YertyL
11-03-2006, 05:04 PM
Having played the expansion for a while now and after having read some comments in other threads, I wanted to hear your opinions on the Zann Consortium space units.
I have observed the following possible imbalances:
Generally, the ZC seems to get more credits than the other 2 factions: it can relatively fast build the palace which equals roughly 4 mines in planetary income and can earn quite a lot of credits through planetary corruption.
To compensate this, their ground units and towers are generally far more expensive than their Rebel/Imperial equivalent.
In space however, the ZC seems to get the better units for the same price. Both space stations and units are roughly as expensive as their Rebel/Imperial counterparts, however all of them seem to own their counterparts:
-ZC fighters are the same price as X- or A-Wings, however their buzz droid special ability makes them superior to both of them. At the beginning of the campaign, I usually simply spammed 20+ squadrons of these fighters, with great effect. The AI seems to be pretty fond of that tactic as well....
- Though crusader class corvettes are slightly more expensive than the Corellian vette or the Tartan, their anti-missile spacial again makes them far more than a simple anti-fighter craft and far better than the other corvette class ships
-the interceptor IV with its rocket launchers is a bit like the acclamator - only faster, without an engine harpoint, more durable and equipped with the ability to concentrate fire - without losing shields
-Vengeance frigates own Assault frigates and Victories, can self-destruct, move through asteroids undamaged and cloak with a very small recharge time - 'nough said.
Additionally, mass drivers appear to be an effective anti-fighter weapon.
-Keldabe class battleships unlike their counterparts can be built anywhere, have the best special ability by far (one of these was able to drain about half the Home One's shields in one row) and are not only equipped with the "usual" 4 turbolasers and 2 ion cannons, but also 2 mass drivers and an addtion engine hardpoint
The only 2 units I find pretty balanced are the skipray blastboat, that despite being an extremly damaging bomber costs enough to justify that effectiveness, and the aggressor class destroyer that is a relatively specialised unit and also costs quite a bit.
I'll start with a few suggestions to perhaps help improve the blancing of the ZC space units; these are more random ideas than really thought-through, but I think at least some of them would would help when being implemented...
-Generally increase the price of ZC space units a bit, so that their cost/use effectiveness is reduced a little
-make Keldable battleships and possibly aggressor-class destroyers buildable only on planets that can build cap ships - why should the ZC get such a huge advantage over the other 2 factions?
-make the recharge time for the cloaking ability of Vengeance class frigates longer - it should be a strategical option, instead of being almost permanetly available
-somehow weaken both the special ability and weaponry of the Keldable battleship - their firepower should not by far surpass that of a SD or MC
(I generally find it a bit strange that one strength of a pirate faction lies in their badass huge cap ships that eclipse Imperial SDs, but nvm that...)
-make the interceptor's engines a targetable hardpoint or decrease its durabilty a bit, making it more of a hit n' run ship
-decrease the firepower of the crusader class vette a bit; this way it could get more of a specialised anti-missile ship (while the ZC already has effective protection of their cap ships against bombers/fighters with the buzz droids); also (though I haven't really tested this enought to be sure), the ATM seem to be better vs fighters than the CC or Tartan
-generally, make mass drivers less effective vs fighters!!!
That's it from my side for now - discuss! :-)
I have observed the following possible imbalances:
Generally, the ZC seems to get more credits than the other 2 factions: it can relatively fast build the palace which equals roughly 4 mines in planetary income and can earn quite a lot of credits through planetary corruption.
To compensate this, their ground units and towers are generally far more expensive than their Rebel/Imperial equivalent.
In space however, the ZC seems to get the better units for the same price. Both space stations and units are roughly as expensive as their Rebel/Imperial counterparts, however all of them seem to own their counterparts:
-ZC fighters are the same price as X- or A-Wings, however their buzz droid special ability makes them superior to both of them. At the beginning of the campaign, I usually simply spammed 20+ squadrons of these fighters, with great effect. The AI seems to be pretty fond of that tactic as well....
- Though crusader class corvettes are slightly more expensive than the Corellian vette or the Tartan, their anti-missile spacial again makes them far more than a simple anti-fighter craft and far better than the other corvette class ships
-the interceptor IV with its rocket launchers is a bit like the acclamator - only faster, without an engine harpoint, more durable and equipped with the ability to concentrate fire - without losing shields
-Vengeance frigates own Assault frigates and Victories, can self-destruct, move through asteroids undamaged and cloak with a very small recharge time - 'nough said.
Additionally, mass drivers appear to be an effective anti-fighter weapon.
-Keldabe class battleships unlike their counterparts can be built anywhere, have the best special ability by far (one of these was able to drain about half the Home One's shields in one row) and are not only equipped with the "usual" 4 turbolasers and 2 ion cannons, but also 2 mass drivers and an addtion engine hardpoint
The only 2 units I find pretty balanced are the skipray blastboat, that despite being an extremly damaging bomber costs enough to justify that effectiveness, and the aggressor class destroyer that is a relatively specialised unit and also costs quite a bit.
I'll start with a few suggestions to perhaps help improve the blancing of the ZC space units; these are more random ideas than really thought-through, but I think at least some of them would would help when being implemented...
-Generally increase the price of ZC space units a bit, so that their cost/use effectiveness is reduced a little
-make Keldable battleships and possibly aggressor-class destroyers buildable only on planets that can build cap ships - why should the ZC get such a huge advantage over the other 2 factions?
-make the recharge time for the cloaking ability of Vengeance class frigates longer - it should be a strategical option, instead of being almost permanetly available
-somehow weaken both the special ability and weaponry of the Keldable battleship - their firepower should not by far surpass that of a SD or MC
(I generally find it a bit strange that one strength of a pirate faction lies in their badass huge cap ships that eclipse Imperial SDs, but nvm that...)
-make the interceptor's engines a targetable hardpoint or decrease its durabilty a bit, making it more of a hit n' run ship
-decrease the firepower of the crusader class vette a bit; this way it could get more of a specialised anti-missile ship (while the ZC already has effective protection of their cap ships against bombers/fighters with the buzz droids); also (though I haven't really tested this enought to be sure), the ATM seem to be better vs fighters than the CC or Tartan
-generally, make mass drivers less effective vs fighters!!!
That's it from my side for now - discuss! :-)