Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hmm... you're right. However, I still like how AOE IV did it, replacing a generic unit with a unique unit like english longbows replacing bows and frank royal knights replacing knights. To me, there's still enough variation for this kind of 'efficient' countering.
Even if your enemy only has two units, like pikes and scout cav, you just make pikes and win.
Anyway, I'm not that experienced so I only 'got' this now. Before, I was making a bunch of different units, trying to counter everything the opponent has, but this kind of 'exploiting a gap' is pretty satisfying. Kinda makes me prefer a defensive playstyle, since you get more time to see and figure out the perfect counter.
In your scenario, spamming knights should work as well as the opponent doesn't have enough camels to beat effectively your knights, and your knights are very strong against the other two units he is doing. So it is like you have twice as many knights as he got camels. You should comfortably win this fight as well.
Genitours wasn't a good idea though. They get countered by all three units your opponent was making. Good that you figured out a good counter in the end.
Those horse archers can murder everything in sight.
i used to spam nothing but skirmishers at one point in AOE2 and they murder everything in sight quickly but took out buildings fairly slowly. I'm not surprised other units now have strengths to counter type of thing, AoE4 highlighted it a lot more than previous games i played, i don't have any first hand experience with A2DE or A3DE to know if those were highlighed properly either, i hope they do, so single unit spam is not possible any more.
It's all about balance, reacting, predicting, etc. As your full camel push gains the upper-hand you should start considering what your opponent is likely to do to counter it and start making a counter for their counter. Otherwise they can easily turn the tide by themselves going into a single unit push.
In the heat of the moment, very few people (at least in the 800-1200 elo bracket where the majority of the playerbase is) actually manage to properly react to 10 knights or 20 xbows suddenly attacking their base if they haven't scouted it. Sure, on paper they know that they should make pikemen or monks or mangonels or whatever, but in practice it's another story and it's likely that an opponent will make mistakes of some kind in their reaction (for example, not making enough pikes to stop a big ball of knights, producing mangonels after losing 10 villagers to xbows, etc).
It's much easier to be the one on the offensive.
they were sort of useful starting out with the mongols and somewhat with the huns in the conquerors, but outside of that, they were pretty much useless and expensive to produce. some civs had better tech towards horse mounted archers which made it worth some effort.
it was better just upgrading to elite skirmishers and pushing those out in large amounts from other civs with reasonable archery techs, at least food and wood are easy to get. better than spending a lot of gold on knights and xbows if you can get away with it and save the gold for another time when you need it, for example much later in a long fight where resources are alot more scarce to find.
some stone walls, a number of watchtowers and units within a castle or two behind that, knights and xbows stand no chance and neither do early castle age siege units. trebs are needed and that means working out to the imperial age and building enough of a force to deal with that menace.
It provides a lot of opportunity to do some scouting, wall and tower rebuilding and hiding a force nearby outside the walls. those trebs are dead in a hurry because your force is behind them and your units can travel to their base while the enemy are fighting your defenses after taking those trebs out.
Personally i despise that they gave horse archers such incredibly high frame delay
They feel terrible, like using onagers, and meanwhile berbers have camel archers that have an objectively more fun and smoother micro experience.
And no, im not talking about hard counters. Im talking about how good it feels to use the unit. Berber Camel Archers are what most cav archers should feel like imho.