3:11 made me happy As many have already said, really excellent video my friend. I seriously see you channel going places with high quality stuff like this.
We have been spoiled by SOTL indeed. Greek fie in my opinion has limited use but is decent. Bonus to BBT is not great in most situations, but in some, like vs trash units in trash wars it is decent, which is nice considering that BBT + trash is decent late game strategy and Byzantines have both boosted.
Good video. It's a lesson you also learn very often as a software engineer: The quality of your tests determines how well you know the quality of your app.
greek fire makes the fireship perform worst targets against galleons and turtle ships , and the vikings unique unit basically ships that you have to get clsoe cause if you do get close you will be attacking from the extra range and then miss shots and wouldnt be as effective as the close range attack . Close range attack does wayyy more damage than the extra attack range
Unrelated to the topic of this video, one idea about pathing: One of the issues of pathing is how hard is for melee units to engage, particularly against hit-and-run enemies. But melee units with 1 range do waaay more in that sense. What if all melee attacks get range 0.2 (to say a number). That would also prevent the one vill doing four palisades to save his life, which looks quite stupid.
This is basically what on paper vs in practice is the editor tests are most of the time on paper tests it can make x thing look great in practice it can be completely different in editor you can spam a unit that is hard to spam like war elephants or mamulkes or cataphracts which in tests can make these units look amazing in practice however these units are hard to amass not to forget what thoughts the player has in mind for hard stats vs hard stats testing is enough but thats on surface level once you start considering the different scenarios for X thing the perception of X unit being good/bad etc.
Yep, especially when an effect size is pretty small, you can usually find a test to make it look decisive (i.e. you LOST the battle because of this!) even if for the vast majority of cases it won't be that important.
Yeah, not exactly a classic response video, but that was a big part of the motivation. The other part was seeing people (myself included sometimes) jump to conclusions after seeing Urumi vs. whatever battles in Mikeempires type videos that don't give a good indication of how useful the unit is likely to be vs. ranged enemies.
I kind of implied that the biases were equal so as not to dunk on the other video excessively, but the upsides of the tech are more common and much larger in effect size than the downsides. Might do a video clarifying this.
Mentioning MembTV, RobbyLava and Spirit of the Law? A man of culture!
Agreed, and the refs to Obelix and Monty Python tops it off perfectly!
So, this is a debunk video in disguise!
Pretty much, but also with a little common sense filtering shows what the best use cases are.
3:11 made me happy
As many have already said, really excellent video my friend. I seriously see you channel going places with high quality stuff like this.
Thanks! We've both got plenty of room to grow
We have been spoiled by SOTL indeed. Greek fie in my opinion has limited use but is decent. Bonus to BBT is not great in most situations, but in some, like vs trash units in trash wars it is decent, which is nice considering that BBT + trash is decent late game strategy and Byzantines have both boosted.
Yeah, if I were to make any change, it would be to make the BBT effect a bit more impactful.
Good video. It's a lesson you also learn very often as a software engineer: The quality of your tests determines how well you know the quality of your app.
greek fire makes the fireship perform worst targets against galleons and turtle ships , and the vikings unique unit basically ships that you have to get clsoe cause if you do get close you will be attacking from the extra range and then miss shots and wouldnt be as effective as the close range attack . Close range attack does wayyy more damage than the extra attack range
I love your alliteration. I wonder, did you get 5:42-5:55 the first try?
That took two
Reminds me of Voidstar Labs lmao
Sounds almost like Camelworks
Wololo started the fire 🎶
Yes yes! Cultivate the youtube drama!
Unrelated to the topic of this video, one idea about pathing:
One of the issues of pathing is how hard is for melee units to engage, particularly against hit-and-run enemies. But melee units with 1 range do waaay more in that sense.
What if all melee attacks get range 0.2 (to say a number). That would also prevent the one vill doing four palisades to save his life, which looks quite stupid.
Thats an idea, I'll be looking at partial range before too long, as it can fill a pretty useful role without being overpowered.
This is basically what on paper vs in practice is the editor tests are most of the time on paper tests it can make x thing look great in practice it can be completely different in editor you can spam a unit that is hard to spam like war elephants or mamulkes or cataphracts which in tests can make these units look amazing in practice however these units are hard to amass not to forget what thoughts the player has in mind for hard stats vs hard stats testing is enough but thats on surface level once you start considering the different scenarios for X thing the perception of X unit being good/bad etc.
Yep, especially when an effect size is pretty small, you can usually find a test to make it look decisive (i.e. you LOST the battle because of this!) even if for the vast majority of cases it won't be that important.
@@AdmiralWololo exactly once you start to factor in multiple cases scenarios etc it this "epic" thing starts to look less and less impressive
It will be interesting to see Demon's response to this. That's who you were responding to with this video, right? Because I saw that one too.
Yeah, not exactly a classic response video, but that was a big part of the motivation. The other part was seeing people (myself included sometimes) jump to conclusions after seeing Urumi vs. whatever battles in Mikeempires type videos that don't give a good indication of how useful the unit is likely to be vs. ranged enemies.
2:21 you're crazy
Zounds!
I saw that video and had a similar reaction it’s like if spirit of the law was a 700 elo lel
Yeah, nothing against the guy, we can't all be SOTL, but where there is less skill or knowledge, there ought to be more rigor.
So on average it contributes nothing to your success as a civ because sometimes it's detrimental and other times helpful. 11
I kind of implied that the biases were equal so as not to dunk on the other video excessively, but the upsides of the tech are more common and much larger in effect size than the downsides. Might do a video clarifying this.
bro never fails to cook content better than sotl
SoTL is king in his domain, but I will absolutely take the compliment