Homeworld Remastered Collection

Homeworld Remastered Collection

Bulletmod (Defunct)
Koopak  [developer] Nov 2, 2015 @ 2:06am
@Templerlord
In response to your comment.

They are partially correct, I havent seen any impact on turrets themselves, the issue is mostly due to projectile velocity. The best example I can give would be to take a Heavy Cruiser and put it in a long range fight with a dodging frigate or swarm it with corvettes. In this system if the target is holding still it will hit 100% of the time, but the default Heavy Cruiser projectile velocity is so slow that even in close quarters it almost never hits a corvette on the move.

There are two ways to deal with this effectivly. First the gun leads its target based on the velocity it thinks it fires at, the other is that you can change the actual projectile velocity independent of that leading within the missile file. This means you can indepently control the real velocity of the bullets and the distance the turret leads by. Important since its leading isnt perfect at higher extream highs or lows. Combined with tweaking maximum turret movment and turret movment speed this gives ALOT of control over accuracy, but it can be difficult because you have to eyeball it and test extensivly.

Personally when doing my rough balance passes I would record a moc battle and then review it tallying misses and hits then compair it to the intended accuracy in the original files.

As for the beam weapon system, the answer here is yes and no. The issue here is that Homeworld 2 doesnt have a way of making a miss correct into a hit as beams often do in Homeworld 1 and RE is based on the HW2 engine. There are three possible workarounds, Ill list them in order of accuracy to HW1 starting from lowest.

Firstly one can make the beam weapons a fixed weapon with a slidely wide trigger to fire then realy on the ships alignment system to put the beam on target, this option is super easy to do but sucks in my opinion.

Secondly you can tweak the traverse time on the beam weapons gimbleand turret stats to be extreamly low. This option should work but i havent tested it (only just thought of it) Issues are that it would also effect target aquisition time. It MIGHT be possible to apply some ship specific code to nerf its tracking while firing but id have to look into that seperatly. I think this is the most promissing solution.

Thirdly, the ideal workaround is a ♥♥♥♥♥♥♥♥♥♥♥ design, basicly make the beam do no damage, and couple a second weapon to it that fires a stream of invisible projectiles that do the damage at about the same pace, but since inital impact and burn damage are different it would take several weapons and all the aditional projectiles could get a hair unmanagable.