Here’s a list of the balance issues that I’ve verified. Average results of multiple tests are below (usually 5+ tests), all tests are with full upgrades and no micro unless noted. I’ve already tested scripting changes to resolve these issues and suggested them to gearbox (I can mod). Below each issue are the results of the suggested scripting changes.
Minor Open Issues
These minor issues were not addressed in the Patch Preview, but have been resolved in the 2.3 Players Patch.
Number 0: Taiidan Research Ship Health
In the 2.1 Patch the Kushan Research Ship’s health was buffed from 30,000 to 45,000. However by mistake, Taiidan didn’t receive a matching buff.
Suggested changes:
Give the Taiidan Research Ship a matching health buff
Number 2.1: Platforms Too Slow
HWR 1.3: 125 speed
HWR 2.0: 100 speed
Suggested changes:
Restore their former speed
Number 6.2: hw1 Destroyer Build Time
hw2 Destroyer: 165seconds, 127 with improved manufacturing
hw1 Destroyer: 160 seconds
Suggested changes:
Hw1 Destroyer build time to 145seconds
Number 8.3: Cruiser High Unit Caps
Medium Unit Caps:
70 Fighters
42 Corvs
21 Frigs
6 DDs
2 Cruisers
High Unit Caps:
100 Fighters
60 Corvs
30 Frigs
9 DDs
4 Cruisers
Cruisers increased 100% while all other classes increased 50%.
Suggested changes:
Change cruisers to 3 on high unit caps to be consistent.
Number 9.2: HMF Range
Another nerf to mass vaygr frigs.
Weapon ranges:
hw2c/HWR 1.3:
Kus ions 4000
Hiig ions 4000
Vay HMF 3500
HWR 2.1:
Kus ions 4250
Hiig ions 4000
Vay HMF 4000
Suggested changes:
Reduce HMF range to 3750
Hiig ions would be able to kite HMF again. DDs would be able to kite better too.
More details: HMF range at 3750 is a compromise between hw2c/HWR 1.3’s 3500 and HWR 2.0’s 4000. … In testing this was one thing I learned that I either didnt know, or forgot from hw2c: Hiig Ions outrange HMF. In testing, I suggested the range be equalized to prevent infinite kiting. I shoulda thought it through more though. Equal range makes HMF superior to Ions in every way. Missiles can also be micro’d much better than ions. Onces the missiles deploy you can pull HMF, while ions must stay in range for many seconds to deal their damage. Additionally once you’ve got large numbers of ions, they bump into each other and have a hard time initially lining up with their targets.
Number 9.3: Minor Tweaks
Minor tweaks to restore HWR 1.3 values.
Suggested changes:
Vaygr resource collector speed down 1.4% (translates to a tiny harvesting nerf)
Hiig Defense Field Frigate cost 1000->1250ru and build speed 60->70 seconds.
Number 21.2: Repairing hw1 GWs
They currently can’t be repaired.
Suggested changes:
Allow hw1 GWs to be repaired.
Number 24.1: hw1 Cloak Generator Range
The range is very small.
Suggested changes:
Increase the hw1 cloak generator range to match hw2 cloak modules.
Number 24.2: hw1 Research Ship and Sensors Array Speed
In hw1c they were just a bit slower than ion frigs, now they’re much slower. This makes it too easy to snipe a hw1 research ship.
Suggested changes:
Increase their speed closer to ion frigs.
Number 27.1: Heavy Corvette Attack Priorities
When attacking, heavy corvettes are prioritizing fighters over corvettes. Heavy corvettes are anti-corvette ships, and they are not strong vs fighters.
Suggested changes:
Fix the heavy corvette attack priorities.
Number 29.1: Minor Hiig/Vay Upgrade Costs
Heres total costs for Hiig/Vay in HWR 1.3:
Plats 2600 / 2600
Fighters 1600 / 1600
Corvs 4250 / 5100
Frigs 10350 / 6900
Caps 12750 hull 9750 speed / 10000 hull 8500 speed
Utility 2700 / 3600
Total hiig fighter upgrades in HWR 2.1 are now 200ru more than vaygr, same for corvette upgrades. Hiig platform upgrades are 100ru more. Vay upgrades were overbuffed a tad last year before vaygr collectors were bumped.
Suggested changes:
Hiig bomber speed upgrade cost 600->400ru
Vaygr corvette health upgrade cost 1600->1800ru
Vaygr platform health upgrade cost 1500->1600ru
This is quite fair and still a vay buff over 1.3 for corvs and utility. Lower upgrade costs in general help vaygr a lot too. Also vaygr upgrades affect scouts, minelayers, infiltrators, probes etc - all things hiig upgrades do not affect.
Number 30: Collector Kamikaze/Stance
Collectors using kamikaze are dealing way less damage than intended due to some typo’s. Additionally its annoying to have to set your collectors to evasive stance to get maybe 0.5% better harvesting.
Suggested changes:
Fix the typos and set collectors default stance to evasive.
Number 31: Death Blast Range
Hiigaran/Vaygr carriers and cruisers have a larger death/scuttle blast range compared to Kushan/Taiidan. This makes fighters/corvettes less relevant in large capital ship battles, as they tend to get taken out by death blasts too easily.
Suggested changes:
Lower the blast range some on Hiigaran/Vaygr carriers and cruisers to balance vs Kushan/Taiidan.
Number 32: Debris slowing down the game
This isn’t a balance issue, but it does impact multiplayer. In long games all the debris from dead capital ships can really slow the game down. Even if you collect the debris, its still not cleared from HWR’s memory:
Debries do not disappear while colected
Suggested changes:
Reduce the amount of debris for destroyers and cruisers. Keep the big RU chunks, and remove the small RU chunks that aren’t worth the time to collect anyways.
