What if Onagers Had BALLISTICS?

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  • Опубликовано: 12 май 2024
  • We investigate what it would be like if Mangonel-line units gained the ability to track moving units (not necessarily via the Ballistics Technology).
    #aoe2 #ageofempires #siege
  • ИгрыИгры

Комментарии • 73

  • @yuuya5985
    @yuuya5985 17 дней назад +17

    on the other hand, something like 15% faster projectile speed for all units seems like a nice civ bonus

  • @theshi3152
    @theshi3152 17 дней назад +9

    What another Age of empires Spirit of the Law type Channel! hell yea I'm in!

  • @MatheusAlves-nc6iz
    @MatheusAlves-nc6iz 16 дней назад +2

    There should be a bonus or tech that makes your mangonels deal less damage to your own units, kinda like siege tanks in Wings of Liberty campaign for SC 2

  • @dinoson7007
    @dinoson7007 17 дней назад +3

    I think ballistics will make mangonel alot more deadly at higher level. It is not simply an alternative to micro, but to combine both. It depends on micro capability but think of it as if someone trying to micro 2 groups of mangonel at the same time and atk ground at 2 spots instead of a big group atk ground in 1 spot. You can let half of the mangonel to just target and micro the other half, effectively creating more strike zones which is hard to maneuver.

  • @huunghianguyen2027
    @huunghianguyen2027 17 дней назад +3

    tbf, we have ballistic scorp, ballistic bbc already. It seem ok to follow that recipe, i think it is fine for imperial tech and aiming for post-imp usage rather than early imp/castle age. So like giving the same treatment as arquebus or torsion engine with cost adjust in between is my opinion

    • @AdmiralWololo
      @AdmiralWololo  12 дней назад

      Sounds like a reasonable balance, probably cheaper than those techs as it only affects one unit type.

  • @hellpunch9414
    @hellpunch9414 17 дней назад +1

    I think the reason they chose to not give ballistics in the original game is due to the fact that mangonel line unit attacks have a massive return for the resource invested already in potential. This potential will not always realize but will definitely increase drastically if they get ballistics.

  • @vongola8902
    @vongola8902 17 дней назад +5

    I agree with it will be too op in castle age but would be okay in other situation. Also one thing is AI onagers would be so scary but player onager still can't hit AI's units as you want

    • @benedictjajo
      @benedictjajo 17 дней назад +1

      Will not be fun when your 60 archers get one shotted 😂

    • @marcuspontius3967
      @marcuspontius3967 12 дней назад

      What do you say about this AI onager micro? ruclips.net/video/z2UlBEGhUOc/видео.html
      I think the scripter didn't fully implement this into his AI Immortal, but it's never the less a pretty tough one. The Viper played vs it as well.
      (the haystacks are just visual objects to see the target area)

  • @ville4090
    @ville4090 17 дней назад +1

    What if Supplies swap places with Gambesons in the tech tree and reworked to "reduce infantry population space to ½"?

  • @pandaprewmaster325
    @pandaprewmaster325 17 дней назад +3

    It will be fun to see this being implemented for sometime just make ballistics effect the mangonel line and see how it goes things on paper may be different to how they actually fare on ground

    • @ville4090
      @ville4090 17 дней назад +2

      It's broken as hell. I've seen it first hand in AoE 1 where Catapults are affected by Ballistics. They melt everything once massed and screened by Hoplites.

    • @pandaprewmaster325
      @pandaprewmaster325 16 дней назад +1

      @@ville4090 huh I didn't know they were effected by it in aoe1 well thats new , now now aoe2 balance differs greatly from that of aoe1 so maybe its can be different

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад +2

      @@ville4090 I think that's more a factor of AoE1 Heavy Catapults being way stronger than AoE2 Siege Onagers. They have 2x the HP and much more range.

  • @chingamfong
    @chingamfong 17 дней назад +2

    Very interesting and a lot of potential. I think locking behind a castle age UT is suitable.
    Sidenote: I like your new mic/voice setup

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад

      Thanks! It was a little rough on the first two narrated videos I did, but it has definitely improved since then.

  • @ChrisNihilus
    @ChrisNihilus 17 дней назад +3

    What if the civ gets the Ballistic Onagers but not the Siege Onagers upgrade? I think it would be an interesting twist on late game siege.

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад +2

      Yeah I definitely like the idea of missing the final unit upgrade but having other strong advantages (for Onagers and other units). Definitely a good fallback on the off chance the ability was too strong.

