Public Update Preview - November Update
Re: Public Update Preview - November Update
oh yes, get in, 60 is the number, football is the game
Re: Public Update Preview - November Update
It affects in the fact that allows bad players to dragbox more army instead of using ctrl groups for it.Dolan wrote:Cool change. It's a modest bump, but it's still something. And if you don't need it, it doesn't affect you in any way.Unit selection cap raised from 50 to 60
Also having more and more units in the same group is just visually bad.
- princeofcarthage
- Retired Contributor
- Posts: 8861
- Joined: Aug 28, 2015
- Location: Milky Way!
Re: Public Update Preview - November Update
Just increase it to 200
Fine line to something great is a strange change.
Re: Public Update Preview - November Update
I'm not convincedGarja wrote:It affects in the fact that allows bad players to dragbox more army instead of using ctrl groups for it.Dolan wrote:Cool change. It's a modest bump, but it's still something. And if you don't need it, it doesn't affect you in any way.Unit selection cap raised from 50 to 60
Also having more and more units in the same group is just visually bad.
Re: Public Update Preview - November Update
I guess you can send the fast age card at the right time, making it arrive right after you click the colonial button. You can still send 3 wp for a boom, and go fortress in less than 1 minute.Garja wrote:Unfortunately both the calendar and the fast age card don't seem to be very useful. Even with perfectly tailored builds for a FI none of them really improves the old build, simply because the marginal gain in age up time (thanks to WPs gathering for age3 and age4 age ups) doesn't quite justify the xp loss.
Re: Public Update Preview - November Update
You could also argue 50 was too much too, for the same reason and it should have been 30 max, to force ppl to use ctrl groups, which would reward players with good multitasking skills.Garja wrote:It affects in the fact that allows bad players to dragbox more army instead of using ctrl groups for it.Dolan wrote:Cool change. It's a modest bump, but it's still something. And if you don't need it, it doesn't affect you in any way.Unit selection cap raised from 50 to 60
Also having more and more units in the same group is just visually bad.
They set that limit at 50 only because hardware was rly bad in the early 2000s when AOE3 was made and more than 50 would have lagged the game hard.
But then, there are also high-level players who dragbox and don't use ctrl groups, so there's more to game skills than how many units you can move at once using hotkeys.
Re: Public Update Preview - November Update
It seems supremecy team ranked in casual lobby might be coming soonEAGLEMUT wrote:PUP for the next update is now available!
List of changes (you gotta be logged into Steam)
Highlights:
[*]Ranked Treaty and Death match moved to Casual multiplayer playlist.
Re: Public Update Preview - November Update
does the new fast age card applies immedialty if it arrives while you are aging to colonial ? (idk when exactly the second shipment of azzy is supposed to arrive taking into account the early firepit and treasure xp kills on average).
More important does it applies on the next age ups as well ? Seems in fact pretty decent, if it accelerate the 2 skulls politician u can go kill the opponents TP very early maybe and also it means less idle time on town center meaning more vills.
Also even by aging fast it can maybe replace the 3 wp shipment in the 10 wp boom FI build, u loose two wp but u get the shipment faster and u can start booming even earlier with the fast age up boosted, on top of that the next aging ups will go very fast and maybe can replace the second 600c by 900c in age 3. I don't know need some Garja tests and probably i hope some Aizamks tests .
More important does it applies on the next age ups as well ? Seems in fact pretty decent, if it accelerate the 2 skulls politician u can go kill the opponents TP very early maybe and also it means less idle time on town center meaning more vills.
Also even by aging fast it can maybe replace the 3 wp shipment in the 10 wp boom FI build, u loose two wp but u get the shipment faster and u can start booming even earlier with the fast age up boosted, on top of that the next aging ups will go very fast and maybe can replace the second 600c by 900c in age 3. I don't know need some Garja tests and probably i hope some Aizamks tests .
