you are channel is very helpful for someone who is learning the game. And I think you are way underrated right now and deserve more subs. Keep up the good work!
Thanks! I have a few more new videos coming soon. The properly scripted videos are in the "knowledge" playlist on my channel. We also have tons of discussions on various questions in the discord if you wanted to know something specific.
Nice video! I think shift-queue-attacking works with melee sometimes too? I have done it with groups of villagers vs an enemy drush on occasion, to make sure the vills target one militia at a time, and then move on to the next one.
It works with villagers probably for the same reason it works if you put your melee units on stand ground then shift-queue. For villagers it's actually super useful against rams.
I really appreciate your videos! They are high quality in terms of video also game quality! Would love to wish a "Tips for defending" Video, since attacking is always easier then defending, but since got to higher elo, need to defend more. Sometimes I watch Hera playing defensively which amazes me; would love to have analyses on that, how he did that.
Thanks for the video. Your simplified tech tree page is an amazing tool! I'm wondering if you are going to update it annually. I believe it must be super complex to work on, but it's a really handy too for at a glance civ strategy.
#6 talks about stop micro. Is it better to use the stop hot key on the archers or patrol? Seems like patrol also would prevent overkill but it would make them fire as soon as they are done reloading (then you click away and patrol again)?
I just tested it in the scenario editor and it seems like patrol actually works pretty well in this situation sometimes. It seems really weird with the units only sometimes moving back and then shooting. Also, when using stop micro, some of the crossbowmen just don't fire instantly. Focus fire is the only method that consistently works properly.
I removed that page because there are websites that already have that and mine was only half finished. If I finish it in the future I'll add it back. You can find one here: aoe-combatsim.com/
@@SurvivalistAoE aoe-combatism is nice but it simulates fights in post imp settings only....I liked that in your website one can see what upgrades units must have to take a decent fight or how skipping some upgrades affects castle age battles. If you can re add that section it would be nice :)
@@OgedeiKhanOKOK I need to redesign the UI though as it didn't display all the units properly. UI design is such a pain... It's probably like ~8 hours of work to get that in the state that I'd want it to be in.
Something I dont understand learning the game the past week now... when I CTRL 1,2,3... to set up hotkeys for troops and scout, then I hit 1, 2,3 etc it selects those units but doesnt snap the camera to them so I still have to click the map or scroll to find them. Why doesnt the camera snap to the units!?!?
Melee units often switch targets if they can't reach the clicked target, so there's no certainty that it will actually hit the one you click in big fights
You can actually shift queue with melee units if you put them on stand ground first. Of course the problem is that your units are still on stand ground after they finish their queue. This can be used to pick off a villager with scouts and then run instantly after killing it to get away from chasing spearmen.
I disagree that you should fire the mangonels at different times. You should fire them at the same time, in different spots. So one shoots in the middle of the group, and the second one shoots to where it could split to *at the same time*. So no matter what they get hit. If you stagger the timings they can dodge one, then the other.
If you fire at the same time, then the enemy just falls back out of range. If you fire at different times, he has to constantly pay attention and dodge shots. All at the same time would be better if crossbowmen had less range than mangonels, but since they're faster and have the same range, it's easy enough to just step back with them. The main reason firing at different times is good is the reload rate of mangonels vs crossbowmen. If the mangonels all miss at the same time, the crossbowmen have time to sneak in 1 volley for free. It's a lot harder to actually shoot when you're constantly dodging.
@@SurvivalistAoE that's only if the crossbowmen can actually move back. If the crossbowmen aren't at max range of the mangonels because they have moved forward a bit, then they can't simply do that. Or if you want to get a castle up and don't mind if they move back as you just want to give yourself time. Or if the xbowmen are inside your base, and you trapped them in so they can't move backwards and have to fight. I think there are many situations where firing at the same time is best, but you are absolutely right that other situations exist that I didn't consider.
Also the stop micro vs focus fire is a false dichotomy. You should take your ball, split it into 2 control groups, and focus fire on each group. That would probably be optimal to reduce overkill.
True, it just depends on how much practice you want to put into it. I'm thinking of doing another video on archer micro as I've recently learned attack move micro and it's way better than focus fire and stop micro in so many situations.
@@SurvivalistAoE particularly important for arambai/conqs vs pikemen where the overkill is huge! I love playing with UU and think they are generally microed really badly in terms of overkill.
you are channel is very helpful for someone who is learning the game. And I think you are way underrated right now and deserve more subs. Keep up the good work!
If you keep this up I will actually see you on the ladder :)
YOOOOOO moonwalking scout at 8:48 just yeeted out of there.
Some great tips, particularly that Monk conversion one. That could be so powerful in certain situations
Stop micro v Focus fire was a great explanation. When I'm good enough to do either of those things then I hope I remember...
fantastic man
i'll def use some of these, like split with knights to surround, an shift queuing range units to attack sounds really useful
Great video! That red scout at 8:48 tho 11
pro moonwalker xD
big showoff :'D
Wow! Just found your channel. This video was actually the best AOE2 tips video I've seen. Thank you soo much. Greetz from Sweden!
Thanks! I have a few more new videos coming soon. The properly scripted videos are in the "knowledge" playlist on my channel.
We also have tons of discussions on various questions in the discord if you wanted to know something specific.
Nice video! I think shift-queue-attacking works with melee sometimes too? I have done it with groups of villagers vs an enemy drush on occasion, to make sure the vills target one militia at a time, and then move on to the next one.
