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Ch-ch-ch-changes

  1. #51
    Hmm I just hit the galactic core and my fleet consists of 10 Tai DDs 3 Tai HC's 5 Tai Missle DDs 79 tai assault frigates 25 tai IC frigates 4 carriers 8 MBFs 8 Ion array frigates 7 Kushan ion frigates and 18 kushan assault frigates plus unit cap of fighters and corvettes and they slaughter anything that appear in front of them so far i have lost exactly 4 frigates since i left the mission where you destroy the Taiidan carrier group i have lost an incredible amount of fighters and corvettes though

  2. #52
    There's always a lighthouse... Stingra's Avatar
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    Diamond Shoals just about murdered everything, I have NO strike craft left because their AI is different so I had to play surgeon with my capital ships (and then that horrible 'phasing' thing that happens when you break the asteroids down) and lost a few frigates. Luckily the carrier in Mission 5 will just keep spewing Assault Frigates out at you in batches of three so I was able to just bulk my forces up to the point where I'm still stupidly overpowered for this stage of the game.
    Those Halcyon Days...

  3. #53
    Skeptic Kushan_Pilot's Avatar
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    Diamond Shoals was a chore. Since I'd read about the asteroid spawning in advance, I put my capital ships in front and just kept band-box attacking. *shudder* Some damage was taken, but I had a lot of repair corvettes.


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  4. #54
    Member Carl's Avatar
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    Evidence? As far as I know the trajectory of a projectile is at the mercy of the accuracy roles, but that is at the mercy of collision detection. I have neither heard of(til now I suppose) nor seen evidence of what you suggest, and I've seen plenty of instances of friendly fire and shots generally hitting something other than their intended target.
    I've seen it happen with BC beams that have something cross them, the target behind continues to take damage. Also there's an explicit flag, (which i'm assuming they've maintained duh), that can be set to have the ship check it's line of fire.

    It's ultra rare to see though, rarer than blue moons.

    If that's true, then I guess what really happened is the enemy ships didn't need to adjust or turn much for their next target. Just a constant rain of death on a ball of frigates blocking each others shots.
    They'll re-pick the nearest valid target, which is usually right in front of them, plus the HC weapons are turreted and their cycle times are long enough for the turrets to swing around.

    What's happening is that your gfrigates have 15,000 to 16,000 health but the HC's have 4800 DPS and the DD's 850 DPS. At those numbers and bearing in how cycle time produces bursty effects they're able to kill a frigate in seconds.
    I don't know what i'm talking about, ignore me.

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  5. #55
    Up to Gardens of Kadesh, and I'm not even bothering with building strikecraft any more except for salvage corvettes. Assault Frigates and Destroyers just murder everything. (Course I'll probably have to build some fighters in a couple missions but eh)

    I also had to change my tactics for Diamond Shoals. In Classic, I would just set up a whole load of Support Frigates and repair corvettes behind the mothership and move everything else below the asteroid field out of danger. The reps on the mothership would usually be more than sufficient to weather the incoming asteroid impacts. But reps are nearly useless now that they have to 'dock'. So I moved my cap fleet just out of the path of the asteroids and let them blast them as they came past, while the support frigs I did have repped up any small damage that made it through. All without losing a single ship (at least after the second reload).

  6. #56
    There's always a lighthouse... Stingra's Avatar
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    Are HW1 Resource Collectors acting weird for anyone else. I have to sit on top of them to make sure they don't just randomly stop harvesting resources and act like the map is empty.

  7. #57
    No, you're not alone there. Very annoying.

  8. #58
    As far as I can tell, the Harvesters can only harvest resources it or other units can see (inside the blue sphere). Resources that are not directly seen by the harvester or other unit are not collected it seems. (The Harvester does not know about them) sm

  9. Child's Play Donor  #59
    Run for the train!!! Dark_Axel's Avatar
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    I love the game for it's graphical overhaul, but seriously... the HW1 SP gameplay is broken due to the changes:
    -The broken strikecraft makes the garden of Kadesh a cakewalk.
    -The overpowered ion cannons: destroyers eat frigates (originally 10 frigates could take on a DD), the HC eats anything else.

