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But, that is because I play very defensively, and have a base of operations to retreat to. Many good players have their armies moving around constantly, without any between time. It's not as effective in that case.
+1. Not to mention more units = more lag. gg
Ohhhh yhea defenilly, l played the AoC back in the day and now lm just waiting for a sale and l cant see me playing with that much pop, it just turns out to spam war
monks also are slow, meaning they are not capable to move with the army to where the action is.. (fast resonce matter more than losses, since slower responce means valueble villagers or buildings will be gone)
so monks work best in situations where you have a single high HP unit attack, pull it back, and nurse it back to health, or for defending stationary armies.
but in multiplayer that does not happen : you don't have time to pull any part of your army back from the front and if you do there is a better solution : castles.
-inside the castle MULTIPLE units can heal at once, far faster than monks can heal.
-also they are protected inside the castle
-if archer they can be attacking on the frontline from within the castle, while being healed.
monks do have other uses in combat :
they are the only legit counter against war elephants and sometimes a good counter against paladins.
and than there is the relic victory..
but for healing, nope only in singleplayer
Really?? That would hugely improve multiplayer tbh.
Micromanagement and tactics often count almost counts for nothing if a match passes the 40 minute mark if another player defeats an initial push and booms nonstop. Then an endless flood of units whilst he turtles up and bides his time massing trebuchets.
original age of empires 2 + expantion was quite populair, and yes.
-unit limit max 200. (with steps of 25, and a minimum of 75, if memory serves, but it may have been 50)
-town center was capped at maximum of 3.
-also the number of towers per player was capped (at 12 I believe, might have been 20)
-one more thing I remember more advanced units tended to be more expensive, and not the same price as the are now.
(so a man at arms was slighly more expensive than a militia etc..)
as such building units when they were weak and THAN advancing was a much used tactic.
yes you could still build as many barracks, stables etc as you'd liked.
but with unit limit your most important resource, you simply would not spam units, 5-8 or each usually were all you ever used.
and castles could still be build unlimited (but their high stone cost, prohibited to much spamming of those, but stone was the most important resource for this reason)
Most multiplayer games I played back in those days were played with 125 units, that seemed to be the sweet spot, it allowed for 50-60 villagers, and a nice 50-60 unit army, while keeping things small enough, that it actually matterd how you allocated your unit count.
and with such unit numbers, micro with walls, castles and towers become more an option, and killing a couple villagers even in late game did hurt your gameplay more.
generally age of empires 2 hd feels more like : who can click the fastest and pump out hundreds of units the fastest, where the original was more like a game of chess, slower paced and more mindfull.
300 pop is pushing the upper limit of micromanagement. It's doable in small quantities with a modded game to make things more micro-friendly (top example: nerf Halbs).
I find 100-250 to be quite fine, although at 250 there isn't much micro and it's basically a slow slugfest slowly pushing forward. 200's very nice, probably one of the best, although 150 means that your economy simply can't handle pumping trash units.