risk disaster. Alternatively ppl will have to make army to secure their expansion placement.

2 Likes

I can agree with all that.

I guess itā€™s a good change overall. Iā€™m just curious how civ that are impacted will need to play now.

For example Abbasyd is one of the civ I play often. And TC was really useful to help defending. I guess they will need to just play more aggressive from the start? Do you think military wing will be the only viable option?
Most pro players seemed to be saying you shouldnā€™t get fresh foodstuff unless you get a second TCā€¦ So it will be hard to gain eco edge while most other civ can still get their eco edge as easily as before.

Also another collateral of this change is that on water map. Going for water and KEEPING the water would be even more necessary. Reducing the possible options.

I believe normative abbasid play is to open up military wing and go 2nd TC using the free units as a buffer against mild aggression/setting your own minor pressure.

If you watch the pros they only go culture when its a mirror abbasid or a BOOM vs BOOM civ (vs china rus mali etc). And technically all of Abbasid strategies are still viable when executed into the right matchup.

Military wing into aggro/expanison vs most
Culture/Trade wing into boomers.

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The problem for Rus/China is that if you are building your 2nd TC near the landmark, you are sacrificing a lot. Either your landmark is not protecting the resources it normally would (usually the woodline), or your 2nd TC isnā€™t securing more resources (itā€™s just vill production and you still need towers or whatever to protect deer/golds).

Imo, this change is a pretty sizable nerf to a number of matchups for Rus/China/Abbasid. Rus basically has to place their 2nd TC on food and the kremlin on wood, but now they canā€™t as reliably protect both.

Another way to weaken the strategy of multiple TCs is to decrease the range of the villagersā€™ torch.
Consider that the attacker must invest in making the blacksmith, then the siege technology, produce at least 2 rams, two production buildings (for two different units) and produce some units; while the defender has an easy time with the distance advantage that the torch gives him with his villagers
imagen

The torch range is short, it looks long on your screen because itā€™s going after a retreating ram.

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You still can boom, but its more risky. You have to build towers/outposts near the second TC or build the second TC near the landmark TC.

I think It was a good change. A second TC far away from home, defending It self alone, was very low risky.

1 Like

Agree.
They should instead have moved additional TCs to castle or reduced the training speed of villagers in non-capital TCs.
That would have been the easiest way to fix this hyperboom and perma-spam of vills.

Moving tc to castle would just force even more Fast Castle and nothing else. This would be a worse idea.
Not a big fan of different training time as it becomes inconsistant with main tc. I think if you want to nerf TC the best ways are increasing tc cost or reducing tc hp.

2 Likes

I understand your point but Iā€™m leaning towards increasing the cost of villagers in non-Landmark TCs

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the villager torch has 1 range slot, I suggest it be 0.5 slots

2 Likes

:+1:
imagen

imagen

Here I read a lot of TC and Boom


https://www.reddit.com/r/aoe4/comments/1eho9wv/you_also_bored_of_the_one_dimensional_civ_meta/

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Tc Boom is so strong that you are forced to do 3Tc to qualify for the final, fast Castle is not an option apparently


https://www.youtube.com/live/pngpYOioO4k?si=rkPjR4bdpFnpFlHY

This match shows exactly, what the problems is.
Towncenters are so strong that you canā€™t rush.
Hence, people just build 1-2 additional towncenters and try to outboom the enemey.
Since you donā€™t have to be scared of Feudal all in, you can casually go to castle and get keeps up.
And again the game stalls out, because noone can push against that for a long time.
Hence the game goes to Imperial.

Aoe4 is so doneā€¦

I dont want BOOM to be ā€˜fixedā€™ in the sense that it becomes inert. The way ram all in feudal use to to make it be.

I desire the ideal ADVANTAGE base strats (nothing definitely a win, just favorable):

Rush has an edge over FC
FC has an edge over defensive BOOM
Defensive BOOM has an edge vs RUSH.

4 Likes

:+1: :+1:
20 characters

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Ideally during a match both sides are constantly switching between rush-tech/turtle-boom playstyles.* Letā€™s say you rush your opponent. Your opponent scouts your rush and builds defensive structures. The rushing player scouts the defensive structures so he either trys to make something happen with the rush and adapts afterwards or adapts immediately halting the rush and going for a quick boom (a few minutes) to gain an economic advantage over the turtling player. Repeatā€¦

If you look at the video posted by @_e_o_ka you see an english player (heā€™s btw sitting on rank 77) that knows exactly before the game starts what heā€™s going to do. Booming (heā€™s turtling, booming and teching at the same time which kind of is the core issue of AoE4 but thereā€™s mainly people left now that like that playstyle so it rarely gets mentioned) until heā€™s in imperial age so that after 20 minutes the fights can begin. This is so god damn dull from a strategical point of view I will never understand why thereā€™s not many more players that have an issue with this. Thereā€™s zero dynamics. Zero strategical adaptions. Just turtle and boom 20 minutes. This is what I would call a typical casual match when in fact it is a high level match.

*They also switch unit compositions of course.