Yeah I mostly meant we don't need to add yet another change for that kind of card, there are plenty of non viable / very niche cards. But sure I wouldn't mind that kind of bufflordraphael wrote:most likely not, but maybe it should unlock the ability to build one. if you lose a wagon or it gets sieged down at least you have somewhat of an compensation.Kaiserklein wrote:I agree buffing it isn't necessary though. But I think I explained ITT why forts aren't good atm in almost every case. I'm not sure what makes you think the opposite?
The underrated case for forts
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Re: The underrated case for forts
Yeah I agree with raphael here, pretty much the same as what I think about forts.
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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Re: The underrated case for forts
But precisely if you're fighting for the last resources, you can't afford to send such a risky card... Even a colonial shipment, like 8 bows or whatever, would be better in that situation. Or 600g if you're out of gold. Anything but the fort at that point especially. Not to mention having one less actual fortress card could lose you the game before that point.RefluxSemantic wrote:Raphael, I think you might only be looking at somewhat early uses of the fort. Except for specific strats, the most general usage of a fort is to secure the last hunts and mines on the map near the end of the game. If you can do that, the fort is arguably the single most effective shipment at that point of the game.
There is no way it's good in 5% of games. Less than 1% for sure, and not because you're securing the last resources on the map.RefluxSemantic wrote:Its just a matter of getting the fort up and that is still pretty hard. There are scenarios where this would definitely seal the deal though. The problem might not even be the powerlevel, but that it is too niche; it only happens one in 20 games or so, and even then the situation where it is useful might not present itself. But when it does, the fort is game-winning.
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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Re: The underrated case for forts
The fort gives you style points
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Re: The underrated case for forts
I concluded you probably generally don't want to have the fort in your deck. But it's in the top 12 cards for my dutch decks and I often consider putting it in because it's slightly less niche than some other cards I have in my deck. If I could put 11 cards in fortress, I might just put the fort in my deck. It's niche and barely doesn't make the cut, but I'm pretty sure there is a situation of two where it's actually really good.lordraphael wrote:do i want to have a card taken in age 3 which could otherwise be a unit shipment or upgrade, just for the rare case that it comes down to having acces to the last natural ressources on the map ? Presuming it goes up in that spot where you want it to go up and not just get sniped down. Also that fort could be another unit shipment that help me control that spot anyways. Its a gamble and just not worth to have in your deckRefluxSemantic wrote:Raphael, I think you might only be looking at somewhat early uses of the fort. Except for specific strats, the most general usage of a fort is to secure the last hunts and mines on the map near the end of the game. If you can do that, the fort is arguably the single most effective shipment at that point of the game.
Its just a matter of getting the fort up and that is still pretty hard. There are scenarios where this would definitely seal the deal though. The problem might not even be the powerlevel, but that it is too niche; it only happens one in 20 games or so, and even then the situation where it is useful might not present itself. But when it does, the fort is game-winning.
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Re: The underrated case for forts
Guys we need a special tournament with 50 card decks. Would unlock some pretty niche cards.RefluxSemantic wrote:I concluded you probably generally don't want to have the fort in your deck. But it's in the top 12 cards for my dutch decks and I often consider putting it in because it's slightly less niche than some other cards I have in my deck. If I could put 11 cards in fortress, I might just put the fort in my deck. It's niche and barely doesn't make the cut, but I'm pretty sure there is a situation of two where it's actually really good.lordraphael wrote:do i want to have a card taken in age 3 which could otherwise be a unit shipment or upgrade, just for the rare case that it comes down to having acces to the last natural ressources on the map ? Presuming it goes up in that spot where you want it to go up and not just get sniped down. Also that fort could be another unit shipment that help me control that spot anyways. Its a gamble and just not worth to have in your deckRefluxSemantic wrote:Raphael, I think you might only be looking at somewhat early uses of the fort. Except for specific strats, the most general usage of a fort is to secure the last hunts and mines on the map near the end of the game. If you can do that, the fort is arguably the single most effective shipment at that point of the game.
Its just a matter of getting the fort up and that is still pretty hard. There are scenarios where this would definitely seal the deal though. The problem might not even be the powerlevel, but that it is too niche; it only happens one in 20 games or so, and even then the situation where it is useful might not present itself. But when it does, the fort is game-winning.
Re: The underrated case for forts
I mean if Its not worth it as a card in the deck then I think atleast it would be more worth it as an age up option, either age 3 or 4 plus the rebuild thing.
also another thing is maybe change the resist on the wagon to range resist and not siege resist lol
also another thing is maybe change the resist on the wagon to range resist and not siege resist lol
Re: The underrated case for forts
The siege resist stops it getting straight up killed by a two falc or 5 abus. Id prefer, honestly to have the wagon have 350-400 hp. Then if you like, deserve to lose the wagon you will but it wont just get poked by a dozen skirms. Adding build ability would be very interesting but its probably not a good idea for an ageup, just another flat out euro buff for no real reason. Engineer or Tycoon are just better anyways
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Re: The underrated case for forts
I think it's a good example of why forts are bad. It's never going to go up in the middle of the map with constant poking, and getting more army to control the map is more important.