  • @vladimirmarkovnikov8729
    @vladimirmarkovnikov8729 8 дней назад +1

    1:20 dude this is lit! How'd you do that? Btw congratulations! You have earned a new subscriber

    • @AdmiralWololo
      @AdmiralWololo  2 дня назад

      Hey, thank you! In this case I gave the projectiles "unit" behavior, so that they would automatically seek out enemies and course correct to intercept them (and then explode of course)

    • @vladimirmarkovnikov8729
      @vladimirmarkovnikov8729 День назад

      Are you available on discord? I would like to know it all😅

    • @AdmiralWololo
      @AdmiralWololo  День назад

      @@vladimirmarkovnikov8729 I'm not on discord rn, but it would be a good idea to migrate over there before long

    • @vladimirmarkovnikov8729
      @vladimirmarkovnikov8729 День назад

      @@AdmiralWololo ahh, i see. When you happen to do that, please do let us know in the description panel. Because you have got some nifty skills sir! And I want to know them so that I can make my custom scenarios a lot better😀

  • @Duke_of_Lorraine
    @Duke_of_Lorraine 17 дней назад +1

    Attack ground for petards feel utterly wasteful.
    Though and interesting bonus for them would be : petards can turn invisible when immobile. Which would allow using them as minefields.
    (To avoid excessive cheese to avoid defeat, invisible petards wouldn't count toward the minimum unit limit to stay ingame)

    • @AdmiralWololo
      @AdmiralWololo  17 дней назад

      Yes, the attack ground for petards is very much a joke

    • @RennieAsh
      @RennieAsh 14 дней назад

      So if your final unit, petard stops walking then you get defeated? Lol

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 14 дней назад

      @@RennieAsh maybe need an active command to enter "ambush mode"

  • @caprasss
    @caprasss 17 дней назад +1

    I can argue that even though it is a different game, you can see the efect of guided mangonel in AOE4. There the projectile is tracking there...
    For that to work they balanced the unit around that... but I still don't really like it.
    It skews the balance a lot in the favour of the mangonel user, making dodging a lot harder, since you have to actually go for a split sacrifice - more akin to starcraft micro...
    I would say that it could be interesting to try balistics on mangonel as a late game bonus, as that still lets you dodge (not being tracking) and it could make it more viable for low skill players.
    Another tangent is that in AOE4 is that you have a guaranteed long range counter to it. This is not the case in AoE 2, as not everyone has access to bombards. Making it harder for low skill players to counter them.

  • @thomasfplm
    @thomasfplm 17 дней назад +1

    But, what about ballistics trebuchet?

  • @RennieAsh
    @RennieAsh 14 дней назад +1

    How odd, in the Iron Age they knew how to predict fire stones ;--))

    • @AdmiralWololo
      @AdmiralWololo  12 дней назад +1

      Secrets of the ancients, lost to time along with 200 HP and 30+7 Attack infantry.

  • @erikdw8379
    @erikdw8379 17 дней назад

    I'm also curious on how this would effect A.I players like in campaigns, where their units would always automatically try to dodge the shot as soon as it's fired, which makes using Onagers there quite different compared to multiplayer.
    If the Onager with Ballistics were to just shoot in the direction of where the enemy unit was headed before the shot was fired then it could potentially be even worse since they'd be even further away from the target area by going in the opposite area when the shot is fired. Of course they could also continue moving in the same direction to "dodge" the shot, making it actually hit them. So it would be kinda hit or miss (haha) in A.I situations.
    One solution to this would be for the Ballistics Onager to predict where the enemy unit would go after the shot is fired, so it would for example shoot behind the enemy unit since that's where they would go if the Onager fired its shot and didn't have Ballistics. I think that would remove a lot of the frustrations I have with them in campaigns at least

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад

      That's a fair point. The AI is weird in that it can have crazy micro for dodging projectiles, but doesn't use attack ground on its siege at all. TBH it might be better if all but the Hard/Extreme AIs didn't dodge micro so much.

  • @nswordsn4249
    @nswordsn4249 17 дней назад

    Petard attack ground is like going to destination and press delete, shouldn't be much of a hassle to implement

  • @L3monsta
    @L3monsta 17 дней назад +2

    Hi Admiral, I have a suggestion for a video: if you could select two civilizations at the beginning of the game and combine all their bonuses, which would result in the most broken combinations?