    Which means that the mission to rescue the Bentusi (they die very quickly), the asteroid on collision course (easily defeated with a set of HC's) and the final mission (HC jumping in front of your ship means bye-bye MS qithin a minute) are all a bit borked in terms of balance/difficulty.
    The Dark one has Arrived.

  10. Homeworld Senior Member  #60
    Hiding out on LM-27 Norsehound's Avatar
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    Has anyone jumped in to look at HW2 remastered? It sounds like they got Michael Sunczyk back to voice fleet intelligence over the broody Eli Gabay.

    Is Heidi back in? There are new lines in Homeworld 1 but I wondered if she had re-recorded for Homeworld 2?

  11. #61
    There's always a lighthouse... Stingra's Avatar
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    No idea, but I've reached the point where I simply can't continue playing the HW1 campaign without the strike craft AI getting changed back to normal. Sea of Lost Souls is impossible, especially considering that the game finally upscaled the enemy fleet and now there's ten assault frigates on top of the missile destroyer. Simply impossible for me to get past with strike craft that don't dodge.

  12. Homeworld Senior Member  #62
    Hiding out on LM-27 Norsehound's Avatar
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    I managed to do it. Lost a lot of strike craft, but in the end I managed it.

    The old trick of using scouts as bait doesn't work though :\

    Right now I'm stuck on Galactic Core for the HW1 campaign. For some reason Elson is refusing to dock...

  13. #63
    Just finished a play-through. Overall, not as difficult, even with restricted salvaging. Go big and don't look back. I hated unit caps then, and still do.

    Some detail things that caught my attention. Needle ships easy to kill, MBF not as dangerous. Can't salvage the ghost before killing it, precluding the ghost-carrier build trick.

    Possible to target things in sensor view at long range, which makes a number of things easier. Visual ranges in general seem closer or is it the ability to see farther? Some weapons ranges feel farther than they were -- destroyers and HCs in particular.

    The graveyard was very different in layout, aesthetics and difficulty; a thunder run down the middle with destroyers and HC was straight forward and simple.

    Cloaking seems useless; I never say any effect, and things I had cloaked were detected as easily as if they were not. For some reason, the -CARRIER- came out of the sphere to trail resourcers, making for an easy, early capture and no threat of further production. As the strike-hostile protection could also be lured out and destroyed, this left me wandering around the sphere attracting IONs with an essentially immune ball of cloaked fighters. Of course, with limited salvage they all had to be killed. And the remaining destroyers, cloaks and HC still followed a prox sensor blindly to their doom or capture.

    Galactic core only had one carrier, not two, and we get given the useless cloak technology without their building it or your having to capture it, or get surprised by its appearance.

    Prox sensors don't guard, but they will follow the carrier that built them. Prox sensors also don't seem to want to follow waypoints.

    Amusingly, in Hiigara, the rear-reinforcement squad went after three ions I had chasing the top carrier, instead of kamikaziing into the MS.

    Had a few black screens that resolved with a reload and no crash bugs

    In general, I would call HW1:RM more a re-make than a re-mastering, since it looks like they had to re-implement almost everything. With no prior exposure, I'd love it like I did the original, and it's perfectly fine for those who haven't played before and aren't going to do all the finicky stuff needed to get the old one to play, if they could find a copy.

    I'm gonna think of it as a "Magnificent Seven" to "Seven Samurai". It think the harsher folks are thinking it's "Battle Beyond the Stars".

