Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Empire at War and Forces of Corruption => Topic started by: Rend_and_Maim on October 12, 2008, 12:33:29 AM

Title: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on October 12, 2008, 12:33:29 AM
Okay, after playing a long as hell GC as the Consortium, I have concluded that they are undoubtedly unbalanced. I will list my reasons why here:

Heroes:Not only do they have Zan who can bribe his way through half your forces and mow down infantry with his rigged shotgun but they have Silri who can just keep re-summoning her rancor over and over again not to mention that Urai Fenn does enormous damage to just about everything(since when do metal blades slice through armour meant to deflect blasters?). They also possess the ability to sneak past fleets and go down to the planet directly, it's plenty easy to solo ground defences with those three heroes.

Infantry:This is most defiantly(at least in my opinion) where the Consortium is nearly unbeatable. Grenadiers are way too strong for a base unit and can probably kill most light and even some medium vehicles with relative ease. Merc assult squads are crap until you get them disrupters, when you get them disrupters they turn into probably one of the most overpowered units in the game. They can easily take down AT-AT's and T4-b's, have anti-air capabilities, and completely eradicate infantry and buildings without a scratch. If it were up to me, I would remove Merc assault squads entirely.

Tanks and light Vehicles:
Is it just me, or do the 2 tanks the Consortium have seem to have almost no counters short of massed PLEX soldiers or Dark troopers(3)? Those pulse tanks can one shot light vehicles or at least nearly one shot them and Canderous Assult tanks are overpowered in just about every way possible, I won't even go into reason with them as they aren't balanced at all.

Space Fleets:
The Consortium space fleets aren't terribly overpowered despite their Aggressor capitol ships. The Aggressor's super cannon has the cooldown of a typical laser battery can can wipe out a hardpoint in one shot.

Misc/other issues:The 'Corrupt Militia' and 'Bribery' I personally think are somewhat lame as well as their ability to bribe their way past your heavily defended planets and attack your nearly undefended planets tends to get irritating.

So, thoughts? Opinions? ???
 
Title: Re: Zann Consortium-Overpowered?
Post by: Scarecrow63 on October 12, 2008, 01:40:40 AM
I completely agree. You can defend a planet in space only needing a space station and about 5 of those mass driver ships.  It doesnt matter how many star destroyers they throw at you those things just gun them down.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on October 12, 2008, 10:06:12 AM
Yep, and don't forget if your about to destroy them, they can simply use invisibility and run away.
Title: Re: Zann Consortium-Overpowered?
Post by: Scarecrow63 on October 12, 2008, 12:36:42 PM
Or just get in close and self-destruct
Title: Re: Zann Consortium-Overpowered?
Post by: Delta 07 on October 12, 2008, 07:01:31 PM
what about ig-88's destroy death star and planet with fleet orbiting it. i think thats overpowered or watever
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on October 12, 2008, 09:26:43 PM
Yeah, I forgot about that, never used it because the AI never builds the Death Star, but yes that is completely overpowered.  >:(
Title: Re: Zann Consortium-Overpowered?
Post by: Slornie on October 12, 2008, 09:54:13 PM
Heh, thats better'n a guy over on Petro Forums.  He was asking how to make a Rogue Squadron type unit for the Consortium because "they have nothing to counter the Death Stars"  ::)
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on October 12, 2008, 11:56:54 PM
Lol, what a dumbass.
Title: Re: Zann Consortium-Overpowered?
Post by: dreadcall on October 14, 2008, 05:15:28 AM

Space Fleets:
The Consortium space fleets aren't terribly overpowered despite their Aggressor capitol ships. The Aggressor's super cannon has the cooldown of a typical laser battery can can wipe out a hardpoint in one shot.

This is the one part i disagree with. Aggressors are taken apart quite easily, turn damn slow so  just attack them from the side or send bombers for their big guns, those can be taken out  quickly. But yeah if you can protect them they'll obliterate any capships.

The ones overpowered IMO are the vipers, they can rape just about any fighters and are great at protecting skiprays which has firepower that compares to defenders and b-wings. And you get em at tech 1 lol.

