DirtySanchezz DirtySanchezz

Advent Rebels = Banned?

Advent Rebels = Banned?

Should Advent Rebel be banned from the game just like VR?  Wail of the Sacrificed does not belong in this game.  That ability should be eliminated and replaced with something else.  They also have that overpowered titan.  An AR with wail can easily take down a player who's fight a 1v2 since there's be no way he could counter.

What this game might need is a "competition mod" that would balance the races.  Anyone who plays in the 5v5s would get the mod.  The mod would fix the VR phase jumping starbase, fix Wail, and nerf the Eradica while buffing general Advent ships and TEC loyalists some.

131,079 views 118 replies
Reply #101 Top

Quoting DirtySanchezz, reply 99
Heavy cruisers will also go down to wail if a planet is involved.  As far as I know, Wail doesn't have to go through shield mitigation and might not be affected by armor.

 

You are WRONG.

Wail does normal damage and as such is mitigated by shields and mitigated by armor - should the shields have been depleted.

There are only two things in this game which are not affected by shield mitigation. Nano Disassembler on the Evacuator and Phase Missiles.

Reply #102 Top

Quoting RiddleKing, reply 95
This says alot about seleuceia.

I walked right into that one, didn't I?

Quoting ARESIV, reply 97
An understandable notion. Still, as I have said before, in my humble opinion a early Wail does considerable weaken economy...

What do you mean by "early"?  Cause in my mind this wasn't truly early game, more like mid-game (though I don't know exactly when he researched wail, only when he used it first)...as I stated, he had choke point (which had SB) and so while my frontliner may have had larger fleet, it wouldn't have been big enough to fight a fleet plus defenses...

Let's now look at your scenario one....I really really wish I had a picture of the map, but "flanking elsewhere" just would not have worked...my frontliner would have had to go through wail range no matter what in order to get to any of his opponents planets...trying to hit the wail world would have been very rough because of defenses....he could try to bomb population but then his caps would be too committed to center of planet and the enemy could just retreat his fleet and quickly kill the caps with fleet+defenses...and remember, there's SB, so there is huge loss for jumping away from it (HP and AM)...

As you've already assumed, attacking other planets would have been a nightmare because of wail...but it is by no means a "disadvantage" to have to wail a fleet...you really only need to wail one planet in order to wipe a fleet, it's not like he'd have to wail multiple planets...even if he didn't use wail (just had it to force you to split your fleet up), you now are multiple jumps away from any factory world...your fleet is split up because of wail, while your opponent can focus his entire forces (which are close to factories, btw)...doing what you have suggested would be absolute suicide without a titan and a cap or two for quick bombardment...

As for scenario 2...this isn't first 10 minutes of game, this is early mid game to mid game, fleets can easily wipe low SBs and caps...to give perspective on the fleets these guys had, both had 40-60 illuminators plus other ships...a low level SB is going down ASAP, and remember that my fronliner couldn't use fleet to protect his SBs (which would then just get raped by bomber spam) so even high level SBs wouldn't have stopped much....trust me, at that stage you can't just throw some capital ships at a planet and expect them to walk out unscathed against that kind of fleet....even if you kill population, you are sacrificing caps...if you trickle forces in to support caps, you are at severe fleet disadvantage and your ships are going to just get picked off...eventually you'll just have to retreat with heavy lossses and really you will have accomplished nothing...

Quoting ARESIV, reply 97
No, this is a misunderstanding. Right now there is little reason to place defensive structures at a wail planet under normal circumstances. Because Wail itself is the defense against a major assault, while minor assaults can be dealt with a small task force that is diverted from your main fleet.

I build hangars with shield bestowal...I do this all the time when I'm Advent....and I know I"m not alone....


I read everything you wrote, but now we are just going in circles...I've already explained what I think wail should be like conceptually and why I think it is better than what we have now...I've reiterated time and time again that I will never support a version of wail that can kill enemy fleets defending their own planets...I've argued how making wail only affect one planet means it is excellent defense mid game but can be countered late game by kosturas and novas no problem (FYI, 3 minutes of kostura disablement is easily long enough to bomber spam the crap out of a pansy culture center, even if it has shields)...I've expressed my feelings how I want wail to be very powerful, I want it to have lab requirement (which btw is another area where the kostura shines since it disables labs), and I don't want overlapping wail or wailing on planets that aren't even yours...obviously you and greg and player slayer disagree, and all I"m seeing is theorycraft arguments on paper that are getting no where...

