One of the best additions to the game
I wonder if they would add the bonuses later
How does it look like in game?
I cannot check pup, donât have steam.
See user interface page on aoe2 wiki. They have added many many happy new icons too like work rate, and attack delay, and area of effectâŠ
Garrisonable folwark when? ![]()
Given their latest attempts maybe itâs for better
Indeed. Not sure why this was not brought up.
Tatars is very interesting. They are definitely very competitive at highest level from all the tournaments and ranked games.
My speculation is that their sheep bonus can be a curse in disguise. As a player whoâs definitely not high level, I noticed that when I played them in the past I can end up not collecting enough wood needed to make military buildings due to not taking villagers off sheep earlier (longer lasting). So I end up with good amount of food but no military to respond or attack.
In other words, longer lasting sheep can mess with timing.
if you look at after all the upgrades etc they are one of the weakest
but battling in castle age theyâre decent now with devotion. elephant now by default along with other units takes +2 conversion and with paik they attack 20% faster so essentially there are some usage there.
ontop of that +25% bonus conversion resistance, itâll take almost as much to convert as it is for scouts without devotion. much more likely to run away in time
Why? Who wants that? Outlines are so ugly. Plz donât do that in the next update
As a player who doesnât really pull villagers off of sheep (I tend to keep 7 on them until I run out of sheep - though I sometimes will move them to a boar or two between sheep), I donât think this is likely to be the issue. My start (for land maps) tends to be put 7 vils on sheep, put a few vils on wood, then lure boar. Once the boar(s) are finished, send excess vils to berries or wood. Longer lasting sheep doesnât really change the number of vils Iâd put on food in the early game, but it does delay the farm transition.
And Teutons will be even stronger who donât need buff more than Bengalis in any situation.
I doubt. Iâm doing a test and without Devotion, minimum conversion time for Bengalis elephant is only 7 seconds. I donât think scout will be converted that fast.
I thought we talking about elephantos
each wololo is just over 1 second (monkâs rate of fire), monk rate of fire is 1, animation is 1.5s but game speed is at 1.7x. instead of doing all that just compare wololos how many animation cycles it takes
even though civ bonus says its +25% it is just +1 min and +2 max at least in the PUP datamod so with devotion and the latest balance update, its +3 minimum extra for bengal ele.
scouts would still be more but this is good with battle ele + devotion
edit: this is a nerf to inquisition and missionary. wish they would give missionary and be a bit special that it remains 4 and not 5 in conversion task
Iâm talking about why Teutons and Sicilians conversion resistance bonus were buffed but Bengalis didnât.
Many thanks. I thought my finger is slow when I paused and unpaused the game as I know for a fact monks donât attack continuously.
Teutons bonus was supposed to be the same. But now it is buffed to +3 min whereas Bengalis stayed the same as +1 min. And I donât see any justification for that.
teuton is +2 in data, although its using resources rather than attribute. if the teutonâs resources and bengalâs resistence attribute meant the samething then bengal is +1 for minimum.
edit: btw how the test go? bengal ele + devotion vs scouts without devotion how many wololos on average?
I did only Bengalis ele without devotion. And I counted in game seconds instead of wololo animation. So I need to redo the test. I think minimum conversion time is 6 wololo cycle for Bengalis instead of 5.
BTW, are you sure 1 monk wololo animation is 1.5 seconds? From my test, I find Bengalis ele conversion varies from 7 to 14 seconds. If 1 wololo is 1.5 seconds, their minimum conversion time is same as generic.
I hope this is only for MultiplayersâŠ
I have been working in a Campaign where the player would need to pause to set the forces where you wanted around a Ludicrous Map, without being able to move and interact during Pause, the player will lose more than half of his forces in the first minute.
I am not even American, nor have I set foot in America ever. ![]()
And I donât like some of those percentages either.
Just did and it ainât looking good for Bengalis. Their (max,min) conversion time is (5,9) which is supposed to be same for generic units as stated in the PUP note.
Although I didnât test generic unit yet.
Wow, 1 of 89 postsâŠ
Seems community already has given up on the new civs.
