Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Turanic Fighter Engine Overcharge Ability: A most certainly useful ability, but burns for an excessive amount of time; most maps are traversed end to end with plenty of leftover fuel. Feels like it should be carefully managed, like the Ion Frigate's 'Assassin' cloaking tech.
Suggestion:
-Increase the overcharge burn rate by roughly 15-20%
(Proposal) Kadeshi Mothership 'Inhibtor Field Generator': Kadeshi Motherships were built and equipped to trap their prey. To create more risk vs reward gameplay and tactical options, I propose making this an upgrade, similar to the Gravity Field Generator Platforms of other factions.
-Projected Resource Cost: 1800-2000 RUs
-Prerequisities: Super Heavy Chassis
Other mirrored elements for reference:
Turanic Capital Ship Armor Upgrade: Prerequisites is listed twice.
Turanic Support Corvette: At present, can be easy to confuse with the Standard Corvette from which it is based of. While not sure exactly what to suggest, small or subtle changes visually could help players distinquish it in the middle of battle.
But it's great that they nowl tranfer resources to kadeshi carrier rather than allied mothership far away
And i think the fuel pod hull gun firing "flame" need some adjust
it's too big atm, just like firing some big cannon :D
Originally I was going to give the Support Corvette a docking pad underneath of it like the Taidaan and Kushan support corvs that let them each dock a single fighter. I abandoned it when I was going to make the Support Corv double as a minelayer but I later abandoned that idea too. Maybe installing the dock pad would not be a horrible thing, not only for visual but gameplay as well. Abandoning both concepts also meant abandoning the modding the corvette model to look like one or the other.
Turanics:
The last few microupdates have been pretty good for the Turanics. AI-controlled Turanics seem to be responding very well; havent noticed any unusual behavior. The build limit adjustment and ion cannon fix has improved functionality as well as overall fairness of the Lord-Class Attack Carrier. The new construction events and verbal notifications for what ships are built are excellent too; it's good to be able to track the progress of my build queues like with the other factions.
(BUG) Standard Corvette Salvage Ability: While there are no problems with researching the ability, it is not currently being granted to Standard Corvettes upon completion. Both existing and newly built ones are affected.
A docking pad is easily enough for the purpose of differentiating it. Sometimes, the simplest solutions are the best ones. ;)
Since you mention the minelayer meanwhile, I might have an idea for an additional corvette class in conjunction with a fighter or frigate class. More on that when I do some exploring and comparisons. Since the Cloaking Tech for the Ion Frigate comes from Cataclysm, also doing some searching in there for ideas.
Placeholder will work for now. Its giving the Turanics a little breathing room and stopping them from rushing carriers too early at the moment. Looking forward to seeing how the new Turanic Destroyer turns out when it arrives. Any confirmation on what the new beauty will have at this stage? Tying in the post in the Kadeshi Support Cruiser thread it was mentioned in, 2 Large Projectile Cannon Turrets and 2 Guided Missile Launchers (Instead of 3, after comparisons with counterparts) would be a great proposition. Reduced speed (roughly 270-275 m/s) but higher durability (roughly 15-18% greater) versus the Kushan 'Revelation' and Taiidan 'Skaal Tel' would gel well with it.
Edit:
Kadeshi:
(Bug) Multi-Beam/Hive Frigates: These frigates are having moments where they refuse to abort attack despite being giving move orders. They will also not hyperspace jump at times, despite having enough resources and correctly setting their coordinates.
Pulsar Swarmers: I've made comparisons between them and the Bentusi Super Acolyte, Hiigaran Pulsar Corvettes and the turrets of the Hiigaran Battlecruiser. At the end of the day, my conclusions are this. In terms of lethalty per individual shot and range, Pulsar Swarmers are on even terms with the others but ultimately the fire rate is the game changer. So I update my suggestion of adjusting their firing rate to making it 1:1 with the Hiigarans. One shot, one second, as per the Homeworld Wikia entry:
http://homeworld.wikia.com/wiki/Pulsar_Beam
Fuel Pod: As it is officially listed as having a Medium Projectile Cannon, like what the Hive Frigate currenly has two of, perhaps it could be brought a little more in line with it? The Hive Frigate ones are quite tame at the moment, so it'd work nicely here too.