  14. Tabletop Senior Member  #64
    Beer Drinking Bomb Dropper Exetus's Avatar
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    I just finished the HW2:RM campaign and that was a bitch... the upscaling to match/exceed your fleet is a real punch in the face and it was actually easier to beat the later levels with fewer ships and stolen HCs than with more. I quite enjoyed the trip down memory lane for both entries, though there were plenty of bugs.
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  15. General Discussions Senior Member  #65
    Senior Member roflmao's Avatar
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    i'm in mission 4

    what the fuckkkkk those destroyers my frigates ((((

    and like i built a billion bombers but they die to the frigates too

  16. #66
    Member Derivative's Avatar
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    I haven't tried the classic version yet, so has anyone noticed any differences there?

  17. #67
    Cows & Guns Vaarok's Avatar
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    I feel bad bitching, but what the hell happened. I used to love using a claw of four AF in Wall with a DFF and SF and five escorting HC to murder any and everything with outmanouvering- I could easily kill a medium AI with two such. Just toying with it, enjoying using superior fire-and-move.

    Now, jesus christ. Corvettes might as well be Target Drones and a destroyer can eat a frigate in about two hits. Not cool. Plus formations don't seem to work, the Agressive/Normal/Evasive doesn't do anything (evasive speed meant you could run rings around a cruiser's guns even if it was just pivoting in place), and ships just seem to ignore movement orders once they start shooting, like those asinine Destroyers did in HW2, always halting and turning broadside to volley fire.

    Also, why don't the doors on the Taiidan MS close? I always hoped to see those greebles between the launch bays fold closed to protect said launch bays when hyperspacing. Both the Taii mothership and carrier both seemed built such that they could close blast doors, and despite the graphical upgrade, they remain cosmetic. The banana has the magic panel, why no Taiidan door?
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  18. #68
    There's always a lighthouse... Stingra's Avatar
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    It took many tries but I finally managed to kill the Ghostship with Zerg tactics (and I still almost lost everything). This is the Ghostship fleet I was up against. With the Derp Craft AI, you can see why it was a challenge.


  19. #69
    There's always a lighthouse... Stingra's Avatar
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    And yes, double post, but are ALL the enemy carriers supposed to have limitless fighter bays now? I just got zerged the hell and back by endless multi-gun corvettes at Super Nova Station.

  20. #70
    Skeptic Kushan_Pilot's Avatar
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    The Ghost ship fleet I went up against had 50 AF's; I lost 30 of the 50 bombers I sent after an all too brief distraction had pulled them just to the other side of the Ghost Ship. But they apparently had good sensors because they had turned around immediately and still met my forces before they could fire. I gritted my teeth and just watched the massacre. When it was over, most of my strike force were dead, but I had 50 new AF's and so on. On a side note, I don't believe that map is worth sucking dry unless you have time to kill, or for some reason have no RU's. With respect to the Bentusi rescue, they're actually invincible for just long enough to get your 14 salvettes in there to snag the 2 closer DD's and the HC. After that though, it's time to start shooting. You can keep the 3rd DD alive long enough to snag it, too. I laughed at how they didn't react to most of their fleet being grabbed.



    I started HW2 RM yesterday, and I can already tell they mucked with it. Interceptors and Bomber's die very easily; Vaygr capital ships can hit them easily. As a consequence, there's almost no way to get a damaged squadron out in time to save its life. They die all at once, as though to some sort of chain reaction or area of effect. It's bizarre. I need to figure it out. My Inty/Bomber/Corvette blobs used to be my favorite attack force, now they can get picked apart by everything and anything. Interceptors and bombers get targeted first, so your corvettes are generally okay.

    M4 isn't any different than it used to be. M3 is actually harder; with strike craft getting their a$$es handed to them by the unending line of Vaygr ships from three carriers, and Flak frigates lacking the power to take on frigates. In M3, you just have to wait for the briefest gap and then go all in. Taking down just one carrier can change the balance. M4 on the other hand, apart from the initial pair of carriers with escort at the inhibitors, the 2nd most dangerous concentration of the enemy is at the other end of the captured gates. There you find 3 mostly idle carriers sending the occasional frigate the long way to your base, and a Destroyer that I always capture. After that, the main base itself is mostly defenseless. Still mysteriously critically damaged, with a shipyard and carrier nearby.

