The Attack Delay is a hidden unit attribute which determines the time passed when a unit begins to attack and when the attack actually happens (for melee units) or when the projectile is released (for projectile units[1]).
Frame delay[]
In the Genie Engine games of the Age of Empires series, there is another parameter which controls attack delay. For projectile units, frame delay determines the number of frames (which measure time) between being tasked to attack a newly selected unit before the projectile is released, which means that it also determines a unit's ability to be micromanaged. Actual delay in time further depends on unit's attack animation duration.
Frame delay on its own means nothing, unless it is 0. A unit can have a frame delay better than another unit but still a worse attack delay.
Purpose[]
If the unit is tasked to move or attack another unit within this time (attack delay), the attack is aborted. As with the Reload Time (inversely, rate of fire), the lower that value is, the better, as a lower frame delay means the unit starts the first attack sooner. The attack delay happens for all attacks, but after the first attack in a prolonged attack is executed, the difference between actual attacks is same as the Rate of Fire. As such it seems that attack delay only applies to the first attack.
Most melee units have a frame delay of 0, which means they instantly turn to new targets and attack. The damage, however, is only inflicted after half of the attack animation has elapsed. Projectile units, however, often have a frame delay. This weakens hit-and-run tactics and helps melee units to stand a chance against ranged opponents.
Attack delay is a key difference between Cavalry Archers and Mangudai when using hit-and-run tactics. The low frame delay of Mangudai allows skilled players to hit-and-run effectively, allowing their speed over melee units to be exploited even better. The higher attack delay of Cavalry Archers mean they need to outrun a melee unit further to accommodate the additional attack delay.
The attack and frame delay values are not shown and cannot be changed or influenced in any way within a game, although upgrading a unit sometimes changes their frame delay (e.g. Throwing Axemen, Janissaries, and Mamelukes). The Berserk is a special case because it changes its animation duration with the Elite upgrade.
The following graph shows 3 attack cycles of an Archer. The difference between two consecutive black lines and two consecutive yellow line is 2 seconds (its RoF) and the difference between a black line and the next yellow line is 0.35 seconds (its AD). The graph is drawn to scale.
How to calculate Attack Delay[]
Genie Engine[]
- Melee units:
- Projectile units:
The formulae provide attack delay in in-game seconds, just like Rate of Fire. The value for the variables can be found using Advanced Genie Editor. The source for these formulae is this thread.
The result is further a subject to frame rounding due to game running at 60 FPS simulation and (supposedly) a rule that round ups number of frames for calculation of AD. For example, the Arbalester should have an AD of 0.34(2) seconds (20.5(3) frames) while the Crossbowman should have 0.35 seconds (21 frames) AD; however, if watched frame-by-frame in several test runs, the resulting Attack Delay of both units will be identical.
The attack delay for projectile units can be checked at aoe2stats.net.
Bang Engine[]
This section needs expansion. You can help by adding to it. |
As Age of Mythology and Age of Empires III are 3D games on an entirely different engine (the BANG! engine), attack delays are handled with animation completion percentages in tandem with tags.
Age of Empires II[]
This section is outdated. Please update this article to reflect recent events or newly available information. |
Attack delay values are rounded up to the first two decimal places. Realistic attack delay may be higher due to frame rounding. Attack delay values are presented as of update 51737.
Projectile units in The Conquerors[]
For The Conquerors, AD values are presented for patch 1.0c game datafile.
Unit | Attack Delay |
---|---|
Mangonel/Onager/Siege Onager, Elite Janissary, Elite Mangudai, Elite Mameluke, every war ship, every defensive building | 0 |
(Heavy) Scorpion, Bombard Cannon, (Elite) Chu Ko Nu | 0.21 |
Archer/Crossbowman/Arbalester, Hand Cannoneer | 0.35 |
(Elite) Conquistador, Jannisary | 0.4 |
(Elite) Skirmisher, (Elite) Longbowman, (Elite) Plumed Archer | 0.5 |
Trebuchet, Mameluke | 0.6 |
Elite Throwing Axeman | 0.8 |
(Heavy) Cavalry Archer, Mangudai, (Elite) War Wagon | 1 |
Throwing Axeman | 1.2 |
Projectile units in the HD Edition[]
For the HD Edition, attack delay values are presented for patch 5.8 version of the game.