The other problem i see is that their fleets have tons of useful abilities, naturally they should have weaker units and have them compensate with their great abilities. However, most of their ships can stand toe-to-toe against the comparable ships of other factions, so those abilities make them op.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on October 14, 2008, 12:25:27 PM
starvipers were worst on 1.0. a 25-squadron swarm would destroy any fleet. luckily, it was weakened.
with an aggressor, destroy the megacannons, and it's weaker than a Nebulon-B.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on October 16, 2008, 06:26:58 PM
It's not always that easy, lol. But I think the most overpowered things are Merc Assault squads, as soon as you get disrupters, just swarm enemies with them on ground combat. It's a real bitch. >:(
Title: Re: Zann Consortium-Overpowered?
Post by: Ahdanack030 on October 17, 2008, 10:07:15 PM
Pardon me if I'm stating the obvious, but FoC seems to have turned EaW into a spam storm. I mean, it's easy to win as the cons by just building one type of unit, so the other side has to focus on the type of unit to counter that. IMO, the only good matchups are Reb .V. Imp
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on October 18, 2008, 03:51:54 AM
It's not always that easy, lol. But I think the most overpowered things are Merc Assault squads, as soon as you get disrupters, just swarm enemies with them on ground combat. It's a real bitch. >:(
agreed. although you have to admit, they are awesome.
with the krayts, i always end up diverting all forces, prioritising them, as they are effectively ultra-heavy broadsides. they will DESTROY you if ignored. unlike a broadsides, they have a heavy health bar.sO, Krayts need to be prioritised above all others. although Keldabes are more powerful, it can't obliterate the shield in one barrage.
Title: Re: Zann Consortium-Overpowered?
Post by: Corusca Fire on November 13, 2008, 06:01:45 PM
I think that the consortium space is overpowered because they don't have tech level restrictions. That is suppoed to be balanced out by the lack of abilities until purchase, but their ships are powerful already, including BOTH of their capitals.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on November 16, 2008, 09:15:39 PM
What pisses me off the most is that the Consortium, a pirate faction which shouldn't be able to get top of the line ships, has better then ships then both the Empire and the Rebellion. Hello? they are PIRATES, they should have outdated cheap shit and maybe if their lucky, a few stolen craft but no state of the art Keldablies or Canderous assault tanks. >:(
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on November 18, 2008, 01:16:52 PM
Pirates-steal high-quality ships and their tech.
no R&D, hence lower costs than you'd think.
Title: Re: Zann Consortium-Overpowered?
Post by: subame on November 20, 2008, 07:21:36 PM
I think that the consortium space is overpowered because they don't have tech level restrictions. That is supposed to be balanced out by the lack of abilities until purchase, but their ships are powerful already, including BOTH of their capitals.
Makes the game more challenging; and makes them more fun to shoot down, i mean fight. :angel:
Title: Re: Zann Consortium-Overpowered?
Post by: dreadcall on November 20, 2008, 08:25:38 PM
That's true, it also makes playing them boring though.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on November 21, 2008, 02:33:22 AM
loss after loss at the hands of the ZC is no fun, though.
Title: Re: Zann Consortium-Overpowered?
Post by: siegfried1 on November 21, 2008, 02:34:40 PM
I hate playing against the ZC because they keep on blowing up my barracks and mining facility.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on November 22, 2008, 01:00:10 AM
Pirates-steal high-quality ships and their tech.
no R&D, hence lower costs than you'd think.
I doubt they could steal a whole production line of capitol ships, and even if they did, they could never hold it down..
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on November 22, 2008, 06:41:27 AM
they stole the schematics of the keldabe, aggressor, and many others. He also stole rebel and empire research on the black market. they didn't steal production lines, but they did steal schematics.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on November 22, 2008, 10:26:53 PM
Well yes, but it's still rather unlikely a criminal empire would be able to get the capitol ship shipyards, resources and laborers to make huge fleets of them. And most criminal empires can't take control of major planets, maybe a few less important lawless planets or easily corruptible planets, but not major planets like Kuat, or Coruscant. Criminal empires main goal is to make money, not conquer, as such I personally think the Consortium should have different victory conditions, like amass a certain amount of money(would be ALOT) or something else.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on November 23, 2008, 06:41:37 AM
hey, Hypori probably already had them, being a CIS world, and Mandalore, being the capital of an empire, also probably had shipyards. take over, take the shipyards, done.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on November 26, 2008, 11:33:15 AM
Yes, but Hypori would probably have the shipbuilding materials and blue prints for old CIS ships, unless they seriously modified it.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on November 26, 2008, 01:56:03 PM
they had the shipbuilding facilities. they could simply use them. however, macroeconomics isn't a part of FOC.
Title: Re: Zann Consortium-Overpowered?
Post by: Slornie on November 26, 2008, 02:49:01 PM
And most criminal empires can't take control of major planets, maybe a few less important lawless planets or easily corruptible planets, but not major planets like Kuat, or Coruscant. Criminal empires main goal is to make money, not conquer, as such I personally think the Consortium should have different victory conditions, like amass a certain amount of money(would be ALOT) or something else.
Personally, i assume that the Consortium arent actually conquering the planet, they've just got a secret base there.  Same, to a lesser extent, for the Rebellion.
Title: Re: Zann Consortium-Overpowered?
Post by: Rend_and_Maim on November 26, 2008, 07:51:06 PM
Yeah, I agree with Slornie, though still. The game could be a bit more realistic, such as the planets just appear neutral and not conquered.
Title: Re: Zann Consortium-Overpowered?
Post by: Darth Sleep on December 05, 2008, 06:00:00 PM
I never thought they were terribly over powered as much as they were just incredibly annoying to play against.  The items discussed like sabotage, and converting conquered planets (Geonosis being one of the bigger problem ones for me).

I didn't care for the one shot ability of the Aggressor though.

I always felt the most over powered unit in FOC was Garm's super tank.  That thing is ridiculous.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on December 06, 2008, 06:29:23 AM
the gargantuan was useless when the shields were down, though. it would lose all power and be destroyed.
Title: Re: Zann Consortium-Overpowered?
Post by: Dr. Knickers on December 06, 2008, 09:46:27 AM
Shield flare makes up for that.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on December 06, 2008, 09:57:19 AM
Shield flare makes up for that.
and with me, generally precedes my destruction.
Title: Re: Zann Consortium-Overpowered?
Post by: Darth Sleep on December 06, 2008, 02:53:41 PM
The Gargantuan, Yoda, and Luke.  Especially if you had a bombing run.  Yoda's Force vision was too easy to use.  sit back with those three units, force vision, bombardment, and then bombing run.

Build a vehicle repair station, and a turret (typically vehicle turret) and you were in good shape.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on December 07, 2008, 03:30:24 AM
luke was pretty crap. he was able to force cloak, which was good for getting behind enemy lines, though. he could deal with some infantry, but nothing bigger. he was too slow with his attack.
Title: Re: Zann Consortium-Overpowered?
Post by: Darth Sleep on December 07, 2008, 02:11:47 PM
Oh I agree, but his force cloak enabled him (me) to wander around and take control of building sites.  My favorite were the doubles, so I could build a personnal and vehicle turret.  He was also a good back up if for some reason I lost Yoda, and his force vision ability.  Force cloak enabled me wander around and using the bombing runs.  Particularly on planets with a full army and mutliple barracks and factories, and if he got in trouble just force cloak him.

On that note, I was mostly disappointed in the bambardment the rebels had.  It really didn't make any sense to me, unless you could actually captured the factory.  That would be neat.  Instead of blowing it up, retool it (lower cost and decrease build time----plus it would be a better simulation of how the rebellion operated).  Anyway, back to the "bombardment", I also don't think the downtime it created was not long enough, in comparison to the effect the Empire and Consortium's bombardment had.
Title: Re: Zann Consortium-Overpowered?
Post by: Admiral Gabriel on December 11, 2008, 06:14:35 PM
    
Zann Consortium  ist the real problem yea it true most of there units can stand toe to toe with the best of the rebels and empire. But the SSD it over powered to death. It takes for ever to take one out. I lost 20 aggressors and 8 kedables in the space battle above kuat.  I think that the real problem is the AI that does not know how to counter any of thoughts units when you play as zc. and if you are playing against it they arent so hard to beat I made them retreat alot and in the end there was just this massive fleet that i toke out with 10 ISD simple. and it was a level 5 station with 3 aggressors and 2 kedable and the smaller ships.