Re: Public Update Preview - November Update
Ye could argue that, but 50 seems a reasonable and nicely rounded number. No need to extend it further.Dolan wrote:You could also argue 50 was too much too, for the same reason and it should have been 30 max, to force ppl to use ctrl groups, which would reward players with good multitasking skills.Garja wrote:It affects in the fact that allows bad players to dragbox more army instead of using ctrl groups for it.Show hidden quotes
Also having more and more units in the same group is just visually bad.
They set that limit at 50 only because hardware was rly bad in the early 2000s when AOE3 was made and more than 50 would have lagged the game hard.
But then, there are also high-level players who dragbox and don't use ctrl groups, so there's more to game skills than how many units you can move at once using hotkeys.
Re: Public Update Preview - November Update
Would be good if possible but could the game engine handle it?princeofcarthage wrote:Just increase it to 200
Re: Public Update Preview - November Update
Read the replies — there's need. If you don't care about it, you shouldn't be bothered, it won't affect you.Garja wrote:Ye could argue that, but 50 seems a reasonable and nicely rounded number. No need to extend it further.Dolan wrote:You could also argue 50 was too much too, for the same reason and it should have been 30 max, to force ppl to use ctrl groups, which would reward players with good multitasking skills.Show hidden quotes
They set that limit at 50 only because hardware was rly bad in the early 2000s when AOE3 was made and more than 50 would have lagged the game hard.
But then, there are also high-level players who dragbox and don't use ctrl groups, so there's more to game skills than how many units you can move at once using hotkeys.
Re: Public Update Preview - November Update
Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
Re: Public Update Preview - November Update
There is a bunch of things you can do with the fast age card.fei123456 wrote:I guess you can send the fast age card at the right time, making it arrive right after you click the colonial button. You can still send 3 wp for a boom, and go fortress in less than 1 minute.Garja wrote:Unfortunately both the calendar and the fast age card don't seem to be very useful. Even with perfectly tailored builds for a FI none of them really improves the old build, simply because the marginal gain in age up time (thanks to WPs gathering for age3 and age4 age ups) doesn't quite justify the xp loss.
You can send it as second card in the first age to spare the messenger age up for ageIII or you can send it just before aging to age3 (in which case you have to plan in advance to dance for only 9 WPs).
They are both viable and improve semi FF builds.
I already tested the builds and they're promising. Can do a 9WP 7min timing with 20 slingers and 16 spearmen and then decide to age (reaching fortress at 9 minutes) or alternatively can do the classic WP boom with about 15 slingers from the 700w card (war hut is from the age up) and reach fortress at 9 minutes with good eco and 2 cards ready to send.
The calendar card seems worse and doesn't really improves traditional builds.
Re: Public Update Preview - November Update
Yea you got it, changing unit selection from 50 to 60 is gonna make competitive players completely disinterested, not the releasing of competitively broken civs.Garja wrote:Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
- harcha
- Gendarme
- Posts: 5141
- Joined: Jul 2, 2015
- ESO: hatamoto_samurai
Re: Public Update Preview - November Update
@Garja it makes no significant difference to top players, maybe in dutch games you'll see a few more skirm... it doesn't matter at all.
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
- kevinitalien
- Lancer
- Posts: 669
- Joined: Oct 31, 2015
- ESO: KEVINITALIEN
- Clan: PLOP
Re: Public Update Preview - November Update
yeah lol, its gonna make it easier for people who don't use control groups and maybe also for treaty? but otherwise it's good no need to make such a debate for this lol, personally what bothers me is every patches there are aztec changes because aztec are considered as weak lol, it is amazing how this civ is underestimating tbh, and also I'm quite hyped by this new game mode ngl, can't wait to test this tbh, but well overall they are good changes even if i do not like the change of jaguars
- harcha
- Gendarme
- Posts: 5141
- Joined: Jul 2, 2015
- ESO: hatamoto_samurai
Re: Public Update Preview - November Update
it also makes it easier for people who use control groups. i don't want to have 2 groups for skirms when i also need to use groups for anticav, cav, artillery and probably a raid.