Turanic AI don't build mobile refinery (Maybe due to research lock?) and turret
Turanic AI priority to build a lot attack carriers (5carriers)before building destroyer
Opponent Taiidan AI already have 3 destroyers out when Turanic AI finally get the first destroyer
Turanic AI have 4 carriers stay on the same resources pt not sure why
My Turanic mobile refinery have resources collectors docking there for a long time(maybe 5min? they were not repairing or transfering resources) and other resources collectors can still pass through it and transfer resources
But so far the Turanic AI worked very well:)
Kadeshi AI don't build mobile refinery
Kadeshi mothership and carrier don't have Salvage dropoff pad so a lot AI resources collectors just idling near wreckages
AI swarmers rush to reinforce battfield one by one rather than in group (they do group up to attack)
btw, Opponent Taiidan AI tend to build corvettes ONLY against swarmers, but their outnumbered corvettes simply got raped, and they just keep building corvettes again and again
due to lack of assault frigates and destroyers support, Taiidan AI got overrun easily by swarmer blobs
----
Turanic turrets don't have auto repair and cannot be repair by corvette :(
Kadeshi mothership and Fuel pod sometimes have docking delay (swarmer wait for a long time before docking)
Kadeshi carrier not show on senior manager
Research: Fuel pod repair system- should be resource swarm repair system now
Haven't seen the delays in the Turanic Mobile Refinery personally. I'll take a look next time I do a round. As for resource swarmers, they should have the ability by default to repair as per one of the changelog updates. It's looking to get updated as a researchable ability down the road.
Multi-Beam-Frigate: Has a weird issue whenever I build a ship it's heading out immediately to attack some enemy ships.. Ships that are not even in my sensor range at that point. Giving a stop or movement order gets refused as 1 second later my ship once sets an attack order into the unknown.
Furthermore I believe this ship needs a buff in it's build time as well as a longer firing range and damage output. Taiidan Ion frigates outranged my ship not even discussing destroyers and HC,BCs here.
Carrier:
The construction of 1 takes ages by the time it has finally been constructed my enemy swarmed me with frigates , corvettes etc.. I suggest enabling the dual build the same way the HW1 races got it.
Suggestion: Considering the names the ships got and the way they played in original HW1 vanilla. I'd recommend probably enabling the squadron system for the swarmers in Vaygr formation sytle. The word swarmer indicates a swarm. Might be interesting seeing that of course no dual building then.
Regarding missing ship types check out HWU mod they had tons of interesting ship designs including HCs etc..
Multi-beam Frigates definitely do have their issues responding to commands. But stats and range wise? Here's the thing; they aren't meant to have as much range and are sluggish, as demonstrated in the Gardens of Kadesh. However, what makes them fearsome is not only the abuse one can put them under, but being able to deal back several times more. These traits are what inspired Kiith Somtaaw to build the Dervish Multi-Beam Frigate in the Cataclysm era. In my tests, I have seen how multi-beams working together are more scary than Ion Arrays without cloaking or the Kushan/Taiidan equivalents.
As mentioned earlier, the enemy swarming with mass numbers too early is an AI-specfic issue; something hopefully Gearbox can address alongside problems plaguing formations and the stats of Homeworld 1 era ships. For now, swarm them right back! It's easy to amass the Swarmers without a second build queue and they are deadly as all hell in the early-mid game when coordinated rather than let loose. A second queue or squadron system would make them absolutely murderous in a number of ways balance-wise at the moment, the latter also not being something associated with a classic era faction (Kushan/Taiidan/Kadeshi/Turanic). However, having a second build queue would be nice, I will admit. :)
Hopefully they will fill in some of the holes the Kads have. We will see!
My AI turanic allies stop building any ship in the mid game for 5-10min (maybe they saving res for destroyer? idk)
And the destroyer target small fighters & corvettes when there are a lot frigates firing on them...
PS:The Turanic new destroyer look a bit raw:D
What really is annoying is that the Multi-gun cruiser caused almost no issues when I put that in there. AI was all like "Sure, no problem, Boss. We know what to do with this." AI is toying with me.....
Oh and my models are never 100% perfect. Until just recently I had no help at all...everything from AI to setting up the races to art, was all me. I am no artist and will never claim to be. At least the models do not attempt to screw with my mind like the AI scripts do.
The Turanic Destroyer is a really fun ship to use as a dedicated anti-capital ship. I'm really feeling what its bringing to the Turanic fleets in its current role. The addition of flak guns as mentioned in other threads will certainly be interesting, furthering its capabilities and certainly (unless I'm mistaken) putting it on par with the Somtaaw Deacon-Class Destroyer. I would say careful attention to stats should be paid so it doesnt get too far ahead of its counterparts once the flak guns are in. They are pretty comfy for now as is, but I do welcome the versatility it will further create.....and the confusion of Kushan commanders who will take this discovery of this tech with them into the Homeworld 2 era!
Never had an issue with the Attack Carrier's Ion beams not firing after being researched; certainly an interesting bug. All the same, can never be too careful XD
As for the Kadeshi, I noticed the reduction in the missile damage advanced swarmers; I say you got them in a perfect place right now. They are still great, but no longer put multigun/missile/laser/pulsar corvettes out of business. I'm also not sure what to suggest for the Resource Swarmer other than previous, but the gathering rate change seems to be reasonable for behaviour purposes. I'll keep an eye on them for now.
Keep the good times rolling!