So it boring if you are the zc bt hard with empire or rebels. And i personally like hard games













Title: Re: Zann Consortium-Overpowered?
Post by: Dr. Knickers on December 11, 2008, 07:01:08 PM
But the SSD shouldn't be considered in the balance scheme of things because it's meant to be overpowered for the campaign.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on December 12, 2008, 04:07:57 AM
spawn enough bombers, and you'll rape the Executor.
Title: Re: Zann Consortium-Overpowered?
Post by: Admiral Gabriel on December 12, 2008, 11:53:07 AM
Yea but that my point you can still take it out even if you are the rebels. which suck by the way. The Empire and consortium are more or less toe to toe. The rebels are the weakest. Although I still can take them out but it takes a hell of a lot longer playing as the rebels
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on December 13, 2008, 11:40:57 AM
it's a little something called balance. that's why i find mods like PR to be more or less unplayable at times.
Title: Re: Zann Consortium-Overpowered?
Post by: Darth Sleep on December 14, 2008, 10:41:04 PM
The SSD really wasn't that bad to deal with.  You just needed bombers and the SSD was worthless.

But to the point of the Rebellion, it is hard to say they were the best at any phase of the game.
Title: Re: Zann Consortium-Overpowered?
Post by: Delta 07 on December 15, 2008, 11:17:51 AM
I hate how the mon cal capitol ships dont have shield generators to destroy with bombers
Title: Re: Zann Consortium-Overpowered?
Post by: Slornie on December 15, 2008, 11:50:57 AM
Thats to represent that Mon Cal cruisers had redundant generators to make up for weaker hulls.

Tbh, im more annoyed that Home One HAS a targetable shield generator hardpoint.
Title: Re: Zann Consortium-Overpowered?
Post by: vadereclipse on December 15, 2008, 12:04:21 PM
Home one was crap.
died in almost every battle i fought.
Title: Re: Zann Consortium-Overpowered?
Post by: Admiral Gabriel on December 15, 2008, 10:12:03 PM
it would be cool if you made every fleet have a flagship that would be targeted first. or formations
Title: Re: Zann Consortium-Overpowered?
Post by: Corusca Fire on December 25, 2008, 09:30:50 PM
I think that the consortium space is overpowered because they don't have tech level restrictions. That is supposed to be balanced out by the lack of abilities until purchase, but their ships are powerful already, including BOTH of their capitals.
Makes the game more challenging; and makes them more fun to shoot down, i mean fight. :angel:

But it also takes away from the star wars feel
Title: Re: Zann Consortium-Overpowered?
Post by: DucksofGrass on June 26, 2009, 09:47:30 PM
Same here, the consortium has way too much power, especially since they have grenadiers..
Title: Re: Zann Consortium-Overpowered?
Post by: wolf305 on June 28, 2009, 08:34:28 PM
i think they are to overpowered >:(
Title: Re: Zann Consortium-Overpowered?
Post by: wizardington on June 28, 2009, 11:52:28 PM
they are WAY to over powered
Title: Re: Zann Consortium-Overpowered?
Post by: spacelazerzzz9000 on July 03, 2009, 06:45:56 PM
the corruption thing is just boring and they are such a distraction to the classic rebels vrs empire.
Title: Re: Zann Consortium-Overpowered?
Post by: Rouge12 on July 15, 2009, 10:29:00 AM
they may be overpowered and may take away from the reb vs. emp. but i don't mind them cause they add something to the SW universe.  not everything is black and white you have the gray area where ppl are working only for their own good.
Title: Re: Zann Consortium-Overpowered?
Post by: Admiral Gabriel on July 15, 2009, 11:46:11 PM
Zann overpowered. But the Ai doesnt full use it so cares
Title: Re: Zann Consortium-Overpowered?
Post by: Pentastar Enforcer on February 08, 2011, 07:43:04 PM
Everyone we all know that the Zann Consortium completely ruined SWEAW first off, they weren't even real canon, second, how does a PIRATE GANG own a third of the galaxy!?!?! then theres the heroes where you can take over planets with pretty much, than theres the kedable battle ships and swarms of skipray bombers, of course no one can forget the merc assault squads, grenadiers, and canderous assault tanks that somehow easily murder ATATs, they ruined the game completely, they made me not want to play empire at war, than i got this mod, and now I'm happy!!!  =D
Title: Re: Zann Consortium-Overpowered?
Post by: Racoonjones on January 22, 2012, 03:02:02 AM
There's one crucial fact that you are all overlooking. Coming from someone who has played each faction extensively, the Consortium actually comes out much weaker than the other two factions in the endgame. If the empire or rebellion player is at all clever they just need to remove corruption and outproduce the consortium. Its a tactic that works almost every time.

Their units are all based on offense. They have horrible defensive qualities that can be easily exploited by a skilled player. Their Aggressors are useless once the main cannon is destroyed, the same goes for the vengeance. The ships are glass cannons, massive damage output with extremely fragile hulls. Meanwhile their fighters and bombers get outclassed by late game imperial and rebellion ships. While early in the game the Consortium is very powerful, later on they scale very poorly, and easily lose a war of attrition with any of the major powers. As for the consortium's hereos, while they're powerful, they have nothing on the rebellion's heroes, or even some of the empires heroes. Silri is good but loses to any of the jedi or sith, and Tyber Zann's bribe is no less over powered than the emporers corrupt ability which does the same thing.

Yea but that my point you can still take it out even if you are the rebels. which suck by the way. The Empire and consortium are more or less toe to toe. The rebels are the weakest. Although I still can take them out but it takes a hell of a lot longer playing as the rebels
This, i have to disagree with entirely. They aren't weak, they require tactics to use. If the rebels are used correctly they are the most powerful faction in the game, between their heroes and ability to produce large amounts of extremely powerful fighters and bombers, they can outmaneuver and defeat any other fleet. I've seen it done, they just take skill.
Title: Re: Zann Consortium-Overpowered?
Post by: Thrashia on May 03, 2012, 01:18:41 PM
I found the easiest way to deal with the ZC was to beat them in space, use Boba Fett to kill of their heroes whenever they popped up, and use massive armies of AT-ATs led by Veers to take their planets one-by-one. I also go into the habit of stationing a Fleet Commander over every single one of my worlds so that I could immediately begin removing corruption.
Title: Re: Zann Consortium-Overpowered?
Post by: Lord_jacob on May 28, 2012, 06:58:21 PM
zann consortium is way over-powered. you cant even play as the empire or rebels with them in the game!
Title: Re: Zann Consortium-Overpowered?
Post by: Zsinj on May 28, 2012, 09:27:05 PM
Thats why i beat Zann all the time as the Empire. All you need is Strategy and Tactics.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on May 29, 2012, 12:34:32 AM
Thats why i beat Zann all the time as the Empire. All you need is Strategy and Tactics.