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 17 дней назад

      Ultimate douche civ : Persians + Cumans

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 17 дней назад +1

      Ultimate "forum drop troll" civ : Persians + Cumans.
      Do what Persians are famour for, then double down on that

    • @abyssalblade7244
      @abyssalblade7244 16 дней назад +1

      Khmer+malay. Being knight rushed in your late dark age😂

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад

      I've had some similar ideas and will do something like this, although will probably start off more simply (e.g. 1 Civ's UU + Another Civ's Bonus). 2 Full Civs combined would be interesting, but it would also be a very long video if I considered all combinations

    • @L3monsta
      @L3monsta 16 дней назад

      @@AdmiralWololo oh for sure considering all combinations would be much too much. I was only really expecting a highlight of a small handful of combinations

  • @bhamchoubey
    @bhamchoubey 17 дней назад

    How about mangonel line along with getting affected by ballistics, also dont do any friendly fire damage?

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад

      That would instantly become every new player's favorite siege bonus lol.
      I'd start with reduced damage, maybe 1/2 from friendly fire before going all the way.

  • @SteveNoBeard
    @SteveNoBeard 17 дней назад +3

    Auto micro, auto macro auto build, lets just auto play!
    Absolute bop, god bless ol Emm Bee

  • @madmusic341
    @madmusic341 17 дней назад +1

    I almost never use onagers but I think they would be OP if you gave them perfect accuracy, archers would become almost useless in imperial age, I don't play online but I can defeat the extreme ai and they currently aren't able to make good use of them against me but with this they would destroy my archers lol.

  • @sourathghosh5170
    @sourathghosh5170 17 дней назад +2

    I love the idea and honestly dont even mind if it ends up being overpowered for a few months!!

    • @AdmiralWololo
      @AdmiralWololo  17 дней назад +4

      That's the spirit! You have the makings of a true game developer

  • @jesusrubiomaldonado27
    @jesusrubiomaldonado27 17 дней назад +1

    AoE I dramatic vibes

    • @RennieAsh
      @RennieAsh 14 дней назад +1

      Heavy horse archer running through catapult infested enemy town , they wreck half their town and units trying to hit it while you dodge

  • @benkowalski-dv5yq
    @benkowalski-dv5yq 16 дней назад +1

    30 seconds into the video you see a wolf tech logo, anybody know what that does?

    • @DanielFewchuk
      @DanielFewchuk 16 дней назад +1

      Apparently it's Hunting Dogs: Hunting Dogs was a technology in the mod Age of Empires II: Forgotten Empires that could be researched at the Mill. Once researched, Hunters and Fishermen worked 25% faster.

  • @hosykamikaze3626
    @hosykamikaze3626 17 дней назад +2

    game desperately needs petard civs and bonuses

  • @bristleback3614
    @bristleback3614 17 дней назад

    Well the Incas slings has ballistic so why not?

  • @et34t34fdf
    @et34t34fdf 17 дней назад +3

    Let's auto-everything!

  • @joaocesteil51
    @joaocesteil51 17 дней назад +1

    remove the wood discount from koreans and give them this one!

  • @theshi3152
    @theshi3152 17 дней назад +1

    For the Algorithm!

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад +1

      I (and the algorithm) accept this offering

  • @kgb2753
    @kgb2753 16 дней назад

    What if monks didn't have ballistics?

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад +1

      I don't know whether Science has advanced to the point of being able to tackle that question...

  • @NikitaOnline17
    @NikitaOnline17 17 дней назад

    Catapults in the ROR dlc benefit from ballistics and tbh I absolutely hate it. They're extremely oppressive especially to infantry (and they have a huge blast radius) and it's the #1 thing that kinda ruined it for me

    • @AdmiralWololo
      @AdmiralWololo  16 дней назад

      Maybe it's too much, but TBH I think that's mostly a factor of RoR Catapults being way stronger than AoE2 Siege Onagers...IIRC they have like 2X the HP and +5 range or something...That kind of unit would be broken in AoE2 with or without ballistics.

  • @Spicy_wiener
    @Spicy_wiener 17 дней назад

    BROKEN, but give it to scorpions

    • @MahazonaTiN
      @MahazonaTiN 17 дней назад +1

      Romans already get it

    • @Spicy_wiener
      @Spicy_wiener 17 дней назад

      @@MahazonaTiN Yes, but they all should

  • @incaseofimportantnegotiations
    @incaseofimportantnegotiations День назад

    "micro" is a bad excuse for terrible game design

  • @incaseofimportantnegotiations
    @incaseofimportantnegotiations День назад

    onagers are absolute garbage in pve