Is rushing in AOE3 dead?
Re: Is rushing in AOE3 dead?
How can you adapt when your opponent places Agra on your next hunt?
Re: Is rushing in AOE3 dead?
Honestly, some of the most creative/interesting matches are all in rush vs all in rush where both sides lose a bunch of eco and are fighting with zero res on like 30 pop.
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Re: Is rushing in AOE3 dead?
it may appear interesting for a change, sure, but on a regular basis I don't think it'd be that entertaining, also I don't see that much creativity there :(
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Re: Is rushing in AOE3 dead?
pecelot wrote:it may appear interesting for a change, sure, but on a regular basis I don't think it'd be that entertaining, also I don't see that much creativity there :(
Those are the besht, especially base tradesh, where both TC die you musht be creative and totally aware of map.
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Re: Is rushing in AOE3 dead?
pecelot wrote:How can you adapt when your opponent places Agra on your next hunt?
kill agra
Re: Is rushing in AOE3 dead?
ban cheadar
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Re: Is rushing in AOE3 dead?
You have to acknowledge a moment of insight such as that, though.
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Re: Is rushing in AOE3 dead?
pecelot wrote:ban cheadar
Who's thish?
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Re: Is rushing in AOE3 dead?
No this is good let it continue gs
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Re: Is rushing in AOE3 dead?
How could they possibly do thish?
Re: Is rushing in AOE3 dead?
There are two bad extremes of not so fun not so interactive games: One where somebody just sit backs and booms on 4 hunts and 2 mines and the other where one takes the 2. or 3. hunt and never lets go of the control. Maybe people just see maps at different places on this spectrum. Which side produces more creative play is debatable as seen in prior posts. I for one think that if I were to play a ff/semi-ff civ and I can't age to fortress because of shortage on resources, I'm forced to play colonial which is different from standard play.
Also shortage of resources makes the ones you have more valuable and higher priorities to fight for and during villager migrations a lot more threats can be made by e.g. threatening some migrating villagers and thus forcing a fight, raids are more successful. You also see a lot more cases where a food heavy colonial nation like Russia is forced to build mills early and thus turning the sides, the same goes for gold heavy nations or India/TWC civs on maps with far wood sources.
I don't deny that at higher levels games are more standard and far less mistakes are made which makes civ differences far more important. These games are closer to "theory", like which civ theoretically should win.
Also shortage of resources makes the ones you have more valuable and higher priorities to fight for and during villager migrations a lot more threats can be made by e.g. threatening some migrating villagers and thus forcing a fight, raids are more successful. You also see a lot more cases where a food heavy colonial nation like Russia is forced to build mills early and thus turning the sides, the same goes for gold heavy nations or India/TWC civs on maps with far wood sources.
I don't deny that at higher levels games are more standard and far less mistakes are made which makes civ differences far more important. These games are closer to "theory", like which civ theoretically should win.
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Re: Is rushing in AOE3 dead?
pecelot wrote:it may appear interesting for a change, sure, but on a regular basis I don't think it'd be that entertaining, also I don't see that much creativity there :(
Yeah, if games were like that every game it would suck, but seeing how good players react to situations like that every once in a while can be so much fun to watch.
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Re: Is rushing in AOE3 dead?
The Bailbondsman wrote:pecelot wrote:How can you adapt when your opponent places Agra on your next hunt?
kill agra
if you're not playing iro, never try that.
india colo rush is strong, but their defending are more terrible. a front agra fort with some units is just a nightmare to age 2 units.
you can watch the 1st esoc tournament final games between h2o(british) and blackstar(indian). h2o has 20+ more military population at about 9:00 in both games, and everyone thinks he has already won. but he still lose everything when he tries to kill the agra fort. that's why india is lame civ (at least in this mu).
Re: Is rushing in AOE3 dead?
well killing the agra is a matter of how many units you have and technique. Also it depends a little on where the Agra is placed. The agra itself is not much different from any other 5k hp building.
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Re: Is rushing in AOE3 dead?
Well its usually quite risky to siege any such high hp buildings
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Re: Is rushing in AOE3 dead?
Nobody heard bout the glory towerrush?
Re: Is rushing in AOE3 dead?
optimusprime wrote:Nobody heard bout the glory towerrush?
Teach us senpai!
Don't let the things you can't change dictate your life.
Re: Is rushing in AOE3 dead?
Jerom wrote:I dont even think its the era of the timings. Its the era of no rush 10.
Ahahah you are right man. Expecially in team. Nr-10 nr-15 then.
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Re: Is rushing in AOE3 dead?
Well Rush works better on Nilla instead of tad. Anyway it works on tad at night levels too. Not an all in Rush maybe. But costante pressure Is the best way to win in rts games. In tad there are some civs whit an op Rush. If you see garja's old recs game whit azzy you Can understand the good thinking behind a Rush and keeping pressure. Rush in tad Is Dead becouse the metà Is slow and Tr style
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Re: Is rushing in AOE3 dead?
because that is the better way to play
Re: Is rushing in AOE3 dead?
yea rush is dead on tad because the players are better and rushing is mostly bad
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Re: Is rushing in AOE3 dead?
Rushing still works in some cases, it's just that people play 100% in the meta and don't try stuff. For example look at aiz winning games by rushing sometimes, ofc not saying aiz's strats are always viable, but it still shows that rush playstyle can work
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Re: Is rushing in AOE3 dead?
gibson wrote:yea rush is dead on tad because the players are better and rushing is mostly bad
there isn't the right way. In some MU u have to rush, other pressing other ff. The rush is dead becouse players skills now are low compared to years ago.
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