It works with villagers probably for the same reason it works if you put your melee units on stand ground then shift-queue.
For villagers it's actually super useful against rams.
Keep uploading these very informative and helpful guides!
Awesome vid. nice reminder that attention is a resource as well... wich we might have less than other res..
I really appreciate your videos! They are high quality in terms of video also game quality! Would love to wish a "Tips for defending" Video, since attacking is always easier then defending, but since got to higher elo, need to defend more. Sometimes I watch Hera playing defensively which amazes me; would love to have analyses on that, how he did that.
This series of videos are perfection. thanks man
Thanks for the video. Your simplified tech tree page is an amazing tool! I'm wondering if you are going to update it annually. I believe it must be super complex to work on, but it's a really handy too for at a glance civ strategy.
8:49 Moonwalking Light Cav 🤣
Thanks for the tips. Always appreciated!
Lots of useful information
Wow, that's great info even for an exped player! Keep up the good work mate.
These are the videos I'm here for! Keep up the good work!
Just found your channel man! Thanks for the help, very useful 👍
#6 talks about stop micro. Is it better to use the stop hot key on the archers or patrol? Seems like patrol also would prevent overkill but it would make them fire as soon as they are done reloading (then you click away and patrol again)?
I just tested it in the scenario editor and it seems like patrol actually works pretty well in this situation sometimes. It seems really weird with the units only sometimes moving back and then shooting. Also, when using stop micro, some of the crossbowmen just don't fire instantly. Focus fire is the only method that consistently works properly.
@@SurvivalistAoE hmmm interesting! Thanks for trying it out - very helpful video btw!
Love your videos man
Last clip vs T90 haha Nice
great video! keep it up. btw is there a way to contact with you directly?
You can send me a message on discord. If you join my channel then you can find me there.
Between you, SotL, and T90…. Y’all are the trifecta of Aoe2 for Low elo try hards
Glad to be part of the conversation with those legends :D
And T-West!
Thanks for the tips survivalist!
thnks for the video bro!!!
Great Vid. Lots to chew over.
Great video. Thx. On your website military comparison will be available again? Thx
I removed that page because there are websites that already have that and mine was only half finished. If I finish it in the future I'll add it back. You can find one here: aoe-combatsim.com/
@@SurvivalistAoE aoe-combatism is nice but it simulates fights in post imp settings only....I liked that in your website one can see what upgrades units must have to take a decent fight or how skipping some upgrades affects castle age battles.
If you can re add that section it would be nice :)
@@OgedeiKhanOKOK I need to redesign the UI though as it didn't display all the units properly. UI design is such a pain... It's probably like ~8 hours of work to get that in the state that I'd want it to be in.
@@SurvivalistAoE its cool...just wanted to convey that your tool was very helpful
Something I dont understand learning the game the past week now... when I CTRL 1,2,3... to set up hotkeys for troops and scout, then I hit 1, 2,3 etc it selects those units but doesnt snap the camera to them so I still have to click the map or scroll to find them. Why doesnt the camera snap to the units!?!?
You have to press the number twice fast.
@@SurvivalistAoE thanks for the reply and info!
yessss another survivalist video
I did not know that shift queue works on ranged units but not melee units. That clarifies things up!
Melee units often switch targets if they can't reach the clicked target, so there's no certainty that it will actually hit the one you click in big fights
You can actually shift queue with melee units if you put them on stand ground first. Of course the problem is that your units are still on stand ground after they finish their queue. This can be used to pick off a villager with scouts and then run instantly after killing it to get away from chasing spearmen.
@@SurvivalistAoE ok; what about attack stance?
Hey tip 4 is awesome
great video
you need more subs.
Workin' on it ;)
I disagree that you should fire the mangonels at different times. You should fire them at the same time, in different spots. So one shoots in the middle of the group, and the second one shoots to where it could split to *at the same time*. So no matter what they get hit. If you stagger the timings they can dodge one, then the other.
If you fire at the same time, then the enemy just falls back out of range. If you fire at different times, he has to constantly pay attention and dodge shots.
All at the same time would be better if crossbowmen had less range than mangonels, but since they're faster and have the same range, it's easy enough to just step back with them.
The main reason firing at different times is good is the reload rate of mangonels vs crossbowmen. If the mangonels all miss at the same time, the crossbowmen have time to sneak in 1 volley for free. It's a lot harder to actually shoot when you're constantly dodging.
@@SurvivalistAoE that's only if the crossbowmen can actually move back. If the crossbowmen aren't at max range of the mangonels because they have moved forward a bit, then they can't simply do that. Or if you want to get a castle up and don't mind if they move back as you just want to give yourself time. Or if the xbowmen are inside your base, and you trapped them in so they can't move backwards and have to fight.
I think there are many situations where firing at the same time is best, but you are absolutely right that other situations exist that I didn't consider.
you are the best!!! thank you Survi!! DS_Survivalist =)
8:48 Michael Jackson scout
:)
Also the stop micro vs focus fire is a false dichotomy. You should take your ball, split it into 2 control groups, and focus fire on each group. That would probably be optimal to reduce overkill.
True, it just depends on how much practice you want to put into it. I'm thinking of doing another video on archer micro as I've recently learned attack move micro and it's way better than focus fire and stop micro in so many situations.
@@SurvivalistAoE particularly important for arambai/conqs vs pikemen where the overkill is huge! I love playing with UU and think they are generally microed really badly in terms of overkill.