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Re: The underrated case for forts
Who would construct forts if the hypothetical change were to take place? Vills, explorers, or the military?
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Re: The underrated case for forts
vills
breeze wrote: they cant even guess how much f***ing piece of stupid retarded they look they are trying to give lesson to people who are over pr35 and know the best mu. im pretty sure that we need a page that only pr30+ post and then we could have a nice discussins.
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Re: The underrated case for forts
vills ye, just like TCs.
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Re: The underrated case for forts
What? Lol... Euros can't build TC with vills...[Armag] diarouga wrote:vills ye, just like TCs.
Been playing too many expansion civs it seems.
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Re: The underrated case for forts
I know, but they should.iCourt wrote:What? Lol... Euros can't build TC with vills...[Armag] diarouga wrote:vills ye, just like TCs.
Been playing too many expansion civs it seems.
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Re: The underrated case for forts
Yes. Always seemed like a huge ES/RE oversight to me.
The expansion civs heroes are so much better. And not needed to build TC later.
Euro explorers suck till age 4/5. But you better keep that sucker alive if you plan on ever expanding your economy.
I was told not to add that feature due to civ uniqueness however.
The expansion civs heroes are so much better. And not needed to build TC later.
Euro explorers suck till age 4/5. But you better keep that sucker alive if you plan on ever expanding your economy.
I was told not to add that feature due to civ uniqueness however.
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Re: The underrated case for forts
I'd argue vils shouldn't be able to build tcs as any civ. Or at least slower than currently, or have a cap of 4v building it. Being able to drop a tc in 15s with 8 vils is pretty stupid
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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Re: The underrated case for forts
@Kaiserklein i don't see anything wrong with that point in general but then you would need to make cheaper options for asian civs / native civs to buy back their explorers
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.
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Re: The underrated case for forts
but really i think the best solution should be for all civs to be able to drop TCs with vils. it makes sense in aoe2 and it should make sense in aoe3
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.
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Re: The underrated case for forts
Yeah it's not like you'd see TC dropping everywhere anyway.
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Re: The underrated case for forts
Atm France and Otto are the only nilla civs to build TCs. When is the last time you saw Brit/Dutch/Russia/Germany/Spain build a TC in a 1v1 ? It's simply much better to train units because building a TC in the middle of the map is way too risky.
The 3 TAD civs however, build TCs every time they can, and I think it's a good thing, it makes the game less one-dimensional. The meta is boring because you have to take a fight to secure your resources tbh.
The 3 TAD civs however, build TCs every time they can, and I think it's a good thing, it makes the game less one-dimensional. The meta is boring because you have to take a fight to secure your resources tbh.
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Re: The underrated case for forts
i've seen brit and spain build TCs in 1v1 but i guess this is also down to them being ahead and me being bad.... or just bad macro resulting in random TC[Armag] diarouga wrote:Atm France and Otto are the only nilla civs to build TCs. When is the last time you saw Brit/Dutch/Russia/Germany/Spain build a TC in a 1v1 ? It's simply much better to train units because building a TC in the middle of the map is way too risky.
The 3 TAD civs however, build TCs every time they can, and I think it's a good thing, it makes the game less one-dimensional. The meta is boring because you have to take a fight to secure your resources tbh.
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.
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Re: The underrated case for forts
Ye, when brit and Spain go TC that's because they're either super ahead or they fucked up their macro.
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Re: The underrated case for forts
In aoe3 you can call mm or ship units in a tc. It's very tough to break it. And it's only 400w now on EP, after removing the 10 pop cost. Besides, on many aoe3 maps getting the control of the resources in 1 location can be absolutely huge.harcha wrote:but really i think the best solution should be for all civs to be able to drop TCs with vils. it makes sense in aoe2 and it should make sense in aoe3
A building time of 15s is very short. I think having to build it with your explorer is fair, it should be risky after all.
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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Re: The underrated case for forts
it should be risky but it shouldn't be like if you use 1 unit you cannot make it anymore.Kaiserklein wrote:In aoe3 you can call mm or ship units in a tc. It's very tough to break it. And it's only 400w now on EP, after removing the 10 pop cost. Besides, on many aoe3 maps getting the control of the resources in 1 location can be absolutely huge.harcha wrote:but really i think the best solution should be for all civs to be able to drop TCs with vils. it makes sense in aoe2 and it should make sense in aoe3
A building time of 15s is very short. I think having to build it with your explorer is fair, it should be risky after all.
i think limiting to like 4 vils is reasonable as i agree that they do go up too fast. the risk of losing 4v and a foundation is also considerable after all.
what you say about shipment points and map control, however, does also apply to outposts and even more so warhuts
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: The underrated case for forts
Yes euros can't build a tc with vills but they can Summon their explorer at full health, instantaneously. Seems pretty fair to me. Reviving a monk is legitimately never going to happen using the tc. You idle and its stupidly expensive and slow. Firepit takes a firepit and lots of vill seconds. Aztec is the exception with wp but those certainly aren't free and their war chief is like, legitimately, essential to their composition
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