You are probably one of the greatest mentors when it comes to coaching for AOE2. I don't see anyone go in such great detail and depth when it comes to coaching in gaming. Keep it up bro.
I've genuinely gone from 1100 to 1300 thanks to your coaching videos and others like these that help me see the game. You're awesome. Love watching you play, because you do all the mechanics so well but with the je ne sais quoi that leaves everyone's jaws on the floor!
Great video thanks - really interesting to understand the 7min window for pushing and also the 1/2/3 TC counter triangle. I almost always default to 3 TCs and the all-in push with map control is probably the most common way I'm beaten
Shout out to the thousands of villagers - throughout the years they have collected resources, scouted, fought battles and build buildings for us. They deserve a little love! Great video as always Hera :)
hey, may i suggest a topic? army efficiency: you always talk about keep making vills until you are 200 pop, i rarely do that (im sorry, dont be mad) because if i try i am left with little amount of army (may also be bc i can produce army fast enough) and i cant do much with that army, i just dont know how to properly fight with like 20 paladin instead of 60. etc. great vid, hope to see many more, you are an endless well of AoE2 knowledge
I personally do 2 tc. Boom with a seige push on opponent 3rd tc. If that works. Usually that means i can come forward to drop a forward castle on his other tc and go to imp
Some added LEL-perspective: Enemies are somewhat afraid of approaching your TC and they feel compelled to take out satellite-TCs before approaching your actual base. Also, often times my Castle Age is not perfectly balance and I have floating wood but not enough production buildings to make skirms or whatever. So making another TC is a natural thing to do, no matter what the initial plan was.
A castle age monk gains full faith in 63 seconds. This means 3 monks can convert entire enemy TC production to your side. Don't build TCs, build monasteries. (Joke)
I know a guy who went Ethiopeans 4 tc boom (into shotles) every game and got to 1650. The civs help you to get castle age fast and lots of people at low rating don't know how to punish it
interesting stuff about the triangle. ive been around for over 10 years now and before this video i have only ever heard people say 2 tc is the worst of both worlds and you should never go for it, but its interesting how thats not entirely true. personally i like sticking to the standard 3 tc as i am terrible at doing damage (at any stage of the game except Hussar raiding) even when playing 1 tc all in
2 tc fast imp was my move well since i learned basics on DE :D its not best, but you can keep up with some crazy allin strats while having more vills ot you can be simply faster to imp and push the booming opponent.
@@hikatoyshi Malians (wood and free arrows) Lithuanians (rush with 9 range TC's), Incas (stone), Malay (fast up allows for funky TC plays), Teutons (capacity), Georgians (+2 arrow damage), Vikings (only civ that cant research Wheelbarrow/Handcart), Byz (only civ that cant research LOS). Edit: Goths fast loom.
nice informative video. how does this change when playing britons? they get a 50% discount for TC so adding at least one seems almost mandatory to make use of that early advantage
If you go for one TC, you raid, you push and try to do damage, you do damage, you gain some tempo, but you are unable to close the game. Eventually, you opponent will get the upper hand because time is on his side. In this case: is it a better idea to go crazy on siege and try to close no matter what or maybe adding more TCs is a good idea some time?
I actually established the same logic with the 7 mins. Before i build another TC I ask myself Will this game last more than 7 mins. If the answer is yes then I probably plan on building one. If no because I either have to survive or I have to kill then I won’t. By the way, one of your best videos. overbooming is a problem that I and many people have been victim of. Especially when you start playing the game as a bf player
it sucks when you lose team game and you see your pocket was on 180 vills :D unless they plaz spanish, wtf you will ever do with more than 120 vills? :D
not really a way to know for sure, I guess u can click enemy units to see upgrades. U can also see how many production buildings he has aswell, that can give u a hint as to what hes going for
7 min payback cost doesn't account for TC replacing at least two of the drop off buildings (mill, lumber camp, sometimes mining camp) and a house. This alone makes the wood cost negligble.
