I just feel like this needs to be removed or reduced. It feels horrendous having your army be destroyed just because the enemy got a couple of hits off and then you can’t run away.
How does everyone feel about this?
I just feel like this needs to be removed or reduced. It feels horrendous having your army be destroyed just because the enemy got a couple of hits off and then you can’t run away.
How does everyone feel about this?
I didn’t know it’s a part of aom/aomr.
Personally for me snare makes sense and I love it in aoe3(de).
In aoe2/4 you can always just run away with countered units and leave unfavourable fights without punishment.
Having snare to prevent punishment for poor micro is an amazing choice!
You know a game is really lame when you can just leave a death-sentence fight wihtout any punishment → aoe2/4.
That’s why aoe2 and especially aoe4 are not about how good you micro or how well you plan/play your fights and how big your army is, they are almost PURELY about how good your multitasking is and how quickly you can make your units enter/leave fights.
That’s why some people are good at aoe4 and some are good at aoe3.
But most can’t master both games because one is about spam, apm and multitasking and the other is about skill, knowledge and outsmarting lol
In aoe2/4 you can run waaaaaaaaaay out of position with an archer mass, meet your counter unit but casually run/kite back home and then the enemies either have to pull back again or get slaughtered by defensive buildings and new units spawning from production.
That’s why these are boom-turtle-games and not aggresive like aoe3, where you can all-in in age2 and either take the base down or idle the enemy for so long that he has to resign because of no ressource income.
This is called “micro”, for the record.
Extremely robotic micro…
As it limits the game on a tiny aspect of micro and doesn’t reward all the other micro-skills like in aoe3.
It is way more important in aoe4 to do something fast and super sloppy than doing it skillfully and precise.
You must have missed that part.
Doesn’t sound like micro-skill at all and it’s absolutely not realistic either.
Cavalry getting hit by spearmen and casually running away like nothing happened.
Archers being slaughtered by cavalry, but completely unbothered walking away.
Come on…
It is very frustrating and nonsense for the player who made the right choice to A) build the counterunit and B) engage in a good moment.
It’s absolute nonsense that the countered player can escape the situation without any losses even AFTER the armies already clash.
And that’s why aoe4 is a bad game and it’s purely about spamming and apm.
Not much strategy and variety.
So you agree that it is micro, and that therefore gameplay is dependent on how well you micro. You just don’t like the style of play. That’s preference (and valid, but still preference).
I’ve never liked snare in RTS gameplay, personally. I’ll deal with it when I pick up Retold regardless, I’m not exactly a good player, but design-wise it’s very difficult to balance in my opinion and tends to have a rather all-or-nothing effect (too strong, dominates how the encounter plays out, vs. too weak, is ignored and has zero impact).
No, they shouldn’t remove the snare. If you are an archer and someone keeps poking your legs with a spear you won’t be able to run away. Not having the snare makes ranged units too strong.
Yeah it doesn’t exist in aom. Maybe you talking about aoe3?
I like snare because it makes catching units like Archers out of position with Cavalry feel more impactful for example. I don’t like those Archers either running to safety taking minimal losses or shoot and back off some then shoot and back off some and so on which allows Archers to do better against Cavalry then they should.
It does exist.
It ist just way more pronounced in aoe3.
If you run into pikes with cavalry in aoe3, you have a MASSIVE problem as a good part of your cav will get slaughtered before they can win some distance.
And that’s how it should be.
Same for siege weapons and archers.
Run out of position (carelessly) and run into cavalry → get wiped.
I mean, units in aoe games move so slowly compared to let’s say SC2 zerglings, that you have TONS of time to react BEFORE running into your counters and you have tons of opportunities to scout.
But you can not be as careless as in aoe4 with your army.
And that’s why aoe3 is a strategy game and aoe4 is a multitasking game.
This is a deliberate design choice, and an arguable one at that. Nothing about this is “how it should be”. It’s just how you want it to be, and it just so happens there a game where it works like that. That doesn’t make the game you like good, or others games that you don’t like bad.
Are you sure?
Ensemble studios had this idea for the first time in aom and brought up a mild version of it.
They quickly saw that it greatly enhanced the gameplay and in their next game, which was aoe3, they made this feature much more prominent, because it was a massive success for the gameplay!
That is the last age game ES has made.
Unfortunately after that came Relic and the rest is history…
I agree a 100% to everything you say…
Makes the game so much more complex and strategically diverse and the player’s decisions more impactful.
Instead of “oh I dont like that fight, I press panic button (right click)”
and “wow I’ll smash this fight! all in! … wait… my enemy is just running and I can barely hit him even though my units are faster this his… this game sukkz…”
Actually, after that came AoE: Online, which does have snare, to what extent I don’t know. The wiki suggests it isn’t as strong as the version in AoE III.
Certainly, it’s very hard to tell what impact snare had on the success on the gameplay beyond player preference. It’s particularly hard for a game like AoE III, which is 19 years old (meaning anybody who enjoys it nowadays is pretty much guaranteed to be a fan - why play a nearly 20 year old-game otherwise?), vs. a new RTS title trying to succeed on its own merits (where we could see how much an audience responded to it at launch).
Also, speaking anecdotally, I implemented snare in a (popular) mod for Dawn of War (a Relic game). It played out like a death sentence for any unit caught in melee. It was too strong, and proved difficult to balance.
I honestly think it should be added to Aoe2, so infantry is actually viable.
I kind of like it honestly. It means you have to be proactive and game sense pays off.
It always existed in aom iirc. At least in before EE times.
It is great for balance, and actually make Infantry not a garbage