That's absolutely right. Strategy and Tactics will always beat brute force. In a 2 player game, the ZC player is usually overconfident that they have the superior firepower, so that leaves them open to a skillful tactician.
Title: Re: Zann Consortium-Overpowered?
Post by: subame on June 17, 2012, 09:34:27 AM
actually, i did not realize how bad they were until i loaded up a GC and they started sabotaging. everything. mother of god.
Title: Re: Zann Consortium-Overpowered?
Post by: Kalo on June 17, 2012, 10:13:15 AM
actually, i did not realize how bad they were until i loaded up a GC and they started sabotaging. everything. mother of god.

Honestly? Corruption creates such a negative feedback loop. Like, no matter how well the Rebellion or Empire does early game or even all game, Corruption allows the Consortium to do a series of gameplay mechanics to which there is no counter for. "BUT, BUT KALO, YOU CAN STOP CORRUPTION"


Fuck that. You have to go out of your way to stop it by taking Ackbar/Thrawn out of your fleet, send them to a planet, spend a fuck ton of cash to remove it? OH, AND IT TAKES A LONG ASSED TIME. Oh, and it's really easy for the Consortium to easily replace said corruption. After all broman, the Consortium has the highest credit gain in the game.


Oh and that doesn't even stop it! Consortium Heroes? Innately galactic stealthed! And with enough micro management Urai Fenn and Tyber Zann can kill any of your heroes with no challenge at all.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on June 17, 2012, 04:47:43 PM
Kalo, would you mind cleaning up your post?

The ZC is very easy to beat as the Empire. I started on tech level 5 on Equal Footing. The key is to be aggressive. As soon as the game starts, form all your heroes and any other available ships and attack. Leave Mohc behind to build Darktroopers, and have Palps ready to remove corruption. Deny the ZC black markets on Imperial worlds, and they'll never have disruptors or cloak. When you have the funds, build Vader, and you're set. Oh, and make sure to have Defenders, a Phantom squad (drop them in first to set up a staging area for so you drop the Executor on top of them and not worry about maneuvering it around, since we all know how fast it is), and leave pop for an Interdictor (so no one escapes).
Title: Re: Zann Consortium-Overpowered?
Post by: Kalo on June 17, 2012, 05:54:39 PM
The ZC is very easy to beat as the Empire. I started on tech level 5 on Equal Footing. The key is to be aggressive. As soon as the game starts, form all your heroes and any other available ships and attack. Leave Mohc behind to build Darktroopers, and have Palps ready to remove corruption. Deny the ZC black markets on Imperial worlds, and they'll never have disruptors or cloak. When you have the funds, build Vader, and you're set. Oh, and make sure to have Defenders, a Phantom squad (drop them in first to set up a staging area for so you drop the Executor on top of them and not worry about maneuvering it around, since we all know how fast it is), and leave pop for an Interdictor (so no one escapes).


Beating an AI Consortium is not the same as trying to beat a competent player who knows just how ridiculous they are.
Title: Re: Zann Consortium-Overpowered?
Post by: tlmiller on June 17, 2012, 06:54:00 PM

Beating an AI Consortium is not the same as trying to beat a competent player who knows just how ridiculous they are.

Very true.  They are absolutely the worst if someone knows what they're doing with them.
Title: Re: Zann Consortium-Overpowered?
Post by: subame on June 17, 2012, 07:17:20 PM
that..sounds horrible. jesus christ, im glad i dont play multiplayer.
Title: Re: Zann Consortium-Overpowered?
Post by: Zsinj on June 17, 2012, 07:20:18 PM
I play against those people all the time (Assuming i can find a FOC multiplayer game anymore) I still beat them because I know how those people work because I admit I am one of those people who understand how ridiculous they are.
Title: Re: Zann Consortium-Overpowered?
Post by: subame on June 17, 2012, 09:57:08 PM
yeah i skip the multi, my internet sucks and cuts out from time to time, its annoying while playing a console  shooter, sure wouldn't wanna get cut out of a longer game.
Title: Re: Zann Consortium-Overpowered?
Post by: Lord Xizer on June 17, 2012, 10:54:27 PM
that..sounds horrible. jesus christ, im glad i dont play multiplayer.

It's like trying to stop the Flood from absorbing all life! You have to Death Star EVERYTHING to sanitize the galaxy!(Of course they can even F*** this up by using IG88 to hack the Death Star)
Title: Re: Zann Consortium-Overpowered?
Post by: tlmiller on June 17, 2012, 10:56:38 PM
It's like trying to stop the Flood from absorbing all life! You have to Death Star EVERYTHING to sanitize the galaxy!(Of course they can even F*** this up by using IG88 to hack the Death Star)

Yeah, you have to keep the DS moving at all times.  Soon as you blow something up, get it out of there.
Title: Re: Zann Consortium-Overpowered?
Post by: subame on June 18, 2012, 01:37:44 AM
i kinda wanna go on a death star rampage now....
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on June 18, 2012, 12:55:00 PM
I have never played a multiplayer game, but I assume that only true masters of the game could play well as the ZC. Most others would just flaunt their ridiculousness, making them reckless and easy targets. Am I thinking about this right, Zsinj?
Title: Re: Zann Consortium-Overpowered?
Post by: Corey on June 18, 2012, 12:57:51 PM
That isn't how being overpowered works. There's no such thing as recklessness when you can't lose.
Title: Re: Zann Consortium-Overpowered?
Post by: Zsinj on June 18, 2012, 02:47:23 PM
Yes Revanchist couldn't have said it better myself except I agree with Corey about Recklessness. though i do admit that their fighters have a pretty op ability the buzz droids can just obliterate a few squadrons of fighters in mere seconds. And if you don't know how to use them effectively the more competent player will win.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on June 19, 2012, 12:50:29 PM
That isn't how being overpowered works. There's no such thing as recklessness when you can't lose.