One thing I alsways wonder about town centers is : when should I rather build a mining camp or a lumber camp and not a town center ? I always choose the first option but I feel like it's wrong
brilliant video as always. I just have one question regarding the 2 TC case. If someone hit castle age faster, if he stays only on 2 TC, he is almost unbeatable (on paper) Because according to the video, if opponent hits castle age later, he can either do 1 TC, 2 TC or 3 TC. If opponent went for 1 TC all in. 2 TC should still have enough military and resource to fight it back. If opponent booms on 2 TC, he will never catch up on vils. If opponent went for 3 TC boom. We can just make the 3 rd TC to match it. There is also the fast imp potential behind it, so I really see a downside with 2TC booming with a monastery or siege workshop of someone hit castle age faster. (We assume mirror matchup here)
Easy rule of thumb: If target villager pop count - (current villager count +current TCs*15) is close to positive there is no point in making more TCs. Example: Your pop count is 80, you have 4 TCs and you want to go for 140 villagers. Is it worth it to go for 5th? Answer is no, the fifth would not be able to pay for itself even without taking into consideration the build time.
3 is usualy enough - also everytime i accdentaly make more than 120 vills i end up deleting lot of them anyways. However I building 6 tcs for protection is definitely worthy.
The "4 additional TCs at the border of the map" is usually not that useful, I'd guess, unless you go for that cruisade thing or maybe flemish revolution.
I have a noob question. I've been playing with 1 vil on stone starting on early feudal, when i'm in castle I almost immediately have enough for a castle. Is that a valid strategy?
@@HeraAgeofEmpires2 Well sounds like I have a lot to learn, but that's a start, I guess I need to learn how much 1 v and 100 wood is worth in feudal. Thanks for the answer!
@@EneldoSancocho so lets say feudal is 10 minutes and you send the vill on gold instead of stone. an average vill collects a bit more than 20 gold / minute. so thats 100 wood and 200 gold. an archer is 25 wood and 45 gold, so that would be about 4 archers. If you have a fight of 10 archers vs 6 archers, you will probalby lose that fight by a landslide, having 0 archers and killing maybe only 2 archers. Which might make you lose the map control and some villagers because now your enemy has 8 against your 0 archers. If that vill was on gold instead of stone, you could have the same number of archers as the enemy, making it a 50/50 micro fight. That is the position you are putting yourself in. It only works, if the opponent doesn't punish you. And if your opponent does not punish you, you should just go for a fast castle instead. So either a) your elo is low enough were you can just learn to FC (fast castle) properly and you will climb 200 elo or something. Or b) your opponents do punish you, and you would climb ELO if you invested more into feudal Age with that villager.
Not to be dramatic but this video could literally change the meta especially at the lower level. The tight build order all ins are getting kinda insane at lower levels. This explanation gives a tool (2 TC) to maybe challenge that and bring back balance to the force.
It seems to me that there is a lot of rule breakers and specifics to the general rule od this video. Due to civ bonuses anf such. For example, how should hunz look at this video? Is it ever good for hunz to go 3 tc play or for their opponents? And what about civz with insane wood bonuses or cheaper villagers requiring much less investment in lumberjacks or vil cost, can tjey go 3 tc va the 2 tc to defend an all in? I assume celts and mailians at least can. And what about the faater working town centers? It would make the rss drain even harder for the initial time if you go 3 tc... We need brain storming about specifics 😂
If your opponent has 3 tcs you typically have about a minute before his extra vills make up for the resources you had over them, not as much as you think
you are the shit my mannn... howevr.. would love to gte a view on the impotance of using tc mostly for defense/keping boom open but else have defense, the way i have thought is this (ca 1200 elo +2000 games dont play anymore). 1 knight is 135 res and 120 hp. so a vill who shoots it does 2.2 res worth of dmg pr shot. with a rate of fire beeing 2 we can devide 2.2 by 2 tog et res pr sec in dmg. which is 1.1 which is fantastic compared to gathering where i think woodcutting is around 36 pr min fully upgraded. more like 32 pr min when tc is considered the main defense whih makes it about 0.5 res/ sec Meaning villagers firering on a knight are twiec as effective as when they are gathering (asuming 2 dmg) and 3 dmg is actually a better assumption because if you dive into town center defense gameplay. which i think i lost to a lot in the days. and 3 dmg is the right number with bodkin arrow, which is a cheap investment if thats your (only) defense. its 1.65 res pr min which is much. So assuming only hitting nemies 33 % of the time the vills are still effective. I find that number pretty realistiv for 1200, but for your rank i think you would be able to garrison/ungarrison in a way that you have closer to 60 % hit time making knights not effective, only if they can kill vills. I know that in your rank mango support is much more common, and thats a whole different story having 75 dmg rate of fire 6 meaning 750 dmg pr minute to a TC costing 375 res having 2400 hp making a mango take a little more than 3 minute to clear it: mango gains 125 res/min when attacking TC. costing around 300 res which is 6x more than a vill. lets make it 5 bcause vill is food. Thats not costeffective in my mind. What am i missing? it it the lost farms around the tC after the Tc goes down? i know about 2x cost on reparing, so lets not repair it. Can you show us a inverted red phosphurus. The ultimate defense arabia. Can you actually use the formulars to win? i feel my math is pointing towards a possibility for TC (mybe + guard towers ) as only defense and no army... if you answer this well i will tip you at least 20 bucks i think i owe you that after watching just just you a lot. i have been watching since zeroempires, whom i whatched for at least 2 years. i just hd a dream about the game 12 years ago and then i was hooked again. peace out, Your content is getting better and better.