The same we had already with Dravidians and Bengalis. I know there was the âDravidians are terribleâ thread. But even there nobody really cared about Dravidians either. Though ofc nowatdays Dravidians have gotten the infamous state of the scapegoat. And as long as there arenât people who associate themselves with Dravidians offended by that I am totally fine with that, cuase it takes away a lot of that destructive energy from the community. I donât think this role was intended by the devs, but ok. Sometimes things work out in a sense positively that were never intended this way.
If this neglection for new Civs continues I have to ask why Devs still add new Civs to the DLCs. Imo having terrible civs added and donât caring about them is even worse than not having them in the DLCs in the first place.
Instead the Patch has a lot of random Stuff added nobody really asked for. Or itâs trackable WHO is intended to be satisfied with that.
Like the Monk Changes are seemingly to satisfy Hera and Viper, who are complaining about Monks for years now. Have devs thought about, that this might also mostly be a ventile for these guys to leave out theire destructive energy? They are super competitive pros, but ofc they canât show this. They are well-behaved. But super competitive people just have that destructive energy they need to get out somehow. And I goddam prefer them complaining about the âbrokenâ Monks or whatever which is completely irrelevant at lower levels than eg again about the âArcher Metaâ which was only caused because of an abuse of a very specific micro bug that allowed archers to âslideâ in between their shots.
The biggest Issue with Monks is still that Monk play ist still so heavily demanding a certain base skill level, learning how to use them (itâs completely different than with any other unit in the game and takes a lot of time) and finally it also forces a certain playstyle as monks need permanent attention to not just die from anything.
This naturally leads that Monks only come âonlineâ on higher levels of play and even there mostly only on the âclownâ maps even.
This is the main issue with Monks. And that should be the subject of any Monk rework first. First solve that discrepancy, THEN try to adjust monks so all people are happy. It doesnât make sense to try make the top guys happy with Monks when 98 % of the playerbase just canât use them effectively. It only leads to a stronger divide between profesional and casual play.
Some time ago I posted a proposal to make a hotkey that allows you to jump to the next unit of the same type you just had selected. This already would make Monks way more accessible for a whole lot of people. I would much more prefer to have ideas (qol) implemented to make monk usage less a pain than any obscure rework most people have absolutely nothing from as they canât use the unit effectively.
BTW I kinda like the Chinese idea. But I think they need a compensatory nerf for that. Itâs a really big buff for their early game as they donât need to make a house early on. Even later on, their TCs provide so much housing space they probably need to add almost no Houses whilst booming. Itâs not the biggest booming bonus, but paired with the already bigger eco from the start it can help snowballing an advantage from feudal, which Chinese most of the time get.
I think as compensation the Chinese tech discount could be staggered even more, possibly even only starting from castle age with a quite low amount.
Why? Cause the chinese meta atm is already somewhat defying the strategy concept of an rts. A strategy usually involves commitment. But Chinese just go all directions at once, cause they have the base Eco for it. And then when the opponent commits to something Chinese have it cheaper to tech into the counters. This is really too big of a synergy from two different economical bonusses for my taste. I donât want to take away the versatility from Chinese. I just think itâs better if this is mostly encouraged to use in Imp and not on early stages of the Game. There I would prefer seeing Chines commiting like other good eco civs.
They are just too slow. Tatars are designed for the âscout into caâ play. But it turns out there Sheep bonus isnât enough to make that work. They would need similar uptimes like Mongols for that.
Also Tatars were one of the first civs that were played similarly to the modern super-fast openers and nerfed for that at that time. Now they canât compete with them anymore.
I think a first steppe for Tatars now could be to just give them Back their 2 free Sheep at the start of feudal. Imo in the current meta this wouldnât be OP. But ofc it would be very interesting to see how far the community would be able to abuse the then in total 700 (effectively 600) free food in the early game.
The bonus doesnât really synergize well with the other Tatars Identity for scouts into CA, as it comes too late and the Bonus isnât directly for wood (which is the main ressource you want to have a bonus for this play, that#s why civs like vietnamese so often go for that). But I think this is also why thete is less danger in restoring that Bonus, as it synergizes more with strats Tatars arenât designed around to play from the midgame. it even helps more for Maps Tatars are notoriously bad like Arena.
I think a first steppe for Tatars now
That was dreadfulâŠ