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
Re: Public Update Preview - November Update
It's the whole package of changes to the game not just that. Also people are already advocating for 200 pop selection which is the perfect example of why it gets worse and worse.gibson wrote:Yea you got it, changing unit selection from 50 to 60 is gonna make competitive players completely disinterested, not the releasing of competitively broken civs.Garja wrote:Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
ye it just makes it easier and that's not a good thingharcha wrote:it also makes it easier for people who use control groups. i don't want to have 2 groups for skirms when i also need to use groups for anticav, cav, artillery and probably a raid.
Re: Public Update Preview - November Update
Except you haven’t given one single objective argument for why 50 is the ideal amount for unit selection.Garja wrote:It's the whole package of changes to the game not just that. Also people are already advocating for 200 pop selection which is the perfect example of why it gets worse and worse.gibson wrote:Yea you got it, changing unit selection from 50 to 60 is gonna make competitive players completely disinterested, not the releasing of competitively broken civs.Garja wrote:Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
ye it just makes it easier and that's not a good thingharcha wrote:it also makes it easier for people who use control groups. i don't want to have 2 groups for skirms when i also need to use groups for anticav, cav, artillery and probably a raid.
- harcha
- Gendarme
- Posts: 5141
- Joined: Jul 2, 2015
- ESO: hatamoto_samurai
Re: Public Update Preview - November Update
whats not good about itGarja wrote:It's the whole package of changes to the game not just that. Also people are already advocating for 200 pop selection which is the perfect example of why it gets worse and worse.gibson wrote:Yea you got it, changing unit selection from 50 to 60 is gonna make competitive players completely disinterested, not the releasing of competitively broken civs.Garja wrote:Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
ye it just makes it easier and that's not a good thingharcha wrote:it also makes it easier for people who use control groups. i don't want to have 2 groups for skirms when i also need to use groups for anticav, cav, artillery and probably a raid.
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
Re: Public Update Preview - November Update
It's not like 50 is a magic number. Simply it's a number that is not too small nor too big and it works well being a 1/4 of the total pop. Most importantly tho it is what the game put originally, and since it works just fine there is no need to change it, especially when the possible consequence is to make the game even more accessible mechanically, lowering the skill ceyling.gibson wrote:Except you haven’t given one single objective argument for why 50 is the ideal amount for unit selection.Garja wrote: ye it just makes it easier and that's not a good thing
- harcha
- Gendarme
- Posts: 5141
- Joined: Jul 2, 2015
- ESO: hatamoto_samurai
Re: Public Update Preview - November Update
it doesn't lower skill ceiling, it lowers the skill barrier for noobs. the skill ceiling is still at a low level unit micro which noone does in fights where you have 50+ of the same unit
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
- LazarosVas
- Dragoon
- Posts: 299
- Joined: Mar 9, 2021
- Clan: GMDS
Re: Public Update Preview - November Update
You make zero sense.Garja wrote:Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
Re: Public Update Preview - November Update
oh really?harcha wrote:it doesn't lower skill ceiling, it lowers the skill barrier for noobs. the skill ceiling is still at a low level unit micro which noone does in fights where you have 50+ of the same unit
you just contradict yourselfharcha wrote:it also makes it easier for people who use control groups. i don't want to have 2 groups for skirms when i also need to use groups for anticav, cav, artillery and probably a raid.
Re: Public Update Preview - November Update
Nope, it's you that doesn't realize the game is changing in worse because of many little changes like that.LazarosVas wrote:You make zero sense.Garja wrote:Ye a need to lower the skill ceyling even more.
I hope devs realize that the more they make the game a mod fiesta the less it is appealing for competitive players.
Who is online
Users browsing this forum: No registered users and 6 guests