@@Progeusz- i know that it is often death. But what if it isnt. ? What if Tcs are only spaced around 6 tiles. Then you can just jump to next tc. And when he has enough Knights to take one down you should have monks to, who can also jump from tc to tc. Yrs i think they can run 6 tiles without getting reached unless enemies position well. A Knight does around 10 dmg (10+2 in upgrades - 2 in armor) to a tc with a rate of firer being 1.8 its around 6 dmg/ sec Meaning exactly 400 sec to take down tc for 1 Knight. Thats pretty much 1 res/sec in dmg. But a Knight is 135 res so taking that into account it is not that well a rate. Its the same as the vil firering back Costing only 50 res, yrs food. Monks are insane value. And can fully heal Knight in 120/5 = 25 sec Meaning 135/25 = 5.4 res pr sec. So Yes micro back to monks i see it. And yes i know killing a tc is often death, but i want to challenge the thought
whoever edits the videos does a fantastic job to keep the visuals with your narration
That would be @k1aoe (according to the description anyway)
Also, agreed!
Thanks Hera. I went from 900 to 2200 after watching this video.
Bless
Lmaoooooooo
0:56 Wow, I was only using the TC for Loom! I can’t imagine how my rank will change when I have more than 3 vills!
ELO 2000 now!
I couldn’t figure out how to use the TC to make villagers so I been using monks to convert the enemy villagers.
@@superluminous7227 111111
You are probably one of the greatest mentors when it comes to coaching for AOE2. I don't see anyone go in such great detail and depth when it comes to coaching in gaming. Keep it up bro.
0:24 bazaar coming 2021.. what a throwback lol
I've genuinely gone from 1100 to 1300 thanks to your coaching videos and others like these that help me see the game. You're awesome. Love watching you play, because you do all the mechanics so well but with the je ne sais quoi that leaves everyone's jaws on the floor!
Super informative. Never thought of it that way! For me, probably your best video so far!
Anyone else get distracted by the good clips and have to rewind? 😂 thanks 4 the amazing content Hera ❤
Always just two to save on stone so I can lose my first castle faster
LMAO
Lmaoooo
You are my hero
2:50 Now waiting for Spirit of the Law to do the math crunching on how many farms that requires to upkeep
Its 6 per TC
@@smaruhmaruh6955aoe2 de production tool from survivalist has alllll the production math ever.
He already did it
Check survivalist's herokuapp online calculator
Keep them away from your local neighborhood Hoang
Best video in a while, great info!
Great video thanks - really interesting to understand the 7min window for pushing and also the 1/2/3 TC counter triangle. I almost always default to 3 TCs and the all-in push with map control is probably the most common way I'm beaten
Great video. Great topic. Thanks Hera.
I've been waiting for this one for long. Thank you bro! Keep up the amazing work
Love the strategy focused content! More like this please 😊
Shout out to the thousands of villagers - throughout the years they have collected resources, scouted, fought battles and build buildings for us. They deserve a little love! Great video as always Hera :)
Drink everytime you hear Hera say TC 🎉
You forgot step 0: figure out how many TC's your opponent is on 11
1100 elo and learnt a lot, thanks Hera 👌
These videos are worth their weight in stone
If anyone ever makes a Hera Bingo Card... include "Holistic"
Hera, I love you, great video, but the way you pronounce negligible is so funny
One of the most instructive AOE2 vid ever
hey, may i suggest a topic? army efficiency:
you always talk about keep making vills until you are 200 pop, i rarely do that (im sorry, dont be mad) because if i try i am left with little amount of army (may also be bc i can produce army fast enough) and i cant do much with that army, i just dont know how to properly fight with like 20 paladin instead of 60. etc.