    M5...holy sh*t. The left and right garrison are easy enough with frigates or the strike/corvette wings alternately (I multitasked with waypoints, or it would take forever). The middle one in the back is a full-fleet action; every one of my bomber wings was massacred before they got in range; the rear garrison is a job for frigates and the captured destroyer, with some strike support to finish it. A huge a$$ waiting game, screw them for leaving out the time compression. Fortunately my captured gates from M4 followed me there, so I sent one ahead as a short cut for the fleet to get to the rear garrison and kill them. This is when things get even more aggravating. A wave of probes, probably scripted, spread across the map and you're "discovered." Not so many ships come at you on the forward march, but watching strike craft is a chore; several Vaygr scout wings show up and if you aren't careful, they'll lead your ships on a merry chase away from the fights time and time again. A stream of Vaygr collectors and controllers find their way to your resource patch and gradually start killing your stuff. Eventually, pushing aside a torrent of frigates, you get to the objective and there resides a massive wall of gun/missile platforms that outrange you. Nothing to do but charge in.

    Bring along some collectors for repair duty and keep your carrier close. There's nothing to do but advance. I used my flak frigates to force-attack the waves of enemy missiles. Once the platforms have been winnowed down a bit, you get in sight of the Shipyard you have to kill. It's pouring out units like it's on God Mode. And it's got almost a million health points. God d*mn it... just get to work, is all you can do. Shoot down missiles, focus fire on the shipyard with every ship that has a gun on it, and wait a few minutes for it to die. Have some collectors handy or you'll be pecked to death.

    Now, it's time to see what M6 has in store...

    Ninjaedit: Stingra -- Gravity Wells. I kept four around. Just lock them down forever until you want to kill them. Tradeoff though, is your Repair corvettes can't move either. Steal support frigs when you see them.

  21. #71
    Member Carl's Avatar
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    @Norse: The preview vids showed a mission, and yes it's re-recorded with Hedi doing Karan again as the old actress didn't want to or couldn't come back. And it very noticeable since she voices Karan in a much more emotional way, (to be fair original HW1 Karan wasn't any more emotional), and places totally contradictory emphasis on some lines. Honestly aside from the awful Kibnetic Cannon FX the audio is the only thing really bugging me. Even in skirmish it's a constant grate at the back of my head because all the audio sounds different. I'd love an option to use the old audio with remastered visual's. Gonna submit a ticket suggesting that when i get chance.


    And yes, double post, but are ALL the enemy carriers supposed to have limitless fighter bays now? I just got zerged the hell and back by endless multi-gun corvettes at Super Nova Station.
    AFAIK how it works now is if any collectors are still alive the enemy gets a constant stream of RU's per collector even if it''s sat not harvesting. So the have unlimited RU's now.

    I started HW2 RM yesterday, and I can already tell they mucked with it. Interceptors and Bomber's die very easily; Vaygr capital ships can hit them easily. As a consequence, there's almost no way to get a damaged squadron out in time to save its life. They die all at once, as though to some sort of chain reaction or area of effect. It's bizarre. I need to figure it out. My Inty/Bomber/Corvette blobs used to be my favorite attack force, now they can get picked apart by everything and anything. Interceptors and bombers get targeted first, so your corvettes are generally okay.
    They've re-balanced the vaygr assault frigate's, they used to be awful at everything, (literally useless), now they hit fighters and corvette's way more.

  22. #72
    Skeptic Kushan_Pilot's Avatar
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    I'm neutral. I appreciate what they were trying to do, bringing the old voice actors back. It was a nice touch.

    But it makes me feel the years that have passed, hearing their aged voices, lol.

  23. #73
    Member Carl's Avatar
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    But it makes me feel the years that have passed, hearing their aged voices, lol.
    This too. Even where they have the old voice actor/actresses they sound very different. I also suspect given the emotive point on Hedi that any original script notes are MIA so they're having to guess at the intended emotive and emphasis reads on all the lines which is producing subtle changes. I haven't tried the campaign so i don't know if it's happened with the other voices too much, but i suspect it has from some of the skirmish lines.