The thing is, you can lose, because the ZC is not invincible. It can merely strike fast and hard, meaning you have to strike harder and faster, and outlast the fleets that they spend a boatload of money on to attack you.
Title: Re: Zann Consortium-Overpowered?
Post by: Kalo on June 19, 2012, 01:35:06 PM
The thing is, you can lose, because the ZC is not invincible. It can merely strike fast and hard, meaning you have to strike harder and faster, and outlast the fleets that they spend a boatload of money on to attack you.


Someones never been Vengeance spammed. Or, choked out of all of their money before they can even "strike harder and faster".
Title: Re: Zann Consortium-Overpowered?
Post by: Zsinj on June 19, 2012, 01:39:45 PM
It does annoy me when people do that but i always make precautions to prevent that but i do admit i sometimes forget to do that and that came to bite me back hard
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on June 19, 2012, 05:17:24 PM

Someones never been Vengeance spammed. Or, choked out of all of their money before they can even "strike harder and faster".

Oh, trust me, I have been Vengeance spammed on many occasions. However, if you keep the Black Market from opening on your worlds, they can't cloak and sneak up on you. Then you can just take out the mass drivers, making them virtually useless. For the Agressor, take down the shields, then the cannons, and same story. The only really challenging ones are the Keldabes. And as to the money issue, just build mining facilities on coruscant. Three mining facilities, on top of the usual provided ones given you at the start of the game (on Equal Footing) will allow you to net 5,000+ credits a day. And Darktroopers are cheap and effective on land.
Title: Re: Zann Consortium-Overpowered?
Post by: Kalo on June 19, 2012, 11:07:12 PM
Oh, trust me, I have been Vengeance spammed on many occasions. However, if you keep the Black Market from opening on your worlds, they can't cloak and sneak up on you. Then you can just take out the mass drivers, making them virtually useless. For the Agressor, take down the shields, then the cannons, and same story. The only really challenging ones are the Keldabes. And as to the money issue, just build mining facilities on coruscant. Three mining facilities, on top of the usual provided ones given you at the start of the game (on Equal Footing) will allow you to net 5,000+ credits a day. And Darktroopers are cheap and effective on land.


The problem is that the Consortium can frequently open up corruption for no punishment. They can additionally spam these Vengeance Frigates without any problems because hey, they have the highest income in the game. Also, when I said Vengeance spam? I should have added that most don't actually use them, they cloak and self destruct and you can't counter this unless you have a Hero.
Title: Re: Zann Consortium-Overpowered?
Post by: rumiks on June 30, 2012, 11:26:58 PM
zc fly there capitol ships through asteriod fields without a scratch if a reb or imp did it he would lose or nearly lose his ship the buzz driods in a fighter war is ridiculas it just rips your fighters apart even if you tell them to move 100 times they keep going back to fight the shipsthe inviability and blowing up is a trick that shits me off and them sabotaging you every fucking time they can also annoys me to hell so yes i do belive they are over powered they should have a time period of when the planet has been non corrupted of 10 minutes it cant be again and no fucking buss driod
Title: Re: Zann Consortium-Overpowered?
Post by: Mr X on September 06, 2012, 01:53:07 PM
I find the Zann Consortium sometimes boring but I would not call them over powered. Yes they can counter everything you throw at them but I think the idea of the consortium was a powerful distraction army.
I think the amount of complaints this game has got for including the Zann consortium is the reason their has been no more empire at war games.

 

Title: Re: Zann Consortium-Overpowered?
Post by: z741 on September 08, 2012, 12:31:30 AM
i personally dont think the ZC is overpowered. I think people are noobs that don't know how to counter them.

Idk how people feel about the plasma cannon being available on lvl 3 stations but its good for the defense and its free.

Whereas the cannon takes out a ton of fighters/a hardpoint the hypvel gun kills a ship and the ion cannon merely kills the shields.

As ZC i have fun with the corruption factor. i dont use slavery anywhere cept for endor (gotta love those little furry ewoks coming into to smash a base to smithereens)

As stated before they are not overpowered. it just takes skill and tactics to defeat them.

focus fire dont let it spread out. if you see a keldabe target the hardpoints one at a time starting with the Mass Drivers (MDs)
Title: Re: Zann Consortium-Overpowered?
Post by: StarWarsSupremeCommander on September 08, 2012, 01:40:50 AM
Can someone explain to me in a summary why ZC is overpowered? The rebels can thrash easily, and the mass driver are not mućh of a problem if one knows how to properly utilise bombers.
Title: Re: Zann Consortium-Overpowered?
Post by: z741 on September 08, 2012, 07:05:13 PM
i dont know if anyone has noticed this, but the ZC plasma cannon on their space station can fire twice. let it charge, pause the game click to fire. then click it again but dont fire. unpause wait for it to hit its target then fire again.
Title: Re: Zann Consortium-Overpowered?
Post by: Lord Xizer on September 09, 2012, 03:27:59 AM
Can someone explain to me in a summary why ZC is overpowered? The rebels can thrash easily, and the mass driver are not mućh of a problem if one knows how to properly utilise bombers.

The weapons on most of their ships go through shields, they have outrageous bonuses and damage. The Defilers "corrupt" ability can be mass spammed for way too little, they gain money insanely fast compared to the other factions. All their buildings have shields, Tyber can bribe or cloak his way through anything and what he can't he can kill with his nightmare blaster or have Urai slice and dice. The defilers are stealth fleets, so are most of the heroes allowing them to go nearly anywhere without danger.  Their orbital bombardment is twice as powerful as the other factions(being an Ion blast THEN a Plasma blast) They can sabotage buildings too easily with no downside.

Try this, play FoC big GC on hard as the Rebs or Imps and ignore the Zann Consortium until you destroy the other faction(rebs if you're Imps and Imps if you're rebs) then try and deal with them. You may notice that it is massively more difficult(if not impossible sometimes) to cleanse the ZC from the galaxy rather than the other two factions. They are like the flood, they have to be eradicated as soon as possible in GCs or they infect EVERYTHING and you have to nuke all the systems with the DSII(which not always works because IG88 can HIJACK the damn thing so there's ANOTHER reason the ZC is overpowered.