great vid, hope to see many more, you are an endless well of AoE2 knowledge
fighting with 60 units its 3 times better than with 20. hope that helps :D
Damn, didn't manage to make it before the bots.
thx really helps
I knew it takes a while to pay back, but I’ve probably underestimated how long it takes. 7 mins just to break even is a long time
I personally do 2 tc. Boom with a seige push on opponent 3rd tc. If that works. Usually that means i can come forward to drop a forward castle on his other tc and go to imp
Thanks! now i know how to produce villagers
Some added LEL-perspective: Enemies are somewhat afraid of approaching your TC and they feel compelled to take out satellite-TCs before approaching your actual base. Also, often times my Castle Age is not perfectly balance and I have floating wood but not enough production buildings to make skirms or whatever. So making another TC is a natural thing to do, no matter what the initial plan was.
A castle age monk gains full faith in 63 seconds. This means 3 monks can convert entire enemy TC production to your side. Don't build TCs, build monasteries. (Joke)
hoang just uploaded video where he goes monk only as portuguese and converting those villagers so it's not really a joke
@@meepo1862 That man is a menace though. 11
3 for mini-boom then army, or a faster imp and faster imperial attack, or 4 for the standard boom.
4 is overkill most of the time wtf u gonna do with 150vills? :D
I checked video speed while listening to it ))))
I know a guy who went Ethiopeans 4 tc boom (into shotles) every game and got to 1650. The civs help you to get castle age fast and lots of people at low rating don't know how to punish it
interesting stuff about the triangle. ive been around for over 10 years now and before this video i have only ever heard people say 2 tc is the worst of both worlds and you should never go for it, but its interesting how thats not entirely true. personally i like sticking to the standard 3 tc as i am terrible at doing damage (at any stage of the game except Hussar raiding) even when playing 1 tc all in
2 tc fast imp was my move well since i learned basics on DE :D its not best, but you can keep up with some crazy allin strats while having more vills ot you can be simply faster to imp and push the booming opponent.
It's not the amount of TCs, it's the number of TCs.
Watching later.. looks like you corrected it! Good job!
If you were knighted you would become a desert
Good stuff. Thx!
Now I want to know how this knowledge interacts with civs that have bonuses that helps build Town Centers like Britons, Bulgarians or even Sicilians.
did bro just invent the fire emblem weapon triangle in aoe2 with town centres
hera best aoe2 content
You forgot to talk about TC civ bonuses that might be impactful (Britons, Bulgars, Cumans, Persians, maybe some other).
@@hikatoyshi Malians (wood and free arrows) Lithuanians (rush with 9 range TC's), Incas (stone), Malay (fast up allows for funky TC plays), Teutons (capacity), Georgians (+2 arrow damage), Vikings (only civ that cant research Wheelbarrow/Handcart), Byz (only civ that cant research LOS).
Edit: Goths fast loom.
@@daarom3472 Except for the Malian one, those bonuses don't change much about how you boom with several TCs. They are still useful though.
Are we not talking about that Trailer of War of Rohirrim featuring Hera?
How many TCs you wanna build??
"YES"
Thats Hera for ya! If Hera could make a custom civ it would be bulgarians and britins discount with sicilian build time.
1*
Hera is the step forward
As long as I have 100+ stone, I’m adding TCs
nice informative video. how does this change when playing britons? they get a 50% discount for TC so adding at least one seems almost mandatory to make use of that early advantage
If you go for one TC, you raid, you push and try to do damage, you do damage, you gain some tempo, but you are unable to close the game. Eventually, you opponent will get the upper hand because time is on his side.
In this case: is it a better idea to go crazy on siege and try to close no matter what or maybe adding more TCs is a good idea some time?
GOOD GAME
Always 3 TC and float 2000 of each resources
3 TC floating no resources except food but floating 10k food since the TCs require a lot of farms and you're only making wood+gold units
I actually established the same logic with the 7 mins. Before i build another TC I ask myself
Will this game last more than 7 mins. If the answer is yes then I probably plan on building one.