I'm currently working on a major personal mod and I know one of the changes I'll make is having wail only affect the home planet...after I play some games with my friends and this change, I'll let you know from first hand experience whether it actually is a good change or not...


Quoting ARESIV, reply 97
Well, I guess that explain a lot.... corvettes will die 99% of the time to even a dwarf planet.... and there is no question that said planet is easily worth a large corvette fleet. It also explains your earlier post about illuminators being too strong, when in reality they are the poorest LRM in the game, as they require Tech 3.... by the time you can have reasonable numbers of them, they are beginning to loose their usefulness already. Unlike the Javelis or the Kanrak, you cant mindlessly spam illuminators and get away with it. Even a low upgraded starbase will make short work out of your illuminators... however it will sucumb to both a kanrak and LRM fleet of the same cost. I really dont mean to be rude, but if from 8 available tiers, you only use at most 3..... and then resort to mindless spamming that tier.... you should not complain about being exterminated by people using the Tech tree.

Lol...I love how you are criticizing my play style without ever actually seeing me play...one of the games Greg is referring too, he was suicide between me and player slayer...and you are going to give me shit for rushing him with corvettes and LFs????? WTF???  Maybe I should have been like KoK and just rushed kodiaks...that would have been real effective...

The other game Greg is referring too, I was eco...but you're right, I probaby should have gotten like 5 or 6 military labs instead of spamming trade ports so I could feed my allies....


Quoting ARESIV, reply 101
There are only two things in this game which are not affected by shield mitigation. Nano Disassembler on the Evacuator and Phase Missiles.

FYI, dem bots and timed explosives also do only hull damage...there may be others I haven't thought of...

One of the major implications of shield mitigation on wail is that it makes multiple wails (2 100 pop planets) not as effective as one big wail (1 200 pop planet)...

Reply #103 Top

Quoting DirtySanchezz, reply 99
Heavy cruisers will also go down to wail if a planet is involved.  As far as I know, Wail doesn't have to go through shield mitigation and might not be affected by armor.

Wail does totally normal damage. The only thing is when its used, ships aren't usually in combat, so their mitigation is at the default 15%. But what mitigation they have and armor will work just like combat damage does.

Reply #104 Top

Okay, so here's my Wail solution.  Instead of the current effect, a Wail serves to block enemy phase jumping to both the target planet and to adjacent planets in friendly culture.  Enemy ships cannot phase jump to affected planets, and those in phase space are frozen in place until the duration ends.  The duration is 2 seconds per population point lost (so 50 population = 100 second delay, 150 pop = 5 minute delay, etc.).

To me, it seems like the solution still gives AR an answer to invading Vasari, or to other hostiles attacking when their main fleet is away - but they still have to have a fleet to deal with the threat when the duration expires.  See any problems, or is this really an ideal change?

Reply #105 Top

Quoting Tohron, reply 105
Okay, so here's my Wail solution.  Instead of the current effect, a Wail serves to block enemy phase jumping to both the target planet and to adjacent planets in friendly culture.  Enemy ships cannot phase jump to affected planets, and those in phase space are frozen in place until the duration ends.  The duration is 2 seconds per population point lost (so 50 population = 100 second delay, 150 pop = 5 minute delay, etc.).

To me, it seems like the solution still gives AR an answer to invading Vasari, or to other hostiles attacking when their main fleet is away - but they still have to have a fleet to deal with the threat when the duration expires.  See any problems, or is this really an ideal change?

The biggest problem I see with this is that it just encourages Vasari to spam Kostura more against advent players because it will disable the culture centers anyway. 

Reply #106 Top

Quoting Senza32, reply 106



The biggest problem I see with this is that it just encourages Vasari to spam Kostura more against advent players because it will disable the culture centers anyway. 

