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1. I underestimated just how severe the "Rock, paper, scissors" balancing is in this game
2. Gunships (regular ones) are not worth building
3. Don't send Torpedo Frigates at anything bigger than a Corvette at least until you can research improved torpedoes
4. Sometimes a "click and drag attack" is the most sensible approach to a fight even if it seems lazy (though if I am controlling anti-Corvette craft, I make sure that I don't let any enemy Frigates into the selection box)
5. I'll think of something profound later
and other advice I'd give is:
1. Use control groups (select some units and hit CONTROL + [A NUMBER KEY] to assign that group to the number) - I don't want to "poison your mind" with my methodology because it might be bad but I tended to put fighters (and any gunships I have into a group), bombers into a group, pulsars into a group (LARGE GROUP LOL), and for frigates I tended to put each type into a group but then ALL of them into another group so I can more easily move them as a unit but have them engage different kinds of targets, etc. when you get more capital ships you probably can't afford to do that with frigates seeing as how there are only 10 numbers
2. Pay attention to the far-left of the screen at the bottom and understand what "aggressive" and "passive" and whatnot entail. Watch out for units being on passive mode unknowingly
3. I didn't find formations THAT useful because they tend to break down once combat starts anyways but I did use them. I liked using "fighter screen" or "X" for fighters and corvettes, frigate line or "wall" for frigates and what I did for capital ships varied but you don't need to worry about that until pretty late in the campaign
4. expand and defend your resourcing operations - pay attention to how many resource collectors can tend to a given field (the smallest asteroids can support 1, larger ones 2, etc.) and send about that many - if it's a fairly big field, send TWO refineries
5. USE PROBES and when doing so, put them out of the plane of the map (above or below) to avoid detection/aggro
6. always be building ♥♥♥♥ (useful ♥♥♥♥) if you have the resources but keep a few thousand in reserve, if possible
7. get another carrier as soon as you are able so you can produce ships faster
very legit question - I didn't even consider the idea that he might not be
lol this is patently false
go steal half of the ion frigates in "Bridge of Sighs" and see what happens you in the mission that follows
indescribable carnage
yeah, I ran into trouble with that mission in my latest playthrough though I don't think I had in the past
I Destroyed HW1 & 2 Originals (like bought on day of release in a shop) and still have them with Yes: 'Homeworld' video at the end -removed now. These are totally broken in comparison.
Yes and no:
No because once you understand how to use ships and against whom, which ones are worth using (not all are as good as specs)
Yes why:
(I don't play classic so I don't know if it's identical to the predecessor)
the values for the remastered edition have been changed, (I don't remember if HM2 remastered is valid):
if you have an "x" fleet in the next mission you should find "x + y" ships, this is to maintain a certain type of difficulty,
this in HW1 remastered has worsened, the difficulty has been increased I don't know if it is a desired effect, the missile launchers have been reduced to only 2, the destroyers are 6 but if you want the 2 missile launchers, the destroyers remain 4 (4 + 2 = 6)
Uses:
- groups
- uses "aggressive / defensive" tactics, changes a little, but everything helps
- ships that are weak / defenseless can remain in hangar
- save often
- use the pause key, it helps a lot "P"
- look for the mod "Homeworld Remastered 2.3 Players Patch" (Steam Workshop) among many things, allows you to change the difficulty of the campaign (restart required)