My understanding of the Advent Rebel ability, Wail of the Sacrificed, is that it does 20 damage for every point of population to all adjacent gravity wells. So, if a planet with a population of 180 is sacrificed (like an ice) it would do 3600 points of damage to all ships and structures in adjacent wells. That's worse than a missile barrage that affects the entire gravity well.
Is this ability overpowered? Should researching it be a Level 8 ability and should there perhaps be a monetary/resource cost to using it as it stands now?
You do know that Wail does not effect the planet that the temple is in right? If you have a Kostura you should warp to the planet that has the Temple... Also I just remembered Vasari Loyalist can destroy planets. Keep that in mind.
Their level six titan ability is nothing to sneeze at either.
I sneezed at it.... then I went and cleaned my screen off. I resolved to then borrow monitors the next time.
Well im speaking in terms of just countering Wail. The only race that have trouble with Wail is the Advent.
Aye, the only faction without a pretty hard counter is the advent loyals- and they are even somewhat resistant as their ships a flying around with 27% shield mitigation even when out of combat.
That said, everyone has counters, the thing is to utilize those counters most factions need to anticipate the wail. Once people get used to it and expect it it will be balanced- it may seem strong to some now only because they haven't yet learned to expect it and play accordingly.
Just caught myself thinking about this ability. Does the AI actually know how to use it? I highly doubt it...
ARE YOU SIRIOUS? 27% and thats without phase missle block-yikes
The problem is if you do not have nova or kosutra you are not allowed to defend gravity well next to highly populated planet with fleet or face consequences or red button on gravity well scale.
There is nowhere to hide.
Actually I'm fine with Wail, and concept of such weapons in general, as long as every race has something similar... and some kind of counter, even if it's not very obvious.
Otherwise, we risk Sins becoming spamfest.
Defend with Caps and Starbases while keeping Frigates one phase jump away. A smart enemy won't waste Wail if the Frigates aren't in the gravity well, and if the opponent does use it early... well then just bring in the Frigates.
Not a perfect strategy but a lot better than hopeless.
If even Caps would be at risk because you're adjacent to a Terran, well that's a Terran- go capture it.
Also, while I haven't formally studied it I don't think Wail has been as effective against planetary defenses as I expected it to be. Particularly, I seem to recall mines still being around after a Wail. Of course, there are other issues with mine behavior right now, and I may simply be misremembering. I'll try to check later if I have time.
You are correct, mines are not affected.
Mostly you have to make sure that these conditions are met when playing against Advent Rebels:
Make sure your planets are not aligned in a single line, you need planets in the back that are not in direct reach of enemy planets as safe point for your fleet, at the same time those planets should not be ten jumps away.
Try to take high population worlds around you and fortify yourself there, try to look for borders that favor your defense and simply cannot be wailed efficiently (worlds that have asteroids or moons, maybe even just space junk etc. next to them).
If the enemy manages to get a high population world, try to attack (if possible from different angles at once) and raid the planet, Marzas and Desolators should help (Ogrovs, too). Keep their constructors and temples down and run again. Try to build up a fleet at the same time to take/retake the planet. If you cannot manage to reach the planet for some time retreat your fleet and fortify your defenses/starbase there (Orkulus should laugh at wail methinks). Try to trick the enemy into using wail by sending in small fleets and waltzing around.
Would be nice is the space hippies could terraform a ruined world. I'm sure some mods will find a way to reverse the Vasari world desolation ability so the ruined heap is turned into either a volcanic or desert world.
Bilun on a terran planet the damage is around 6000:p, that 27% will not save their ships! Both Advent factions do not have a counter to wail:P
Well their defense systems have a slight advantage due to shield bestowal I guess, but their frigates certainly won't be surviving the onslaught.
Never said counter, I said "resistance", WHich is mostly to say a large population is required to blow up the advent loyal fleet then say a TEC/Vasari fleet. Not as god as a counter, but it's something.
Lets be honest here, if you are getting offensively pushed by wail, you more than likely already lost the game. Wail is just speeding that up.
I neaver argued against that. There are a few situations in earlygame where wail could play a role, but I highly doubt it'd be as devestating as it was in that particular situation, considering how often borders shift back and forth in earlygame. There is hardly time to gather as much population.
I honestly think it's a one-off. trying to pull it off more than once in a game is really difficult and unlikely
I actually want to swap ultimates on the two Advent titans so I can instant capture a planet and then Wail with it. That would be, groovy man.
Repossessed planets start at 0 population just like normally colonized planets(they also lose all planetary improvements and start building from 1 planetary HP like a normally colonized planet). Besides thematics and the fact that you instantly gain control of an enemy planet, the newly acquired planet is in no way different from a freshly colonized planet(well the allegiance stays the same, but that's probably a bug).
Still--it would get you on the road.
Too bad you can't up population with colony ships.
To be honest. Thats kind of a crappy ultimate, I had no idea it didn't keep the planet upgrades. YOu may as well just bomb the planet and recolonize it cause there isnt much of a difference...
Is it supposed to work on pirates?
Tried using it on an adjacent pirate base and it didn't do anything at all >.>
You're saying the ships there didn't die or take damage?
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