If no because I either have to survive or I have to kill then I won’t.
By the way, one of your best videos. overbooming is a problem that I and many people have been victim of. Especially when you start playing the game as a bf player
it sucks when you lose team game and you see your pocket was on 180 vills :D unless they plaz spanish, wtf you will ever do with more than 120 vills? :D
Hey hera! Im a big fan! Is there a way to know without scouting if your opponent is going one tc or three of the bat?
not really a way to know for sure, I guess u can click enemy units to see upgrades. U can also see how many production buildings he has aswell, that can give u a hint as to what hes going for
Say TC one more time, I dare you.
Your opponent is building multiple TCs next to your base.
You laugh at how goofy that seems.
You remember your opponent is Spanish.
7 min payback cost doesn't account for TC replacing at least two of the drop off buildings (mill, lumber camp, sometimes mining camp) and a house. This alone makes the wood cost negligble.
Good stuff!
One thing I alsways wonder about town centers is : when should I rather build a mining camp or a lumber camp and not a town center ? I always choose the first option but I feel like it's wrong
What about a playlist with all these new educative content? Is there more like this on patreon?
patreon guides are way better than anything on youtube. We tried some playlists but its hard to keep it clean
I’m 900-1100
I always just play 2 tc didn’t even know that’s y I win with imp push first haha
brilliant video as always. I just have one question regarding the 2 TC case. If someone hit castle age faster, if he stays only on 2 TC, he is almost unbeatable (on paper) Because according to the video, if opponent hits castle age later, he can either do 1 TC, 2 TC or 3 TC. If opponent went for 1 TC all in. 2 TC should still have enough military and resource to fight it back. If opponent booms on 2 TC, he will never catch up on vils. If opponent went for 3 TC boom. We can just make the 3 rd TC to match it. There is also the fast imp potential behind it, so I really see a downside with 2TC booming with a monastery or siege workshop of someone hit castle age faster. (We assume mirror matchup here)
Easy rule of thumb: If target villager pop count - (current villager count +current TCs*15) is close to positive there is no point in making more TCs.
Example: Your pop count is 80, you have 4 TCs and you want to go for 140 villagers. Is it worth it to go for 5th? Answer is no, the fifth would not be able to pay for itself even without taking into consideration the build time.
3 is usualy enough - also everytime i accdentaly make more than 120 vills i end up deleting lot of them anyways. However I building 6 tcs for protection is definitely worthy.
The "4 additional TCs at the border of the map" is usually not that useful, I'd guess, unless you go for that cruisade thing or maybe flemish revolution.
What was the context of you building 10 TCs on the side of the map in the first clip??
Briton tc pride!!
Very usefull concept! Also.. someone knows if knights/cavarly do bonus damage against milicia line??
No
I'm mostly building 2-4 Tcs
So when do we just start stacking tcs against the edge of the map.
Good vid.
DauT disagrees with the 4 TC statement
I have a noob question. I've been playing with 1 vil on stone starting on early feudal, when i'm in castle I almost immediately have enough for a castle. Is that a valid strategy?
Your first sentence answers your question 😅
@@t.a.2202 Can you explain why it's a bad idea?
so you are down 100 wood and 1 villager for the entire feudal age? thats horrendous, as creative as it sounds
@@HeraAgeofEmpires2 Well sounds like I have a lot to learn, but that's a start, I guess I need to learn how much 1 v and 100 wood is worth in feudal.
Thanks for the answer!
@@EneldoSancocho so lets say feudal is 10 minutes and you send the vill on gold instead of stone. an average vill collects a bit more than 20 gold / minute. so thats 100 wood and 200 gold. an archer is 25 wood and 45 gold, so that would be about 4 archers.
If you have a fight of 10 archers vs 6 archers, you will probalby lose that fight by a landslide, having 0 archers and killing maybe only 2 archers. Which might make you lose the map control and some villagers because now your enemy has 8 against your 0 archers.
If that vill was on gold instead of stone, you could have the same number of archers as the enemy, making it a 50/50 micro fight.
That is the position you are putting yourself in.
It only works, if the opponent doesn't punish you.
And if your opponent does not punish you, you should just go for a fast castle instead.
So either a) your elo is low enough were you can just learn to FC (fast castle) properly and you will climb 200 elo or something. Or b) your opponents do punish you, and you would climb ELO if you invested more into feudal Age with that villager.
