AOE3 - Update 13.690 [New Civ Confirmed]
Re: AOE3 - Update 13.690 [New Civ Confirmed]
Trying to get back into the game but it already feels so fucking strange and they making new civs
Re: AOE3 - Update 13.690 [New Civ Confirmed]
Hmmm regarding the Rangers. What do you think about their lategame stats with 60f/60c and ~205hp/41dmg/40%rr and a slightly higher multiplier, like 3.25(?), against heavy inf (everything else identical to skirms, I think)?
You need to ship 2 cards (Yeomen + enabling card) for that. All in all, they look quite good for lategame fights.
You need to ship 2 cards (Yeomen + enabling card) for that. All in all, they look quite good for lategame fights.
Whatever is written above: this is no financial advice.
Beati pauperes spiritu.
Beati pauperes spiritu.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
the 3.25 multiplier is due to a bug with yeomen, they are supposed to only have 3 i think and longbows are supposed to get more multipliers.duckzilla wrote: ↑16 Mar 2022, 07:34Hmmm regarding the Rangers. What do you think about their lategame stats with 60f/60c and ~205hp/41dmg/40%rr and a slightly higher multiplier, like 3.25(?), against heavy inf (everything else identical to skirms, I think)?
You need to ship 2 cards (Yeomen + enabling card) for that. All in all, they look quite good for lategame fights.
Late game I think their they have like a 20 DPS difference vs heavy infantry compared to Longbows. and against non heavy infantry longbows are just superior
Their only real advantage is that they cost coin and are more microable compared to longbows
Re: AOE3 - Update 13.690 [New Civ Confirmed]
Just send the card first and you have no problemcallentournies wrote: ↑16 Mar 2022, 05:37How does GMT work? Is it only the #TPs you have at the moment you click the technology research? What if you build another TP while aging? Do you lose all benefit if youve lots all your TPS?
Re: AOE3 - Update 13.690 [New Civ Confirmed]
Did someone, by any chance, do the math for GMT first 3v second compared to 3v first GMT second? I can't imagine it balancing out each other right now.
GMT first VC second (as some players suggested) just leads to a delayed VC boom and TPs getting taken down without being able to put up much of a resistance. In that case, the usual (but now worse) VC strat seems better with being full manor around 6:20 and then redistribute to timing push/age.
GMT right now seems like a situational card only useful on high TP maps to properly contest the line in age 2 and then age up afterwards. However, I can also imagine native tp strats being fun on some maps.
Maybe VC gets less viable as soon as the -100f change is actually implemented, maybe not. It's weird not to include it in the latest patch.
GMT first VC second (as some players suggested) just leads to a delayed VC boom and TPs getting taken down without being able to put up much of a resistance. In that case, the usual (but now worse) VC strat seems better with being full manor around 6:20 and then redistribute to timing push/age.
GMT right now seems like a situational card only useful on high TP maps to properly contest the line in age 2 and then age up afterwards. However, I can also imagine native tp strats being fun on some maps.
Maybe VC gets less viable as soon as the -100f change is actually implemented, maybe not. It's weird not to include it in the latest patch.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
Idk about the math but 3v, GMT doesn't really benefit from the second card aside from maybe having faster age3.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
I have been only trying it in like chill games but so far I think the GMT order is for like an FF which kinda goes tp start then 3 vils during transition - food age up into 700 coin either for muskets or age up.jesus3 wrote: ↑16 Mar 2022, 12:38Did someone, by any chance, do the math for GMT first 3v second compared to 3v first GMT second? I can't imagine it balancing out each other right now.
GMT first VC second (as some players suggested) just leads to a delayed VC boom and TPs getting taken down without being able to put up much of a resistance. In that case, the usual (but now worse) VC strat seems better with being full manor around 6:20 and then redistribute to timing push/age.
GMT right now seems like a situational card only useful on high TP maps to properly contest the line in age 2 and then age up afterwards. However, I can also imagine native tp strats being fun on some maps.
Maybe VC gets less viable as soon as the -100f change is actually implemented, maybe not. It's weird not to include it in the latest patch.
I am thinking about whether GMT start is also good for like a native rush on non-tp map since you kinda save can easily get 2 native tps and age early.
There is also that weird 6 min in age 1 Industrial build which might benefit from the faster age up and the new rangers tech.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
yeah, that's what I'm thinking. Can't pinpoint it, but I don't really see the use for an earlier (if even) age 2 if you have to delay resources those 3v would gather. To me, it looks more like a semi-ff card. From what I've seen so far, GMT first has only delayed manor building in transition if anything.