  24. General Discussions Senior Member  #74
    Senior Member roflmao's Avatar
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    Liking the game but I have several usability complaints.

    Repair corvettes are extremely iffy. Don't seem to work when targeted on strike craft. Work much better when targeted on corvettes and frigates, however, when you issue a move command of a control group the repair corvette stops following the unit assigned, causing you to have to re-assign your repair corvettes. Annoying.

    Unclear to me what salvage corvettes are good for.

    Support frigates - how to use? I understand the docking concept but I cannot be hand-picking a billion tiny interceptors in battle to get them to maybe dock before they die. So they just sit there.

    Unclear what formations to use and when - zero explanation as to what the benefits are on different formations, they are just thrown at you.

    Mission 2 (or 3) was aggravating because the game explicitly states you have to destroy the carrier that appears which is completely not true. Failed this mission twice because of misleading instructions.

  25. #75
    Member Carl's Avatar
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    Unclear what formations to use and when - zero explanation as to what the benefits are on different formations, they are just thrown at you.
    None.

  26. General Discussions Senior Member The Studio Senior Member Boardwars Senior Member  #76
    Player Hater Langy's Avatar
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    Quote Originally Posted by roflmao View Post
    Unclear to me what salvage corvettes are good for.
    Stealing anything and everything they can get their hands on. They're the strongest unit in the game.

  27. #77
    There's always a lighthouse... Stingra's Avatar
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    Salvage corvettes are the iWin unit. Steal everything that isn't nailed down or too fast to catch (which with the pseed buff, is now really hard to do).

    Two salavage corvettes for frigates, three for destroyers, eight for heavy cruisers and carriers. One for everything else.

  28. #78
    Skeptic Kushan_Pilot's Avatar
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    4 for Destroyers, 6 for HC's. With the 14 Salvette cap, that's two DD's and one HC, which is a common formation of said units. See pic above, post 70. Also, see picture for Salvage Corvette uses .

    Mission 6 and 7 are done. We meet the movers, then get swarmed by the Vaygr hiding in the radiation clouds. But at least Destroyers are unlocked. Almost makes up for the slow crawl to the Progenitor bridge module in Mission 6. They killed my elite corvettes .

  29. #79
    There's always a lighthouse... Stingra's Avatar
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    Weird, I've been grabbing destroyers with three salvage corvettes and the Heavy Cruiser at Super Nova Station took eight.

  30. Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #80
    Legendary JAL-18's Avatar
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    Man, I was also playing the HW2 (original) campaign today and I realized that Mission 6 with the Movers is where Homeworld 2 starts to go off the rails. Up to that point it still felt like a Homeworld campaign where tactics, strategy, and fleet composition mattered. After that it quickly devolves into "how many times do you have to rebuild your fleet to beat this mission?"

  31. General Discussions Senior Member  #81
    Senior Member roflmao's Avatar
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    Loaded Mission 6 once, game crashed.

    I try to load now and I immediately get "Mission Failed"

    I am now, effectively, stuck.

    :\

  32. #82
    Lost in the code... Mikali's Avatar
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    Minor annoyance: when hovering your mouse cursor over a ship the tactical icon would light up and become "bold" in HW2. This no longer occurs in HWRM. Makes it hard to select collectors.

    This is probably moddable.
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  33. #83
    Member Carl's Avatar
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    @Mikali: Also f used to focus whatever was under cursor, even allowed you to super zoom on individual strikecraft, no longer works .

  34. Tabletop Senior Member  #84
    Beer Drinking Bomb Dropper Exetus's Avatar
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    roflmao - have you tried going into the bin folder and deleting your .LUA and .SAV files for that mission and trying again?

  35. General Discussions Senior Member  #85
    Senior Member roflmao's Avatar
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    Exetus thanks for the wonderful suggestion, unfortunately that didn't work.