Title: Re: Zann Consortium-Overpowered?
Post by: StarWarsSupremeCommander on September 09, 2012, 05:13:28 AM
Plasma Cannon->Bombers
Mass Drivers->Bombers
Defliers-> Just destroy and cripple their Palaces( as long as you attack them early, they won't be able to expand)

Who ever said that I must concentrate on the other factions and not ZC first? The reason why they get out of hand is because players decide to leave them alone, not realizing that they can become a serious threat.
Title: Re: Zann Consortium-Overpowered?
Post by: z741 on September 09, 2012, 09:15:12 PM
all you have to do is eliminate them off the bat. play them on a gc, remember what planets they start with go back and kill em all.

they arent overpowered,

the hack death star is a bit annoying so i send fett to take ig-88 out.  ::)

Title: Re: Zann Consortium-Overpowered?
Post by: Thuellai on September 09, 2012, 11:15:15 PM
all you have to do is eliminate them off the bat. play them on a gc, remember what planets they start with go back and kill em all.

they arent overpowered,

the hack death star is a bit annoying so i send fett to take ig-88 out.  ::)



The point is that you have to eliminate them early.
Their late game advantages are more sizable than any other faction.  Which makes them overpowered.  An enemy faction shouldn't completely dictate my strategy.  Influence it, yes - obviously if I'm fighting the Rebels I probably want more anti-fighter firepower, because they love to fighter spam.  But dictate it?  No.

And their ability to do things like steal the Death Star II is rather stretching the lore, not to mention their fairly reliable ability to conquer planets while completely skipping the space battle side of things with their cluster of incredibly powerful stealth heroes.
Title: Re: Zann Consortium-Overpowered?
Post by: Senza on September 10, 2012, 01:39:50 AM
All of the factions in base are ridiculously OP if you play them right, but the Consortium is by far the most OP. They can get cap ships earlier than anyone else (and build them faster), their basic bomber is basically a slower B-Wing, they can acquire ships from other factions through piracy (ever tried dealing with a Consortium player who has B-Wings? It's not pretty), their credit income is leaps and bounds better than anyone else's, they can destroy your structures without even invading, their space stations build much faster, they don't have tech levels, their heroes can stealth and are all incredibly powerful, and their ships are really strong too, did I mention the defiler's bomb is ridiculous? There's no way to avoid it,  it can be placed anywhere, it does huge damage, and has a large area of effect. Their bombardment is easily the best, all their structures have shields, etc.

The Keldalbe's shield drain is ridiculous, and as long as the Consortium player has some gunships in there to pick off bomber spam, you can't knock out the hardpoint, because they can intercept torpedoes with point defense (only faction that has this capability, not counting the imp's juggernaut, that's a land unit nobody uses because it sucks). Plop down some buzz droids with your starvipers and watch them decimate enemy fighters. The Vengeance (idk, whichever one can cloak and has no shields) can cloak and blow up in the middle of your fleet. I could go on, but I want to get into land units.

On land, you can't touch a halfway decent Consortium player. Their buildpad structures are the best, the mass driver can kill almost anything that isn't a heavy vehicle very easily, and the proton thing can do the rest. The Canderous tank is probably the most overpowered land unit in the game, just spam these and watch your enemies die, seriously they're good against everything. The droideka is better than either  the T-2B or the AT-ST in almost every way, except hull strength, which is easily compensated for by its obscene firepower and incredible speed. The Grenadier squad, while short range, has WAY too much firepower, it can easily kill even jedi heroes in numbers, and decimates other infantry. The Merc assault squad is fine at first, until you give it disruptors, which no sane Consortium player would not do. They make swiss cheese of any other infantry, and even just 2 or 3 companies can destroy an AT-AT or a T-4B in a matter of seconds. Their artillery unit is by far the most agile and durable, and while it hasn't got as much firepower as the others, it makes up for this with its carbonite missiles that slow you down, and its good range and rate of fire. Tyber can bribe and stealth, urai can neutralize infantry and tear up all but the most powerful vehicles in seconds, and is a worthy opponent even for the most powerful force using heroes, Silri can wipe out a group of light tanks and infantry just by pressing drain life, and her rancor can take care of most large things. The Vornskr is incredibly fast and really good against infantry and heroes.

The Nightsister Rancor is agile for a unit of its power, and while not as durable as a T-4B or AT-AT, it doesn't need to be. If it gets in close, which it can quite easily, you can say goodbye to your heavy units because it will kill them very quickly. I'm not really sure about the ewok handler because I don't use them much, but I can easily see them being overpowered too. Did I mention you can spam defiler armies which can stealth past any space defenses? They have 2 bounty hunters, allowing them to easily eliminate any heroes which might be a threat to them at a planet they want to attack.  How could I forget the pulse gun tank? Get a few of these and pair them up with some canderous tanks and infantry or droidekas, and you are basically invulnerable. Oh, and even if you do somehow manage to lose, its okay, you can just blow them up and take half the enemy army with you! Bossk isn't that great on the ground compared to other consortium heroes, but is still very powerful. IG-88 has tons of AoE damage and can shoot you with his fast firing, very powerful blasters from long range, and is also very very fast.

Oh, I almost forgot, the M9-TZ transport, while unarmed, doesn't need to be armed! Just load this thing up with your heroes and some merc troopers with disruptors, and drive right past all your enemy's defenses! Then unload them, blow up power generators, turbolasers, and factories, and call in a bombing run and your bombardment, which is the best, when they come to retaliate!

The Consortium might be fine if you're fighting the AI, but if you're fighting a player who has ANY brain cells at all, you don't really have a chance. I played with my friend who is about equal skill level to me, with me as Consortium, and even refusing to use Sabotage and some of the consortium's other most  overpowered tools, it still wasn't a fair fight, and I ended up blowing up most of his fleet using Hack Deathstar when he  got the Deathstar and was taking it from planet to planet with a "doom fleet".