@helln00 Indeed, also thought about that. Could be at least some nice stinky cheeseI am thinking about whether GMT start is also good for like a native rush on non-tp map since you kinda save can easily get 2 native tps and age early.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
GMT first is fine. Can do a 18v age up at 4.10 or 16v age up at 3.40. Aging at 3.40 means you can drop military builings from 700w which results in more efficiency. Then you have the benefits of 2 TPs and still the fast teching.jesus3 wrote: ↑16 Mar 2022, 14:05
yeah, that's what I'm thinking. Can't pinpoint it, but I don't really see the use for an earlier (if even) age 2 if you have to delay resources those 3v would gather. To me, it looks more like a semi-ff card. From what I've seen so far, GMT first has only delayed manor building in transition if anything.
GMT second gives almost no benefit in terms of age up time to age2.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
will try, thanks!
- kevinitalien
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
i just tested you can't reach 4min10 with 18v and with 17 vills you reach age 2 at 4min05 but with 3 vills less during the transition for about 10 secGarja wrote: ↑16 Mar 2022, 14:39GMT first is fine. Can do a 18v age up at 4.10 or 16v age up at 3.40. Aging at 3.40 means you can drop military builings from 700w which results in more efficiency. Then you have the benefits of 2 TPs and still the fast teching.jesus3 wrote: ↑16 Mar 2022, 14:05
yeah, that's what I'm thinking. Can't pinpoint it, but I don't really see the use for an earlier (if even) age 2 if you have to delay resources those 3v would gather. To me, it looks more like a semi-ff card. From what I've seen so far, GMT first has only delayed manor building in transition if anything.
GMT second gives almost no benefit in terms of age up time to age2.
Re: AOE3 - Update 13.690 [New Civ Confirmed]
18v is with 2 manors ofc. But ye I don't remember the exact time. It was something between 4.10 and 4.30, it also depends on treasures because aftet the 18th vill there is some idle time.
Also I did test it on Arabia which has TP and usually a 25-35w treasure in base.
Btw, I don't get why Manchuria has 4 TPs now. 3 TP shared or 2 personal, that's how it was supposed to be :SS
Also I did test it on Arabia which has TP and usually a 25-35w treasure in base.
Btw, I don't get why Manchuria has 4 TPs now. 3 TP shared or 2 personal, that's how it was supposed to be :SS
- EliteRifleman
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
Are all these numbers taking into account the -100f nerf?
- DNLgibraltar
- Skirmisher
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
African cattle trade rate is bugged,
I thought that would be fixed before they released the final patch
I thought that would be fixed before they released the final patch
Re: AOE3 - Update 13.690 [New Civ Confirmed]
it was fixed in the pup lol this is strangeDNLgibraltar wrote: ↑16 Mar 2022, 22:21African cattle trade rate is bugged,
I thought that would be fixed before they released the final patch
- kia_wp
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
ah shit here we go again
Re: AOE3 - Update 13.690 [New Civ Confirmed]
I just thought of a really dumb build with the logistician since you get a free tech now with the age up, you can get CIR in age 2 for the rangers, Cherokee native shipment and if combined with native treaty just have a mass of skirms in age 2 that shred any heavy infantry.
a GMT start means that you can delay your age up to get the logistician and it barely eats up your age up timing
a GMT start means that you can delay your age up to get the logistician and it barely eats up your age up timing
Re: AOE3 - Update 13.690 [New Civ Confirmed]
Building on this logistician idea, since all british cav cards are general combat cards, on maps with cav archers or goon natives, you can get Range Cavalry Caracole for free and effectively get age 2 vet goon to harass the opponent or age vet cav on the field.
Its a new world of cheese
Its a new world of cheese
- SongOfStorm
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
I did a match of Unknown and got a map with a cave. Was cool and unexpected for sure, love that Unknown is getting new stuff.
From what @vividlyplain told me on discord, it was added in the recent patch.
From what @vividlyplain told me on discord, it was added in the recent patch.
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
Cave is actually nice. Would like to see that
Whatever is written above: this is no financial advice.
Beati pauperes spiritu.
Beati pauperes spiritu.
- EliteRifleman
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
Is a trap!
- kevinitalien
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Re: AOE3 - Update 13.690 [New Civ Confirmed]
i wish i buy 0.50€ or even 1 € for have that skin instead of making 50 house
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