  36. #86
    MartinHatch
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    My experience is much as others in the forum have been reporting (in HW1 Remastered anyway)

    • Fighters and Corvettes are useless
    • Capital Ships Rule All
    • The path mapping is buggered


    I completed the last 4 missions using pretty much nothing except for Destroyers and Cruisers (plus Salvage Corvettes and Support Frigates both of which needed constant replacing).

    About 3 times I found half my fleet was sat running round in circles .. usually because of a Support Frigate trying to dock and an endless loop of them trying to get out of each other's way

  37. #87
    MartinHatch
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    It auto-saves every mission .. just start again from the beginning of the mission

  38. #88
    Member Logic_Bomb's Avatar
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    On Mission 7 in HW2 RM campaign. Finding it both less compelling as a story, less interesting missions, and much much easier than HW1 campaign. HW1 had so many memorable moments of awe and nice mission variation. It was also really challenging and I had to replay several missions and take a different approach until I found something that worked. Resources were scarcer - the auto-collect usually left me with 1500-4000 RUs to start each mission and enemy fleets were sometimes pretty big. HW2 on the other hand I can pretty much attack move my way across the screen each mission. I'm almost always fleet maxed, have three carriers ready to replenish ships, tons of research upgrades completed, and auto-harvest gives me about 40-50,000 RUs each mission start...
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  39. #89
    Member Carl's Avatar
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    On Mission 7 in HW2 RM campaign. Finding it both less compelling as a story, less interesting missions, and much much easier than HW1 campaign. HW1 had so many memorable moments of awe and nice mission variation. It was also really challenging and I had to replay several missions and take a different approach until I found something that worked. Resources were scarcer - the auto-collect usually left me with 1500-4000 RUs to start each mission and enemy fleets were sometimes pretty big. HW2 on the other hand I can pretty much attack move my way across the screen each mission. I'm almost always fleet maxed, have three carriers ready to replenish ships, tons of research upgrades completed, and auto-harvest gives me about 40-50,000 RUs each mission start...
    Wait till you hit mission 12-14, you'll need every RU and every bit of trikery you can think up to win. You get all those RU's now because later you'll need them.

  40. #90
    Im reading in some steam forums that the Yes song in the end credits is not there, is it true? (Gearbox cant pay for a license now?)

  41. #91
    Skeptic Kushan_Pilot's Avatar
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    It's true.

  42. Modding Senior Member Tabletop Senior Member Boardwars Senior Member  #92
    If it was as simple as paying people money, I'm pretty sure it wouldn't be a problem. The problem is when random forumites assume a reason for no actual reason and complain about the situation based upon that assumption.
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  43. #93
    Member Logic_Bomb's Avatar
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    Quote Originally Posted by Carl View Post
    Wait till you hit mission 12-14, you'll need every RU and every bit of trikery you can think up to win. You get all those RU's now because later you'll need them.
    They got slightly more difficult but I had 2 carriers, shipyard, mothership, 2 battlecruisers, 5 destroyers, Sajuuk junior and senior by that time so it was still mostly a steamroll with more credits than I had use for. One mission I had to pull the dreadnaught back for repairs and reached 0 credits for a while. The final mission was the only one I failed on until I realized I had to make 2 different strikegroups to take out enough of the orbital missiles to succeed. The battles were more epic in scale and it was fun but HW1 was more of a challenge and more resource scarce. I did the classic tutorial just to get all the achievements and good god the UI and controls are hellish in comparison to the remake.

