No video
AOE 3 basics for beginners: Unit counters
A guide to the basic unit counters in Age of Empires 3: Definitive Edition, for beginner players.
The counter system in AoE 3 DE is very strong. If you are to play the game at any level, then you need to figure it out. This video should be able to help you.
#aoe3 #aoe3de #ageofempires3 #ageofempires3de #ageofempires3definitiveedition
Пікірлер: 16
I’ve been looking for a real video like this for weeks now, thank you !
A good thing would be seeing the new units and how they are countered.. that is a big thing.. or in general of the most "exotic" civilizations like aztecs and others as hausa ethiopians etc Thanks for the video and work
thank you very much. this will be helpful for many years to come. hopefully the game gains players and gets bigger
Arguably meele inf doesn't actually counter light calv since you can just shoot and scoot. A 4.4 speed halb should never catch a ranged 7.25 speed unit. Even for light inf, with the more effective Ruyter you can split half to meele combat and do okay against Skirms if you have mass. They have more HP and better meele attack. Honestly almost nothing effectively counters Ruyters if used properly.
@crjoops4441
3 жыл бұрын
Indeed. Ranged cav easily the 'safest' unit in the game as you can just kite, or indeed, hit and run.
Musketeers vs skirmishes^ Skirmishes vs cavalry^ Ranged infantry(musketeers and skirmishes)^ va Heavy infantary (pikeman) Cavalry vs Heavy infantary(pikeman)^ Cavalry vs ranged cavalry(micro)^ Ranged infantry(musketeers and skirmishes) vs ranged cavalry^
Thanks for the video. I mostly play AoM, when I come to AoE3 DE it's kinda confused
explained very well, thank you
@crjoops4441
3 жыл бұрын
Thanks!
Great video, but your math on resistances is wrong. For example, at 5:00, you equate 75% range resist to 75% more HP. This is very far off from the truth, however - in reality, they have 4x the effective HP! This is because the closer you get to 100% resistance, the faster your effective HP increase. The relevant number is not so much the resistance, it's how much is left after the resistance. A 25% increase from 0% to 25% is much less impactful than from 50% to 75%. The former increases effective HP to about 133HP, while the latter increases the effective HP from 200 to 400. And obviously, going from 75% to 100% is incalculable, because you would simply be completely immune. In summary, even if you don't want to deal with the math, just bear in mind that the closer you get to 100%, the more impactful any additional % of resistance will be. Now for a longer and more convoluted section, if you do want to understand the math. Let's look at an example to explain (completely ignoring actual units or unit types): Assume we have a unit with 100 HP, 75% resistance against damage type A, and 0% against damage type B. Obviously, you need to deal 100 damage of type B to kill the unit. So far, so good. However, dealing 175 damage of type A (which would be your aforementioned 75% more effective HP) would NOT be sufficient, because 0.25*175 is just 43.75 damage, so not even half of the total HP. To clear up any confusion: the multiplication factor is 0.25, because while you resist 75% of damage, we don't want to calculate what you RESIST, but how much damage you actually end up taking - which is the remaining 25%. As a matter of fact, the 25% of damage that you still take (dmgTaken) is the actually interesting value, because with it we can easily calculate the effective HP (eHP). eHP = hp / damageTaken = 100 HP / 0.25 = 100 HP / (1/4) = 100 HP * (4/1) = 400 HP. If you look at the percentage of damage that is taken, an easy way to visualize the impact is to convert it to a fraction with 1 in the numerator (which is not necessarily trivial though, depending on your math affinity): At 25% resistance, we have 75% damage still taken, or 3/4, converted to 1 / 1.33 (not a particularly pretty fraction, it only really gets helpful starting at 50%). At 50% resistance, we also have 50% damage still taken, or 1/2. At 75%, we have 25% still taken, or 1/4. At 87.5%, we have 12.5% still taken, or 1/8. At 90%, we have 10% remaining, or 1/10. At 95%, we have 5% remaining, or 1/20. At 99%, we have 1% remaining, or 1/100. The denominators above are the factors by which your effective HP is multiplied. In other words, at 90% damage resistance, you can survive 10x as much damage, and at 99%, it's 100x as much, despite only a seemingly small increase of 9%.
How do I get the shortcuts overlay?
Hey mate, great video. U still active?
Great vid, thanks.
How do You put the lettersnext to the images to be easier?
still valid in 2023?
@abrahamdavid5955
7 ай бұрын
This will be valid as it is the basic counters, only thing is they might have played woth HP and Attacks or some times the multipliers(not much changes)