Guess you could still wail an adjacent asteroid to buy time to wail the major planet once the Kostura disable wears off.  Anyway, it seems like making the Kostura more expensive and/or harder to build might be the answer to that kind of problem, since it sounds like basically all non-Vasari struggle against the Vasari lategame.

Reply #107 Top

Quoting Tohron, reply 107

Quoting Senza32, reply 106


The biggest problem I see with this is that it just encourages Vasari to spam Kostura more against advent players because it will disable the culture centers anyway. 

Guess you could still wail an adjacent asteroid to buy time to wail the major planet once the Kostura disable wears off.  Anyway, it seems like making the Kostura more expensive and/or harder to build might be the answer to that kind of problem, since it sounds like basically all non-Vasari struggle against the Vasari lategame.

 Yeah that's true, I spose. And idk bout nerfing the Kostura, I don't think I've got the experience yet to speak on such a matter :P

Reply #108 Top

Quoting Tohron, reply 105
Okay, so here's my Wail solution. Instead of the current effect, a Wail serves to block enemy phase jumping to both the target planet and to adjacent planets in friendly culture. Enemy ships cannot phase jump to affected planets, and those in phase space are frozen in place until the duration ends. The duration is 2 seconds per population point lost (so 50 population = 100 second delay, 150 pop = 5 minute delay, etc.).

To me, it seems like the solution still gives AR an answer to invading Vasari, or to other hostiles attacking when their main fleet is away - but they still have to have a fleet to deal with the threat when the duration expires. See any problems, or is this really an ideal change?

I doubt the devs will do a rework that major, and I'm unsure how useful it would really be in practice. The Kostura is a good superweapon but I don't think it has a balance problem.

Reply #109 Top

Just don't let advent players tech up, allowing them to do so makes it very hard for yourself late game as their fleets are very much about late game synergy.

Reply #110 Top

Quoting Unazaki, reply 110
Just don't let advent players tech up, allowing them to do so makes it very hard for yourself late game as their fleets are very much about late game synergy.

 

First of all, this is not possible in many cases. If he is in the eco spot, you simple cant reasonable attack any player.

 

Yes, in late game Advent are superior to TEC fleets.... but they tend to have far fewer ships.

 

Against Vasari.... Advent simple die in late game.

Reply #111 Top

Has everyone fallen victim to a colossal troll thread or what? 

Reply #112 Top

Quoting Protoplazm, reply 112
Has everyone fallen victim to a colossal troll thread or what?

Well, I think everyone realized that a request to ban the AR was a troll....discussion devolved into something slightly more serious...slightly....

Reply #113 Top

Time to reinvigorate this debate.

At the very least, require the player to actually own 7 civic labs, not merely to have researched the ability.  That way one additional counter would be to kill the civic labs.   Also, ships at the planet that wails (friendly ships or the player's own ships) should also be subject to it.  Structures at the wailing planet should also be lost.

Reply #114 Top

Dirty i can only conclude that since the last post before you was on september 12th then you posting on the 16th of december means you just got wailed and you have come to wail on in the forums. 

Reply #115 Top

Since I haven't been Wailed on recently, I can only conclude that you are too quick to jump to unwarranted conclusions.

Reply #116 Top

Wail actually got a serious nerf in a recent patch..... it does now damage own and allied units too.

 

 

If you still get wailed....

 

YOU DESERVE TO DIE.

 

 

ANY FURTHER NERF TO WAIL WILL MAKE IT ENTIRELY USELESS!

 

 

 

Reply #117 Top

Quoting DirtySanchezz, reply 114
At the very least, require the player to actually own 7 civic labs, not merely to have researched the ability. That way one additional counter would be to kill the civic labs. Also, ships at the planet that wails (friendly ships or the player's own ships) should also be subject to it. Structures at the wailing planet should also be lost.

I don't agree that Advent Rebels need to be banned at this point, but I do very much agree with this. Almost every other research unlocked ability in the game requires labs to be maintained, why not this one?

Reply #118 Top

Ownership will be included in the next update (whenever that is). For now, this thread has run it's course. Things are getting a bit rowdy.