Problems registering at AoCZone?
You can try resending activation email. If that doesnt work you can send an email here. If you forgot your password click here.
 Main Menu

 ForumsSearch »

 AoE2HD Recorded Games

 AoC Recorded Games

 AoFE Recorded Games

 Current Tournaments

 Major Past Tournaments

 Auto downloadedFind »

 Users currently online
Members (44)
»  29_
»  brawl
»  d0dge
»  EYP
»  htc
»  JaDe
»  Nero
»  Nicov
»  ninth
»  sysen
»  Vague
»  whack
»  Xtasy
Guests (42)

 AoC Clans Add yours »

 Links

 Ads

[Tutorial] Bunching and Ballistics Counter Explained.

Daily recorded games

Moderator:  fallingstar

[Tutorial] Bunching and Ballistics Counter Explained.

Postby  _Ares_ » Thu Nov 17, 2011 2:01 am

__60_FeDeX_Arg asked me today how to do the unit bunching to get more of them to attack a building.
I realized I never made a tutorial for this, so:

Bunching:
The point of it is to get multiple close combat units "bunched" in order to have more units attack a building/structure than if you would otherwise simply click "attack".

There is a requirement: Your units must not be able to pass on to the other side (enemy has to be walled). Otherwise, the bunching doesn't work nearly as well.

There's two steps:
1. Select group of units and move them on (more or less, doesn't have to be perfect) the same line -- horizontal or vertical -- as where your next click will go.

2. Click to move the units to a point that is touching the structure you want to be bunched up in front of -- a gate, wall, house, barrack, whatevr -- and don't touch/do anything else. Let the units "regroup" in a bunched fashion.

Ballistics Counter:
To understand it, first you need to understand how ballistics works.
When you select a unit to move from point A to point B, the way it moves is most often in a straight line from A to B. What ballistics does is takes into account the movement rate of the unit, and sends an arrow/cannon ball/projectile at the place where the unit should be when the arrow reaches it, effectively hitting it.

If the movement of the unit is interrupted before it reaches "where it's supposed to be", the projectile misses.

So there you have it.
You can either micro your single unit to avoid it, or make very tightly grouped patrols on either the stand ground or no attack stance.

Edit: Orjan brought this up, and it's something we both have been using a lot, but never really "consciously" --changing unit formations! If your units are being chased by range, and they fire, again, same principle is in effect, those projectiles fly towards where your units should be. So, if you change your formation from standard to the \ / one, the path gets changed up, and the projectiles miss.

Requirements: You must either be far enough from the units/towers shooting at you, or fast enough, so their projectiles don't hit you. Also the units have to be relatively fast. For example: Navy is too slow and big to make this work.

Steps:
1. Put units on no attack/stand ground stance.
2. Constant repatrol very near to the units, to make the patrol tighter and tighter.

Attached is a demo rec:
Attachments
Use icon to link to single game from the pack (right click, copy link).
Use icon to download single game from the pack (.ZIP only, no folders inside).
Attachment: Geen's Tutorial -- Ballistics Counter and Bunching.zip
AoC Zone • RECORDED GAME
Single game Link this game
Downloaded 320 times
Last edited by  _Ares_ on Thu Nov 17, 2011 10:53 pm, edited 2 times in total.
User avatar
 _Ares_
Top TG player
 
Posts: 1713
Joined: Apr 07, 2010
Age: 24
 2207 (56%)
 
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  Fedex » Thu Nov 17, 2011 2:04 am

nice teacher <3 i learnt all <3
http://www.youtube.com/watch?v=a4Fv98jttYA
Image
User avatar
 Fedex
Top Player
 
Posts: 625
Joined: Feb 28, 2011
 2111 (59%)
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  Larreser » Thu Nov 17, 2011 2:10 am

nice!thanks ares
i'll check !
 Larreser
 
Posts: 233
Joined: Mar 13, 2010
Location: Mexico
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  stanley_ipkiss » Thu Nov 17, 2011 2:15 am

nice one ty for sharing :)
 stanley_ipkiss
 
Posts: 528
Joined: Apr 23, 2011
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  Tempus » Thu Nov 17, 2011 2:20 am

useful thanks geen and fedex :D
Image
 Tempus
 
Posts: 481
Joined: Apr 22, 2011
 
Advertisement from Google 
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  _Jago_ » Thu Nov 17, 2011 3:30 am

Great info

Thank you for sharing
 _Jago_
 
Posts: 205
Joined: Mar 15, 2010
Location: Cd. Obregon, Sonora
Age: 25
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  Quick_Silver » Thu Nov 17, 2011 4:34 am

Thanks for sharing :D
 Quick_Silver
 
Posts: 390
Joined: Jun 04, 2010
Age: 20
 1706 (45%)
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  Carlos Ferdinand » Thu Nov 17, 2011 7:32 am

Thank you!

I had asked this question before but got no answer. Hope this works for m@a vs noob wallers :P
CarlosFerdinand says: wat is vipers real rate?

NarutoFan says: around 2150

CarlosFerdinand says: urs?

NarutoFan says: 2200

Image
Image
 Carlos Ferdinand
 
Posts: 4035
Joined: Jun 15, 2008
Age: 20
 1772 (51%)
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  _Ares_ » Thu Nov 17, 2011 5:35 pm

yeah, no worries.
anything else you think up just ask and i'll try to explain it
User avatar
 _Ares_
Top TG player
 
Posts: 1713
Joined: Apr 07, 2010
Age: 24
 2207 (56%)
 

Re: [Tutorial] Bunching and Ballistics Counter Explained.

Postby  BuzZ_Quiller » Thu Nov 17, 2011 6:29 pm

24, now carlos will get 2200 with his m@a rush.

Nice turtorial.
  IMPERIAL_GOD wrote:
There is alot of uglyness inside quiller that he doesnt even realise is there.
User avatar
 BuzZ_Quiller
 
Posts: 2383
Joined: Jul 17, 2008
Age: 26
 1822 (51%)
 
 
Next

Return to Daily games

Who is online

Users browsing this forum:  Emp_Monk, Majestic-12 [Bot] and 1 guest

Legend: Global moderators, News posters, Tournament moderators