Note: Some of these conditions do not apply to skirmish, skirmish is more balanced, but the consortium is still overpowered.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on September 11, 2012, 02:17:28 PM
All of the factions in base are ridiculously OP if you play them right, but the Consortium is by far the most OP. They can get cap ships earlier than anyone else (and build them faster), their basic bomber is basically a slower B-Wing, they can acquire ships from other factions through piracy (ever tried dealing with a Consortium player who has B-Wings? It's not pretty), their credit income is leaps and bounds better than anyone else's, they can destroy your structures without even invading, their space stations build much faster, they don't have tech levels, their heroes can stealth and are all incredibly powerful, and their ships are really strong too, did I mention the defiler's bomb is ridiculous? There's no way to avoid it,  it can be placed anywhere, it does huge damage, and has a large area of effect. Their bombardment is easily the best, all their structures have shields, etc.

The Keldalbe's shield drain is ridiculous, and as long as the Consortium player has some gunships in there to pick off bomber spam, you can't knock out the hardpoint, because they can intercept torpedoes with point defense (only faction that has this capability, not counting the imp's juggernaut, that's a land unit nobody uses because it sucks). Plop down some buzz droids with your starvipers and watch them decimate enemy fighters. The Vengeance (idk, whichever one can cloak and has no shields) can cloak and blow up in the middle of your fleet. I could go on, but I want to get into land units.

On land, you can't touch a halfway decent Consortium player. Their buildpad structures are the best, the mass driver can kill almost anything that isn't a heavy vehicle very easily, and the proton thing can do the rest. The Canderous tank is probably the most overpowered land unit in the game, just spam these and watch your enemies die, seriously they're good against everything. The droideka is better than either  the T-2B or the AT-ST in almost every way, except hull strength, which is easily compensated for by its obscene firepower and incredible speed. The Grenadier squad, while short range, has WAY too much firepower, it can easily kill even jedi heroes in numbers, and decimates other infantry. The Merc assault squad is fine at first, until you give it disruptors, which no sane Consortium player would not do. They make swiss cheese of any other infantry, and even just 2 or 3 companies can destroy an AT-AT or a T-4B in a matter of seconds. Their artillery unit is by far the most agile and durable, and while it hasn't got as much firepower as the others, it makes up for this with its carbonite missiles that slow you down, and its good range and rate of fire. Tyber can bribe and stealth, urai can neutralize infantry and tear up all but the most powerful vehicles in seconds, and is a worthy opponent even for the most powerful force using heroes, Silri can wipe out a group of light tanks and infantry just by pressing drain life, and her rancor can take care of most large things. The Vornskr is incredibly fast and really good against infantry and heroes.

The Nightsister Rancor is agile for a unit of its power, and while not as durable as a T-4B or AT-AT, it doesn't need to be. If it gets in close, which it can quite easily, you can say goodbye to your heavy units because it will kill them very quickly. I'm not really sure about the ewok handler because I don't use them much, but I can easily see them being overpowered too. Did I mention you can spam defiler armies which can stealth past any space defenses? They have 2 bounty hunters, allowing them to easily eliminate any heroes which might be a threat to them at a planet they want to attack.  How could I forget the pulse gun tank? Get a few of these and pair them up with some canderous tanks and infantry or droidekas, and you are basically invulnerable. Oh, and even if you do somehow manage to lose, its okay, you can just blow them up and take half the enemy army with you! Bossk isn't that great on the ground compared to other consortium heroes, but is still very powerful. IG-88 has tons of AoE damage and can shoot you with his fast firing, very powerful blasters from long range, and is also very very fast.

Oh, I almost forgot, the M9-TZ transport, while unarmed, doesn't need to be armed! Just load this thing up with your heroes and some merc troopers with disruptors, and drive right past all your enemy's defenses! Then unload them, blow up power generators, turbolasers, and factories, and call in a bombing run and your bombardment, which is the best, when they come to retaliate!

The Consortium might be fine if you're fighting the AI, but if you're fighting a player who has ANY brain cells at all, you don't really have a chance. I played with my friend who is about equal skill level to me, with me as Consortium, and even refusing to use Sabotage and some of the consortium's other most  overpowered tools, it still wasn't a fair fight, and I ended up blowing up most of his fleet using Hack Deathstar when he  got the Deathstar and was taking it from planet to planet with a "doom fleet".

Note: Some of these conditions do not apply to skirmish, skirmish is more balanced, but the consortium is still overpowered.


Absolutely right. I've been playing the Outer Rim game as the Empire on medium difficulty, and was actually doing quite well. I was at tech level 3, had a small but powerful fleet (Piett, 5 VSDs, 7 Acclamators, a broadside cruiser, six tartans, boba fett, and Tarkin), and had managed to build up ground forces enough to protect me from the rebel's annoying raids (I even killed the Gargantuan twice!). Then the Consortium attacked Fondor, and I was like, "nice try!!" I let them take Fondor, and then moved in my fleet. They had nothing in space, and Tyber and Urai were on land. The battle was a success, and I killed Tyber!! I thought I would get some kind of bonus, since it was actually a mission goal. I didn't: what I got instead was an extremely mad AI. Suddenly, half my planets became corrupted, crippling my economy and ruining the game, forcing me to start over (I restarted at Tech level 5, the Consotium AI can't beat level five Imperials). I think that after the leader of a faction is killed, either that faction's AI should be disabled or you should get a HUGE credit bonus. Is there any way this could be done?
Title: Re: Zann Consortium-Overpowered?
Post by: Senza on September 11, 2012, 03:44:35 PM
Yeah I've found that Tech 5 imps are extremely overpowered as well, mostly due to the Executor only being 3 pop (which is probably the least balanced thing in the game taken on its own, its not enough to save imps against Consortium though), the imps can just fighter spam you to oblivion, and it takes expert micromanagement to counter it and win  (unless you resort to planetary ion cannon spam), at least as Rebels, consortium can just sacrifice their medium frigate to kill huge clumps of fighters. That and the fact that the ISD has like 3 times its canon fighter compliment. Really the Consortium would be a hell of a lot more balanced if it weren't for their insane credit income, I mean sure their units would still be really powerful, but all of their shit is insanely expensive compared to the other factions, unfortunately however this does not balance their income, as it is still way too high. I also think they should have to buy some sort of tech to unlock their capital ships off the black market, make it insanely expensive, that would keep them from fielding fleets of Keldalbes and those giant gun ships i can't remember the name of while the Rebels and Imps are still using mostly VSDs and Assault Frigates.