So against turk fast imp on arena two or three tcs? What do you guys think?
How many farms to keep 1 tc running?
Not to be dramatic but this video could literally change the meta especially at the lower level. The tight build order all ins are getting kinda insane at lower levels. This explanation gives a tool (2 TC) to maybe challenge that and bring back balance to the force.
It seems to me that there is a lot of rule breakers and specifics to the general rule od this video. Due to civ bonuses anf such.
For example, how should hunz look at this video? Is it ever good for hunz to go 3 tc play or for their opponents?
And what about civz with insane wood bonuses or cheaper villagers requiring much less investment in lumberjacks or vil cost, can tjey go 3 tc va the 2 tc to defend an all in? I assume celts and mailians at least can.
And what about the faater working town centers? It would make the rss drain even harder for the initial time if you go 3 tc...
We need brain storming about specifics 😂
tea sea
If your opponent has 3 tcs you typically have about a minute before his extra vills make up for the resources you had over them, not as much as you think
Aide from the wood an stone, I'm really just talking the food down
As 6 vills in 1 minute would make more then 100 food per minute their down
Hera dodging the REAL question: How many TCs when you have 400pop in a 2v5???
🏘🏘🏘🏯🏠🏠🏠
you are the shit my mannn... howevr.. would love to gte a view on the impotance of using tc mostly for defense/keping boom open but else have defense, the way i have thought is this (ca 1200 elo +2000 games dont play anymore). 1 knight is 135 res and 120 hp. so a vill who shoots it does 2.2 res worth of dmg pr shot. with a rate of fire beeing 2 we can devide 2.2 by 2 tog et res pr sec in dmg. which is 1.1 which is fantastic compared to gathering where i think woodcutting is around 36 pr min fully upgraded. more like 32 pr min when tc is considered the main defense whih makes it about 0.5 res/ sec Meaning villagers firering on a knight are twiec as effective as when they are gathering (asuming 2 dmg) and 3 dmg is actually a better assumption because if you dive into town center defense gameplay. which i think i lost to a lot in the days. and 3 dmg is the right number with bodkin arrow, which is a cheap investment if thats your (only) defense. its 1.65 res pr min which is much. So assuming only hitting nemies 33 % of the time the vills are still effective. I find that number pretty realistiv for 1200, but for your rank i think you would be able to garrison/ungarrison in a way that you have closer to 60 % hit time making knights not effective, only if they can kill vills. I know that in your rank mango support is much more common, and thats a whole different story having 75 dmg rate of fire 6 meaning 750 dmg pr minute to a TC costing 375 res having 2400 hp making a mango take a little more than 3 minute to clear it: mango gains 125 res/min when attacking TC. costing around 300 res which is 6x more than a vill. lets make it 5 bcause vill is food. Thats not costeffective in my mind. What am i missing? it it the lost farms around the tC after the Tc goes down? i know about 2x cost on reparing, so lets not repair it. Can you show us a inverted red phosphurus. The ultimate defense arabia. Can you actually use the formulars to win? i feel my math is pointing towards a possibility for TC (mybe + guard towers ) as only defense and no army... if you answer this well i will tip you at least 20 bucks i think i owe you that after watching just just you a lot. i have been watching since zeroempires, whom i whatched for at least 2 years. i just hd a dream about the game 12 years ago and then i was hooked again. peace out, Your content is getting better and better.
@@Progeusz- i know that it is often death. But what if it isnt. ? What if Tcs are only spaced around 6 tiles. Then you can just jump to next tc. And when he has enough Knights to take one down you should have monks to, who can also jump from tc to tc. Yrs i think they can run 6 tiles without getting reached unless enemies position well. A Knight does around 10 dmg (10+2 in upgrades - 2 in armor) to a tc with a rate of firer being 1.8 its around 6 dmg/ sec Meaning exactly 400 sec to take down tc for 1 Knight. Thats pretty much 1 res/sec in dmg. But a Knight is 135 res so taking that into account it is not that well a rate. Its the same as the vil firering back Costing only 50 res, yrs food. Monks are insane value. And can fully heal Knight in 120/5 = 25 sec Meaning 135/25 = 5.4 res pr sec. So Yes micro back to monks i see it. And yes i know killing a tc is often death, but i want to challenge the thought
My raid on Heras stream. it is honor :)