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Alekusu

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Posts posted by Alekusu

  1. The third video of the series:

    A few notes about what I tried to explain ^^:

    Rushing: A rush is a fast push on phase 1. You sacrifice a bit of economy in order to get a larger army than your opponent early in the game.
    Good point: If successful you’ll win the game fast
    Bad point: If unsuccessful you’ll fall behind quickly
    Countered by: Turtling

    Turtling: Turtling is a defensive strategy that rely on walls, towers and fortress to defend against your opponent pushes.
    Good point: Your city is protected by walls and tower, so when your “turtle” is over, you can focus on economy or harassing in mid game
    Bad point: You’ll invest a lot in defensive structures, If your opponent doesn’t attack, you’ll invest for nothing…
    Countered by: Booming

    Booming: To boom is to focus on the early stage of the game into economy. That usually means that you’ll have a lot of women and economic upgrades sooner than your opponent.

    Good point: You’ll have an amazing economy on mid game
    Bad point: If you get pressured early in the game, will be difficult to counter
    Countered by: Rushing

    How to react against a double rush? So, you are playing a 2v2, you are still on phase 1 and at 8min you have two enemies in your city, what do you do?

    Firstly you need to evaluate the forces of your enemies; is it going to be enough to destroy your CC? If yes, you need to call for help, in a 2v2, the one under attack should be the one making the calls (because he is the one how knows if he can defend or not, not your ally).
    While your ally is coming to help you, try to win as much time as you can, repair your CC, garrison some troops, make the enemy follows your villagers etc…

    If you know that you can defend your CC (Even if you lose your army): Tell your ally to counter attack directly in the enemy base!

    On phase 1, if you lose your CC, you cannot rebuilt it so the most important thing is to know if yes or no your CC will go down.

    About playstyle:

    Aggressive/active:
    On the first part of the game, Mario and I are playing aggressive/active, that means that we are pushing and looking for a direct army clash. We focus on taking a military advantage early in the game and win the game with troups

    Aggressive/passive: On the second part of the game, and because Mr.Parrot had an excellent defense, we changed our playstyle and went for aggressive/passive. The idea is to win by making your enemy suffocating inside his own base. You build CC next to his base, add some tower, put units into these buildings and slowly taking his territory until you feel you can go and finish your opponent. It's probably the best way to play against someone who's turtling.

    • Like 1
  2. A new series of videos with Mario. I really need practice because it's quite hard to play, comment, talk about strategy and show you Mario's screen at the same time.

    Some people might say that playing with Mario isn't really fair but the idea is to show you our strategies, and because he is one of the best I think it's good for viewers to see what Mario is doing. Also the fact that's a bit unfair matchups, it make the video not too long.

    A few notes about this 1st Video:

    Timing push: A timing push is a push at a timing that is going to give you the highest probability of winning a battle.
    For example, when your enemy expands, he will invest resources into a structure and not troops, if you attack at this timing you have an army advantage.
    Another example, you just finished an upgrade at the armoury, your enemy might get this upgrade in a few minutes. If you do nothing, the fact that you got the upgrade earlier won’t change anything, but if you attack right after your upgrade, there is a probability that your opponent doesn't have the upgrade yet.

    In conclusion, a push at a perfect timing is called a timing push.

    Team play: A 2v2 is not two 1v1, it is a team battle and you need to think and act as a team in order to win against the best players.
    I know that my ally is going to do a timing push at 12 or 13min, I need to be ready to do something too at that timing. In this video I’m going to expand at this timing because I know that Mario is going to put pressure on the enemy and I’ll expand safely.

    Always work as a team and your win rate will increase.

    2nd Video:


  3. My approach has always been to get the most out of the least amount of units and structures, so that mindset doesn't work for me very well. Which is why I don't like building a lot of production structures, because I simply don't need them.

    Multiple production structures are good for a few reasons:

    - obviously making 30 cavalry from 3 barracks (3 batches of 10) is better than making 30 cavalry from 1 barrack (1 batch of 30)

    - when you lose a barrack ingame, I can assure you you'd be happy to have other barracks...