Unit | Attack Delay |
---|---|
Mangonel/Onager/Siege Onager, Elite Janissary, every war ship, every defensive building | 0 |
(Heavy) Scorpion, Bombard Cannon, (Elite) Chu Ko Nu | 0.21 |
Crossbowman/Arbalester, Hand Cannoneer | 0.35 |
(Elite) Ballista Elephant, (Elite) Conquistador, (Elite) Elephant Archer, Jannisary | 0.4 |
(Elite/Imperial) Skirmisher, (Elite) Genitour, (Elite) Genoese Crossbowman, (Elite) Longbowman, Elite Mameluke, (Elite) Mangudai, (Elite) Plumed Archer | 0.5 |
Archer | 0.53 |
Trebuchet, (Elite) Arambai, Mameluke, (Elite) Organ Gun | 0.6 |
(Elite) Camel Archer | 0.63 |
(Elite) Rattan Archer | 0.68 |
Slinger | 0.78 |
Elite Throwing Axeman | 0.8 |
(Heavy) Cavalry Archer, Throwing Axeman, (Elite) War Wagon | 1 |
(Elite) Gbeto | 1.2 |
Melee units[]
Unit | Attack Delay |
---|---|
(Elite) Battle Elephant | 0.49 |
Militia, Two-Handed Swordsman, Spearman/Pikeman/Halberdier, (Heavy/Imperial) Camel Rider, Elite Berserk, (Elite) Kamayuk | 0.5 |
(Elite) War Elephant | 0.56 |
(Elite) Coustillier | 0.6 |
Longswordsman, Champion, Eagle Warrior, Flemish Militia | 0.63 |
Villager | 0.64 |
Scout Cavalty/Light Cavalry/Hussar/Winged Hussar, Knight/Cavalier/Paladin, (Elite) Steppe Lancer, (Elite) Cataphract, (Elite) Magyar Huszar, Xolotl Warrior | 0.68 |
(Elite) Boyar, (Elite) Keshik, (Elite) Konnik, including Dismounted Konnik, (Elite) Leitis | 0.7 |
(Elite) Woad Raider | 0.72 |
Battering/Capped/Siege Ram, Condottiero, (Elite) Obuch, (Elite) Serjeant, (Elite) Shotel Warrior, (Elite) Teutonic Knight | 0.75 |
Eagle Scout, Elite Eagle Warrior, Berserk, (Elite) Huskarl, (Elite) Jaguar Warrior, (Elite) Samurai | 0.8 |
(Elite) Karambit Warrior | 0.81 |
Man-at-Arms | 0.88 |
(Elite) Tarkan | 0.95 |
Projectile units in Lords of the West release[]
Unit | Attack Delay |
---|---|
Mangonel/Onager/Siege Onager, Elite Janissary, every war ship, every defensive building | 0 |
Elite Mameluke | 0.2 |
(Heavy) Scorpion, Bombard Cannon/Houfnice | 0.21 |
(Elite) Chu Ko Nu | 0.23 |
Archer/Crossbowman/Arbalester, Hand Cannoneer | 0.35 |
(Elite) Ballista Elephant, (Elite) Elephant Archer, Jannisary, Mameluke | 0.4 |
(Elite) Conquistador | 0.41 |
(Elite) Kipchak | 0.49 |
(Elite) Genitour, (Elite) Genoese Crossbowman, (Elite) Longbowman, (Elite) Mangudai, (Elite) Plumed Archer | 0.5 |
(Elite/Imperial) Skirmisher | 0.51 |
(Elite) Arambai, (Elite) Organ Gun | 0.6 |
(Elite) Camel Archer | 0.63 |
(Elite) Rattan Archer | 0.69 |
Slinger | 0.8 |
Elite Throwing Axeman | 0.82 |
Trebuchet | 0.88 |
Heavy Cavalry Archer | 0.9 |
Cavalry Archer | 0.91 |
Hussite Wagon | 0.94 |
(Elite) Gbeto, Throwing Axeman, (Elite) War Wagon | 1 |
Changelog[]
- On release, (Heavy) Scorpions had 0 attack delay. With The Conquerors, they have an attack delay of 0.21 sec.
- Definitive Edition:
- On release Cavalry Archer/Heavy Cavalry Archer have 1.02/1 sec fire delay, respectively. Update 44725 changed it to 0.9/0.89 sec and update 50292 increased it to 0.91/0.9 sec, respectively.
- On release, Kipchak has no fire delay. With update 42848, Kipchak's fire delay 0 → 0.49 sec.
- On release, Male and Female Villagers had attack delays are 0.525 and 0.75 sec, respectively. With update 37650, attack animation duration was adjusted resulting in attack delay of 0.64 sec.
- With update 37650, Hussar's attack animation duration was reduced; attack delay is now 0.95 → 0.68 sec.
- With update 42848, Gbeto's fire delay 1.2 → 1 sec.
- With update 50292, (Heavy) Cavalry Archer: Increased attack animation duration from 1.15 → 1.17.
Gallery[]
References[]
- ↑ Units using a projectile to attack. All projectile units are ranged units, but not vice versa. Kamayuks and Steppe Lancers have range but are not projectile units. Siege units can also be projectile units, so the term encompasses much more than Archer units. As such attacks of ranged non-projectile units are only governed by their animation duration.