I think at this stage this is no longer considered by devs as a known issue or bug, but to simply put, the unit attack animation does not always synchronize with hp reduction. in other word, esp obvious among melee untis, there is a delay between a round of unit attach animation finishes and the hp removal, and if during that delay the unit is ordered to do anything else, since the "entire" animation is not finished, the whole attack move is canceled and therefore no damage will be dealt. ranged units however, are less vulnerable to this "feature", because it is visually clearer to tell if a projectile is out or not, therefore easier to avoid this cancellation. it's been a while so don't take this part with 100% trust, but i remember watched a RUclips video interviewing one of the aoe2 devs regarding this concern or something related, and he replied that the animation was just for visual effect, and was not intended to fit exactly how frequent a unit attacks, which interestingly, might also help explain why on arabia, when your scout met your enemy scout, both of you start attack at the same time and at the same frequency, but eventually only one scout survives, instead of both dying. but indeed this feature is always frustrating to watch and to experience, F.
Yeah unfortunately the animation vs damage output asynchrony has been there since the game first came out. I find it most annoying with the spear line.
@@the_witchdoctor that's a bad fix that you can easily exploit with high apm: what if i keep spamming attack clicks faster than animation? unit can theoretically deal more damage than auto attack
@@yuuya5985 well, if they keep the cooldown it should be fine (e.g., you can't deal damage again before cooldown aka animation ends, but then damage for melee animations is still at the start of the animation). As long as there's no way to cancel the cooldown... as I say that, I believe it's been shown possible to cancel attack cooldowns already in the current game by garrisoning/ungarrisoning units
people will say how that vill didnt die, but im more surprised at the bug with the pig, which converted to mbl side like 2 secs after it entered the scout LOS
You only highlight your own ignorance by your disparaging comment. The fact that melee attacks are unsynced from the attack animation has been around since aok. Forgotten Empires has nothing to do with it.
@paulyoung8671 lol, talking about the state of the game as a whole. Game was in a better state in 2020, played better etc, but FE has to keep adding civs, mechanisms we see only in aoM and other retarded shit, fucking up pathing to revert it for the sake of keeping their jobs? Idk but anyway i prefer aoK than this dogshit game we have rn, get the devs nuts out of your mouth
@paulyoung8671 lol, talking about the state of the game as a whole. Game was in a better state in 2020, played better, etc, but FE has to keep adding civs, mechanisms we only see in aoM and other dumb shit, fucking up pathing to revert it for the sake of keeping their jobs? Idk but anyway i prefer aoK than this dogshit game we have rn, get the devs nuts out of your mouth
@@paulyoung8671 Dude check MbL's last 2 hits before showing off how knowledgable you are. Damage is dealt after attack delay = duration of animation / 2. He fully completed the animation yet dealt 0 damage. He also has waited way more than 2s reload time between those hits.
I think at this stage this is no longer considered by devs as a known issue or bug,
but to simply put, the unit attack animation does not always synchronize with hp reduction. in other word, esp obvious among melee untis, there is a delay between a round of unit attach animation finishes and the hp removal, and if during that delay the unit is ordered to do anything else, since the "entire" animation is not finished, the whole attack move is canceled and therefore no damage will be dealt.
ranged units however, are less vulnerable to this "feature", because it is visually clearer to tell if a projectile is out or not, therefore easier to avoid this cancellation.
it's been a while so don't take this part with 100% trust, but i remember watched a RUclips video interviewing one of the aoe2 devs regarding this concern or something related, and he replied that the animation was just for visual effect, and was not intended to fit exactly how frequent a unit attacks,
which interestingly, might also help explain why on arabia, when your scout met your enemy scout, both of you start attack at the same time and at the same frequency, but eventually only one scout survives, instead of both dying.
but indeed this feature is always frustrating to watch and to experience, F.
Yeah unfortunately the animation vs damage output asynchrony has been there since the game first came out. I find it most annoying with the spear line.
Easy fix for the devs: Damage is dealt at the START of the attack animation, not at the end
@@the_witchdoctorlmao, animation cancelling becomes a thing then
@@the_witchdoctor that's a bad fix that you can easily exploit with high apm: what if i keep spamming attack clicks faster than animation? unit can theoretically deal more damage than auto attack
@@yuuya5985 well, if they keep the cooldown it should be fine (e.g., you can't deal damage again before cooldown aka animation ends, but then damage for melee animations is still at the start of the animation).
As long as there's no way to cancel the cooldown... as I say that, I believe it's been shown possible to cancel attack cooldowns already in the current game by garrisoning/ungarrisoning units
Vill activated Last Stand ability
Villager experience: Requiem 😂
A silence worthy a thousand words
Hearttt cheating confirmed?! 1111
🤐
WTF?? someone no using captureage to see replays???
regretti spaghetti
That’s crazyyy
That's why i like this game 😂😂😂
Bug of empires 2
what the hell
people will say how that vill didnt die, but im more surprised at the bug with the pig, which converted to mbl side like 2 secs after it entered the scout LOS
That's the moment it went too far from the villager. Not a bug.
terrible last patch
11
Forgotten empires is such a fucking joke. If you don't know how to do something, leave it alone.
Instead of making it 20x worse
You only highlight your own ignorance by your disparaging comment. The fact that melee attacks are unsynced from the attack animation has been around since aok. Forgotten Empires has nothing to do with it.
@paulyoung8671 lol, talking about the state of the game as a whole. Game was in a better state in 2020, played better etc, but FE has to keep adding civs, mechanisms we see only in aoM and other retarded shit, fucking up pathing to revert it for the sake of keeping their jobs? Idk but anyway i prefer aoK than this dogshit game we have rn, get the devs nuts out of your mouth
@paulyoung8671 lol, talking about the state of the game as a whole. Game was in a better state in 2020, played better, etc, but FE has to keep adding civs, mechanisms we only see in aoM and other dumb shit, fucking up pathing to revert it for the sake of keeping their jobs? Idk but anyway i prefer aoK than this dogshit game we have rn, get the devs nuts out of your mouth
@@paulyoung8671 Dude check MbL's last 2 hits before showing off how knowledgable you are. Damage is dealt after attack delay = duration of animation / 2. He fully completed the animation yet dealt 0 damage. He also has waited way more than 2s reload time between those hits.