  44. #94
    Member Carl's Avatar
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    They got slightly more difficult but I had 2 carriers, shipyard, mothership, 2 battlecruisers, 5 destroyers, Sajuuk junior and senior by that time so it was still mostly a steamroll with more credits than I had use for. One mission I had to pull the dreadnaught back for repairs and reached 0 credits for a while. The final mission was the only one I failed on until I realized I had to make 2 different strikegroups to take out enough of the orbital missiles to succeed. The battles were more epic in scale and it was fun but HW1 was more of a challenge and more resource scarce. I did the classic tutorial just to get all the achievements and good god the UI and controls are hellish in comparison to the remake.
    Sounds like they nerfed the difficulty compared to the original. Trying to move attack in that was a death sentence. you WOULD die because you just got too far from your build ships and the combat was too sustained for them to keep up even if you wouldn't. You had to pull tactical retreats under fire to allow your frigate production to keep up, and timing and pulling those off successfully was a real art form. 14 was especially bad, the shipyard spat out way too many ships for you to be able to afford to leave it alive, but you had to do it with strikecraft only at the most opportune moment or you where SOL. Do it wrong and you'd lose the SC's to the ships it was building, wait too long and those ships would seal your main fleets doom. it was a real management headache.

  45. Homeworld Senior Member  #95
    HW2's missions are basically attrition. Enemy shipyards just spit out a hilarious number of ships and you need to be able to produce enough to keep up whilst also managing to complete whatever crazy objective you are given.

    It's lazy design and somewhat counter to the whole idea of reducing the amount of micro needed from HW1.

  46. #96
    Skeptic Kushan_Pilot's Avatar
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    I'm not sure they nerfed it; if they had decided to adjust anything, they should have restored some difficulty to Mission 4, but they didn't. I still had to go up against ~8 enemy BC's in an inseparable clump for the last few missions. The first time, at Balcora, they wiped out my destroyers and 90% of my frigates before I finished them off. It was the most expensive battle of that playthrough. Of course, it didn't help that the first energy node was down and they got reinforced by a blob of frigates, then a second, whilst my strike wings were busy recovering from saving the 3rd. I had to commit to the attack or else face off against the ball of BC's and nearly a hundred frigates all at once. I credit the AI's suicidal focus on resource collectors for saving my BC's.

    Taking down Makaan himself turned out better. I surrounded them; I built a wall of platforms as well as sent in my strike craft from different directions away from my battle line. The Vaygr BC's were mostly dead before they could turn around and hit back at my capital ships. It's a shame I wasn't recording it; it might have been the smoothest takedown of those maddening missions I've ever had.

    When the last mission rolled in, I wondered if they got their wish and made the bombardment platforms use actual beams, but nope. Still using missiles; I suppose it would have been too much of a change. I'm glad I was able to keep all 180 Million alive, though. And they still have that ridiculous "Bring Sajuuk to Bear!" x 3 line in it. Perhaps they decided to follow Starcraft 2's example ("Terrible, Terrible, Damage!1!").

  47. #97
    Member Carl's Avatar
    Join Date
    Aug 2006
    Location
    The Crossroads of Inertia
    @Kushan: Like i said elsewhere mission 12 alone in vanillia with a full fleet has roughly 60 destroyers and 20 BC's spread around the map at hyper in. And the later missions are actually worse, (fewer DD'd more BC's). A single clump of a dozen just isn't even a comparison. Mission 13 has around 24 BC's last time i counted.

  48. #98
    Skeptic Kushan_Pilot's Avatar
    Join Date
    Aug 2002
    Location
    College Station, TX
    Then I guess they nerfed it. Heh. I just figured I was a better player on this pass.

  49. #99
    Quote Originally Posted by Gorb View Post
    If it was as simple as paying people money, I'm pretty sure it wouldn't be a problem. The problem is when random forumites assume a reason for no actual reason and complain about the situation based upon that assumption.
    To bad they cut the content and just be quiet about it, I remember the scott pilgrim game that was taken down, because the band that have rights of the game songs didnt want restore the license or they wanted more money. It always about the money.

  50. #100
    Member Derivative's Avatar
    Join Date
    Dec 2005
    Location
    Superposition of your place and mine
    I note that the Kushan's engines are no longer solely rectangular, but rather dozens of tiny round engines similar to the Taiidan's in a rectangular layout. I wonder why.

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