As for killing the faction's leader, that only comes into play in certain GCs, where you win if you kill the leader.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on September 11, 2012, 03:49:30 PM
Aggressor's is the name and ship killing's the game.
Title: Re: Zann Consortium-Overpowered?
Post by: Senza on September 11, 2012, 03:58:21 PM
Yeah, that's it, the Agressor. That thing is ridiculous, I honestly think it's better than the Keldalbe since it's easier to spam, and packs a huge punch to boot.
Title: Re: Zann Consortium-Overpowered?
Post by: z741 on September 11, 2012, 05:35:31 PM
as i said the ig88 hacking death star is the worst thing but i can kill them with either faction. IF you have half a brain and arent a whiny ass noob you would know how to play the game and counter anything and everything thrown at you. ive been stuck on this game and a few mods since it and they came out.
Title: Re: Zann Consortium-Overpowered?
Post by: Senza on September 11, 2012, 05:52:47 PM
as i said the ig88 hacking death star is the worst thing but i can kill them with either faction. IF you have half a brain and arent a whiny ass noob you would know how to play the game and counter anything and everything thrown at you. ive been stuck on this game and a few mods since it and they came out.

Insulting people doesn't get you anywhere, in Skirmish the Consortium might be OKAY but in Galactic Conquest they are grossly overpowered and the only way you can't see this is if you've never played against a player who had half a brain in GC.
Title: Re: Zann Consortium-Overpowered?
Post by: z741 on September 11, 2012, 06:38:51 PM
im not insulting anyone i merely call it how i see it.

ZC isnt really that overpowered imho

they are like an older car with a carb motor. slow to start but once they both get going they hard to stop.
Title: Re: Zann Consortium-Overpowered?
Post by: Senza on September 11, 2012, 06:41:35 PM
Your exact words were "whiny ass noob". The consortium doesn't start slow, they don't even have tech levels, so they can start faster than anyone else.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on September 12, 2012, 01:48:42 PM
Just FYI z741: I'm not saying the Consortium as a whole is overpowered. In my opinion, The only really OP abilities are Cloak and Corruption, as Defilers are cheap and can be used to cripple another player's economy, and there is no way to detect them. The only way to beat the Consortium is to mobilize quickly and start taking them down, while fortifying your borders against the other faction. If you are battened down, you really don't have to worry about the other faction. For example, as I play as the Empire: in space you need a hyper velocity cannon, a level 3 space station, a Broadside cruiser, a few Tartans, four Acclamators and two VSDs to keep most rebel fleets at bay. If the rebels try to raid (which they will with the Gargantuan) you need a shield generator, infantry, AT-ST's for the barrage area, Turbolasers (optional), SPMA-T (optional) a heavy vehicle factory, and some 2-M tanks. Hey, I beat the Gargantuan with six 2-Ms and a squad of AT-STs.
Title: Re: Zann Consortium-Overpowered?
Post by: Lavo on September 16, 2012, 01:58:46 PM
Ah yes, the Consortium. I remember loading them up and looking at their stats back in the day... I still remember being baffled that Bossk's concussion missiles do more damage per missile than a Y-Wing's proton torpedo, yet it's faster, more maneuverable, and can hit fighters. Then there's their shielded structures and vehicles, which is ridiculously OP. Oh and their main base complex has the credit output of multiple mines, all while being cheaper. I really have no idea what Petro was thinking when they made the Consortium, when they're so blatantly OP. Makes me glad I nerfed the hell out of them back when I made the Hull Breach mod.
Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on October 12, 2012, 03:23:55 PM
I think that their main weaknesses are the fact that they do not have turbolasers or base shields. True, their buildings are shielded, but not very well.
Title: Re: Zann Consortium-Overpowered?
Post by: z741 on October 18, 2012, 09:21:00 AM
ZC is slow to start. yes they get cap ships at level 5 stations but it takes time to get there. as i said, like a carb motor.
slow to start hard to stop when they get rollin

Title: Re: Zann Consortium-Overpowered?
Post by: Revanchist on October 18, 2012, 05:08:21 PM
ZC is slow to start. yes they get cap ships at level 5 stations but it takes time to get there. as i said, like a carb motor.
slow to start hard to stop when they get rollin



Yep. One strategy I found useful as the Rebels is raids. They have so many good ground heroes, and MPTLs are the best artillery in the vanilla. It also seems that when playing as the Empire (in the vanilla) that you don't really have to worry about the Rebels, because all they do is hit and runs in space and raids on the ground. This allows you to concentrate on the Zann front and on saving up for Vader (it's way better to buy him than the DS II). Once you have him, though, DON'T AUTORESOLVE! Once, the Consortium threw a Starviper squadron at the Executor, and I autoresolved and lost Vader!

Recently I've been playing AC, and am happy to find that the Rebels are more of an adversary. They also blunted the Consotium's most devastating corruption ability: the one that prevented garrison units from spawning. Now that's fine for Rebels, since they can build fighters, but for us Empire players it cripples our ability to fight as it robs us of our fighters.
Title: Re: Zann Consortium-Overpowered?
Post by: Stevie Wonder on December 28, 2015, 12:46:06 AM
Bump. Is the Zann still overpowered after all these years? Just got the game on a Winter sale. I was hoping that they would have patched this by now.

Title: Re: Zann Consortium-Overpowered?
Post by: Corey on December 28, 2015, 12:50:56 AM
EaW/FoC was never patched past FoC 1.1.
Title: Re: Zann Consortium-Overpowered?
Post by: SirensLure on February 12, 2019, 06:05:26 PM
It is 4 years since the last post and still no fan made balance... that being said if you are having issues with aggressors just blow up the two guns starting with the top one for ion shield breaker and don't destroy the ship so they have a big expensive unit they can't replace and can't do anything with
Title: Re: Zann Consortium-Overpowered?
Post by: Corey on February 12, 2019, 09:26:33 PM
There are plenty of mods that made balance changes on top of other things, but most mods for FoC are conversions anyways. There's not really anyone that just wants a slightly rebalanced FoC.
Title: Re: Zann Consortium-Overpowered?
Post by: Mord on March 24, 2019, 01:05:07 PM
If you're looking for a simple balance patch for a mostly vanilla FoC experience, I've had good experiences with this:
FoC Balance Patch [UNOFFICIAL] (https://steamcommunity.com/sharedfiles/filedetails/?id=1131719502)