Homeworld Remastered Collection

Homeworld Remastered Collection

Complex EVO [HW Remastered]
rorikregul Jan 3, 2017 @ 10:49am
Complex 10 balance
So, guys, write there thoughts about balance.
What i see now:
1. balance of many weapons is not correct, for example hgn fighters is very effective against frigates, but fighter - AF/ACO unit. For all weapons accuracy vs non-purpose units must be setted to 0.

2. Vaygrs have big advantage in resource excavating, today is imbalance between races in economics. According to scripts, vaygrs have twice more harvesting
hgn: addAbility(NewShipType,"Harvest",1,300,3.7,300);
vgr: addAbility(NewShipType,"Harvest",1,200,8,300);

3. Vgr_Grinder is imbalance unit - its range must be decreased to 10-15 km
Last edited by rorikregul; Jan 3, 2017 @ 11:17am
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Showing 1-15 of 16 comments
rorikregul Jan 3, 2017 @ 3:13pm 
In mp game it cause from 1:1.5 to 1:2 disbalance in RU's between races, so hiigs have no chance
6aac Jan 4, 2017 @ 2:00am 
I abcolutly don't undestand this mod. Why 20 bombers didn't kill a battlecruiser. Bombers are effective vs frigate only. What kind of weapon effective vs battlecruiser? Don't tell me about another battlecruiser. Because if it is victory will be by the player who get battlecruiser earler.
Last edited by 6aac; Jan 4, 2017 @ 2:26am
beghins  [developer] Jan 4, 2017 @ 3:00am 
so hgn needs a boost on resource.
15 bombers can easily destroy a bc, just take them to a medium lvl of upgrades, and also you can research the heavy plasma bomb ability, so you could take it down with 2 pass
rorikregul Jan 4, 2017 @ 3:35am 
Today its really impossible to win by hiigara vs vaygr in mp, may be there will be fast and small fix?)
beghins  [developer] Jan 4, 2017 @ 4:44am 
of corse, I'll fix these issues in a couple of days (10.2) before to proceed to release 2, so report here or at our forum what for you is unbalanced
Kerag Jan 4, 2017 @ 8:40am 
Maybe Vagyr have twice as much harvest, but you or we forgot to mention Hiigaran shields.
Most of the Vagyr weapons are ballistic or rockets, wich are in-effective againts shields.
Hiigaran frigates have shields, i bet destroyers and battlecruisers too.
Maybe behi should change the shield absorbtion values to 85~75% from 100% :/

I will gladly help, or report any bug i find so i can help the development, happy new year and peace out!
6aac Jan 4, 2017 @ 9:07am 
Thx for answer. i'll try it again. I researched this upgread but didn't noticed about an ability. My failure.
6aac Jan 4, 2017 @ 9:33am 
I have another question. When AI enters into the radiation field it doesn't get damage of this source. This is a bug or it's too hard to teach AI fly round the field. Just want to know. Maybe all is right and i didn't use some ability again. How i can overcome the radiation field. Plz tell me about all opportunities. Great thx.
Kerag Jan 4, 2017 @ 11:38am 
There are some modules called "Anti-Radiation" Modules that negates enviromental damage.
At least at Complex 9.1 has that stuff, probably we have that here too, check the "module" slots for your flagship/mothership.
supamat Jan 4, 2017 @ 4:24pm 
I think Ai has always been immune to radiation. they would lose all their ships cause the ai is too dumb to avoid radiation zones.

I also noticed that the balcora gate no longer enables ships to jump to hyperspace. Im pretty sure i remember using the balcora gate to hyperspace units back in complex 9

Im still confused on the energy system. i havnt browsed the fourms yet, been play testing and having fun learning the altered mechanics. does low energy decrease weapon damage? or does it cause hull damage. ive only played 3 matches but i feel like some of my ships have blown up outside of battle

Its great to finally play on the updated engine. no more stuttering in the late game. Thanks for all your work on the complex mod
Last edited by supamat; Jan 4, 2017 @ 4:29pm
beghins  [developer] Jan 5, 2017 @ 8:56am 
energy based weapons consume energy (ion, plasma, pulsar), each ship has its individual energy, when energy goue under 10% the weapon damage/rate is halfed, see the ship stats, they change based on all trhese factors.
J4R Jan 8, 2017 @ 3:15am 
I agree the Grinders (note plural) are very strong. I could use 2 scouts and destroy my friend's carrier within a minute from my base. It really is VERY strong, but I would keep the infinite range but divide the damage by 2 or 3. That would mean your scouts/probes need to survive some time in order to deal serious damage to ships. Also, I would add a negative damage falloff: The closer the enemy is to the Grinder, the lesser damage it does, up to the point that it basically is just a huge piece of cannon fodder close up. And you should only be able to build one of them per match.
Another balance issue I have are the Suppressive Turrets: They are very inaccurate. Especially at the beginning they are unable to hit a not moving scout at range, and will even miss entire salvos. For their intended purpose as anti fighter weaponry, they are quite poorly suited I am afraid.
But that is it with my complaints. The rest of the mod as far as I have seen it is gorgeous, a really amazing piece of work!!!
rorikregul Jan 10, 2017 @ 11:23am 
Hiigara needs to increase its harvest
Boss Bawss Jan 10, 2017 @ 2:18pm 
I think that the AI research rate needs to slow down a bit, as they tend to very rapidly outpace you in the early game.
J4R Jan 11, 2017 @ 9:53am 
Originally posted by Boss Bawss:
I think that the AI research rate needs to slow down a bit, as they tend to very rapidly outpace you in the early game.
Yes, they had BCs why I was still building frigates in my first game vs AI.
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