What should Age of Empires IV improve?

Alrighty then, I’ll try and find a better way to mark keywords instead of using capital letters.
Probably just the “Strong”-function will do, since I can not color single words as I’d do on paper to improve readibility in a long text.
If it came off as offensive, I wanna apologize for that.

“When you answer what interests you in my post (ignore the relative ease of the turtle with walls and defensive structures in general and that this stops the cavalry), I can add little more.”
In aoe3 originally walls gave sightrange as well, plus they were also very durable.
In aoe4 you can destroy them fairly quickly with cheap units.
Towncenters had a big bonus multiplier vs cav.
On top of that, there was a homecity-shipment which increased towncenter-fire-damage significantly.
While using a whole shipment for that, was a big choice, which weakened your boom/military significantly and was meant to help defend all in rushes.
In aoe4, knights already in age2 (especially with +1 ranged armor) are super resistent to arrowfire.
In age3 it just becomes worse, they completely ignore tc fire almost and can not be snared when running through your town.
Additionally, in aoe3 you could build buildings in a way to function as a wall.
I am not saying to want this back. Actually aoe4 went the right way here! If you wanna wall, you should have to invest in a wall.
Still, especially with civs like british (hello manor houses) or dutch (hello tanky banks), you could very easily wall off your weak spot and basically force raids to happen between your tc and wall of buildings.
Training a batch of 5 pikes into this pit was a death sentence for cavalry.
Not to mention the shipment of 8 pikes for dutch.
Devastating.
Also, in aoe3 from age3 on you didn’t only have snare, but super potent fast moving ranged anti cav with hard-hitting attacks with bonus damage against cav.
Some civs like Indians even had access to Zamburak in age2, which is a super fragile but super hard hitting extra fast moving anti cav. Going cav vs them in age2 was a task which required another level convidence.
None of similar counterplay exists in aoe4.

Heavy cav in aoe4 always chooses when to enter and when to leave a fight.
If you have a quick hand, you don’t suffer any losses to your heavy cav.
In aoe3 you could of course choose when to enter a fight, but not when to leave.
Because leaving meant taking calculated losses and your units being slowed down and receiving major damage while trying to escape.
Often times it was just better to let the whole (front row) fight until death and pull the health backline back only.
I wish for a similar mechanic in aoe4.

" just as it is a fact that, between larger maps (team games) and open, cavalry has large travel as in any AoE (especially in teams)"
100% agree!
Since other units have less moving speed than cav, this is another huge advantage for cav.
In teamgames cavalry can close the gap very quickly.
Your mate is in danger? Ok run there and help.
Enemy has sent his squads to the middle of the map?
Ok, just run through his town and slaugther anything, since his production is slow/pop reached/production line in front and cav can not be stopped!
With stopped I don’t necessarily mean killed, but also just cut off their pathway/blocked/scared off.
In aoe3 you wouldn’t wanna run through/by 10 pikes with 10 hussairs to reach vills in the backline. That’s basically suicide. You would always have to run carefully around and not make any contact.
Right before the pikes catch up, you’d have to make sure to start moving already.
And the pikes in aoe3 are fast dude…

In aoe4 your cav can choose the fight. Which is perfectly fine, but again, cav shouldn’t be able to leave an unfarouble fight without facing significant losses after going full-contact.

“The cavalry plays an important role in the raids, if it is excessively dominant it would have already been complained and the games would have been analyzed.”

“If you are right in what you say (and you must demonstrate or have a majority support you to review) it only happens in 3vs3+, it is a problem where the map could incur more than the unit itself, since in 1vs1 the professionals and technical players have not reported complaints.”

Lots of players actually complain about this destroying their fun in games, especially team games.

These links I found in 1 minute of research.

Top players like Beastyqt, one of the leading pros on tournament level both in 1v1 and 2v2 has stated this in his videos.
Edit, I found the video
https://www.youtube.com/watch?v=6I91N6IJjZM&ab_channel=BeastyqtSC2
19:50 and on is the interesting part
I’ll try and find the videos again, give me some time please.
He explained, how broken op (early) heavy cav is in 2v2 matches in aoe4 and how it dominates the current tournaments.
That most of the teams made sure to constantly pick Rus for early knights, since it completely dominates the team matches due to a fast hard hitting and tanky unit with almost no counterplay, especially in age2.
As far as I remember, he discussed the same point as I do.
The cav player always dictates when and for how long fights happen and that there is no real counterplay.
Imo that is the biggest alarming sign that you can receive as a balance-feedback.
If not believe the top level players who are directly stating it, then who to listen to?

“I am not going to continue discussing this, the most normal thing is to prove that his affirmations with statistics and with a majority consensus.”
You don’t have to discuss this further or agree with other people’s opinions.
After all, opinions are subjective and valid in their own sense.

“And if I have been rude, it was not my intention, but to be clear to differentiate one thing from the other.”
Noted.

Further, I kindly want to encourage you to not declare things people on this forum say to be just opinion and/or wrong facts, just because they can’t find the right link for backup information in that same moment.
Instead it would be nice of you, to politely ask them and give them a chance for backup proof instead, before declaring their point as invalid and a wrong fact.

Edit:
I found the video of Beastyqt, 19:50 onwards is the interesting part

Quote:
“The meta of the last team tournament has been heavy heavy on the cavalry civs” sums it up.
He said exactly this.

23:30 onwards
“The royal bloodlines knights will just destroy everything. And even if you have spears, it’ so hard to catch up to them because they can just moe down the walls and run around because the maps are bigger”.

I guess this should be more than enough evidence to point out the problem.

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