    - on late game when you reach the pop limit, if you have 2 barracks against someone that have 10 barracks you'll lose because during the battle you need to remake your army and of course it is faster with 10 barracks.

    The number of structures will depends on each game but I think that saying you "don't need" lots of production structures is too general...I mean if you have the resources, even if you don't "need" it, you should make additional structures imo.

    EDIT: another reason, your first production structures are far from the enemy, you expand and build extra production structures to be closer. You don't "need" it but it's a good thing to do (again, if you have the resources)

    In general I'd say that if you have the resources to produce non stop from 3 barracks, you should have 4 :P (because in-game when you manage many things, sometimes you don't produce non stop...and if you lose a barrack you can still produce non-stop)

  4. Hey, Alekusu, I was wondering how much your build orders are impacted by A18?

    Do the build order completely change, or is it just a matter of a little less archer there, a little more skirmisher there?

    Regarding your plans, it seems totally fine for me, I really enjoyed the last map (the naval one), your explications are really good since we can feel you're not simply improvising with how many resources you have but you clearly have a plan from the start (for example, you clearly highlighted the fact that you need 500 of each to build a new civic center, so we can better understand why you do what you do).

    Please, go on ! ;-)

    Thanks for the support !

    For a18, I think the only thing that's going to change for my build orders are the choice of units.

    Depending on what's OP or UP in a18 I'll also make totally new build orders.

  5. Hey guys,

    I just reached 500 views on my channel, I know it's not much but it makes me quite happy to be honest ^^.
    It motivates me to continue seriously my videos.
    As I said earlier, I plan to make various types of videos from now:
    - Focus on map, play on special map like Naval
    - Some multiplayer games 1v1 and 2v2
    - A Random game : I play on a random map with random civ against random very hard AI and just let the viewers enjoy this amazing game.

    If you have any suggestions/idea/proposal of the kind of video you would like me to make please tell me here, I'll start a list.

    Alex

    PS: I don't know how to code/program so I can't contribute with the development of the game but if I can help players with my videos I'll do my best

    • Like 2
  6. try to explore situations and some maps (example poor wood maps, that are hard with economy) or geographical tactic like Corithian Itsmus or Alpine Valley(random map)

    Yep, that's the plan.

    I first started with 12 videos (one for each civ) showing basic build orders and from now I'm gonna focus on two things:

    - maps (I already started with Naval maps)

    - multiplayer games (I'm waiting for a18 to see if there is less lag)

    • Like 1
  7. Hey guys,

    I'm planning on making videos about Naval map but I have so many questions first:

    Fishing:

    - What is the rate/speed of fishing compared to farming ?

    Trade boat:

    - If you put troops in a trade boat, will they attack ?
    - If you garrison tradesman from the market in a trade boat, will the trade be more efficient ?

    Military boat:

    - What is the difference on the boat's power between putting cavalry, infantry or ranged units in this boat ?
    - How do women garrisoned on a boat affect the boat ?

    - Except dock's upgrades, what other upgrades affect boat ?

    - Does attacking a boat from front or from the side change something ?

    - Which civ have the strongest boat ? and the weakest ?

    Thank you very much for answering all of that, it will help a lot for my videos. I think that we could use the answers to add some naval strategy on the strategy guide.

    PS: will a18 change anything about boats ?

    Alex

  8. for example, (numbers are here just to clarify)
    cav sword deals 10 damage per unit of time
    cav spear deals 40 damage at first attack (that means after doing nothing for 3 or 4 units of time)
    cav spear deals 8 damage per unit of time after the first attack

    With this,

    if cav spear charge and stay in the melee, cav sword will take the advantage after a few units of time
    if cav spear micro out of the battle and charge again as much as they can, they will deal more damage than cav sword.

    see table

    it maybe a stupid idea though ^^

    Tell me if it's unclear

    zFUU8u.png

  9. Scythe, to simulate a charge what do you think about boosting only the first attack of the spear cav ? And then the next attacks deal normal damage.

    And if they stop attacking for a few seconds, the process restarts.

    In that way we can simulate the "charge damage" and the "I'm stuck in the melee damage"

    No idea if this is possible though..

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