Resolved Issues
These issues were resolved in the Patch Preview.
Number 1: hw1 scouts are overpowered vs fighters
70 kushan scouts vs 70 hiigaran interceptors = 61 scouts
70 kushan scouts vs 70 kushan interceptors = 54 scouts
This is by far the biggest balance issue right now. Obviously interceptors should be beating scouts here, but its a landslide in the other direction… I did some digging and looks like an oversight gave hw1 scouts double their intended damage vs fighters. I’d highly suggest not using hw1 scouts online until this is resolved.
Suggested changes: Implemented
Fix the oversight, and set hw1 scout penetration vs fighters to where it should be.
70 kus scouts vs 70 kus ints = ints always win
70 kus scouts vs 50 kus ints = scouts always win
Number 2: Hiig/Vaygr gunplats are underpowered vs fighters
70 Hiig Interceptors vs 10 Hiig Gunplats =
HWR 1.3: 8 Gunplats
HWR 2.1: 46 Interceptors
Clearly not good, looks like there’s a typo in the weapon files.
Suggested changes: Implemented
Fix the typo, and set gunplat penetration vs fighters back to how it used to be.
70 Hiig Interceptors vs 10 Hiig Gunplats = 6 Gunplats (close enough…)
Number 3: Hiig gunships/light corvettes/multi-gun corvettes are underpowered vs fighters
70 Hiig Interceptors vs 21 Hiig Gunships
HWR 1.3: Edit: can go either way
HWR 2.1: 34 Interceptors (ints always win)
Not good, gunships were already under-powered before. Looks like all anti-corvettes are affected including light corvettes and multi-guncorvettes, and many people have noticed this online already.
Suggested changes: Implemented
Lower fighter penetration vs corvettes to a more reasonable level. Increase gunship, light, and multigun corvette penetration vs fighters. Lower missile corvette penetration vs fighters to match fighter penetration change.
70 Hiig Interceptors vs:
21 Hiig Gunships = Gunships win every time
15 Hiig Gunships = Ints win every time
Same goes for lights/multi’s, but multi’s do perform better than lights within that range. Battle lengths are good too.
30 Kus Heavy Corvs = Heavy Corvs win every time
24 Kus Heavy Corvs = Ints win every time
40 Vay Missile Corvs = Missile Corvs win every time
32 Vay Missile Corvs = Ints win every time
42 Pulsar = Ints win every time
56 Laser = Ints win every time
Number 4: Interceptors are overpowered vs frigates
50 Hiig Interceptors vs 1 Hiig Ion Frig
HWR 1.3: 95 seconds
HWR 2.1: 30 seconds
These are doing as good as pulsars for the cost, and they shouldn’t be. This shuts down the very popular hyper-torp strategy, and marine/infiltrator frigates.
Suggested changes: Implemented
Lower fighter penetration vs frigates.
50 Hiig Interceptors vs 1 Hiig Ion Frig = 93 seconds (75 seconds for hw1 interceptors, as they were better at this in hw1c)
Number 5: Interceptors are underpowered vs modules
50 Hiig Interceptors vs Research mod on Hiig Mothership (Time from first bullet fired)
HWR 1.3: 47 seconds
HWR 2.1: 60 seconds
Not good considering the health of several other modules was already buffed.
Suggested changes: Implemented
Increase fighter penetration vs modules, to make it 45 seconds.
Number 5.1:
Suggested changes:
Also reduce the HWR 2.0 buff to carrier production modules from 40% to 25%.
Number 6: Destroyers considered underpowered
4 Hiig Ion Frigs vs 1 Hiig DD
HWR 1.3: DD at 40% health
HWR 2.0: DD at 30% health
5 Hiig Ion Frigs vs 1 Hiig DD
HWR 1.3: DD at 15% health
HWR 2.0: 1 Frig at 50% health
6 Hiig Ion Frigs vs 1 Hiig DD
HWR 1.3: 2.5 Frigs
HWR 2.0: 2.7 Frigs
I can definitely say that I’ve heard quite a few people complain about this online this weekened. 
Suggested changes: Implemented
Roll back the Hiig/Vaygr destroyer health nerf by 5% (from 18% to 13%). hw1 destroyers would receive a matching health buff.
4 Hiig Ion Frigs vs 1 Hiig DD = DD at 37% health
5 Hiig Ion Frigs vs 1 Hiig DD = DD at 5% health
6 Hiig Ion Frigs vs 1 Hiig DD = 2.6 Frigs
Number 6.1 Destroyer Unit Cap
Suggested changes:
Also increase the destroyers unit cap to 6 on medium unit caps. (was 5 in hw2c, and 7 in HWR 1.3)
Number 7: Transferring fighters/corvettes to or from vaygr
Hiig/hw1 normal unit caps:
Fighter 70 (Hiig Interceptors are squads of 5)
Corvette 42 (Hiig Pulsar Corvettes are squads of 3)
Vaygr normal unit caps:
Fighter 108 (Vaygr Assault Craft are squads of 7)
Corvette 56 (Vaygr Missile Corvettes are squads of 4)
Transferring hiig/hw1 swarm to vaygr is overpowered. Transferring vaygr swarm to hiig/hw1 is underpowered.
Suggested changes: Implemented
A vaygr fighter squad of 7 (or 6) counts as 5 supply, and a corvette squad of 4 counts as 3 supply. Its a small exception to the 1 ship = 1 supply rule, but it fixes the exploit. Vaygr normal unit caps changes: Fighter, Interceptors, Bombers, Lance to 80, Corvette to 42.
Number 8: Cruisers considered underpowered
Just look at the patch balance changes and you’ll see hiigaran and vaygr cruisers got hit hard with the nerf bat.
Suggested changes: Implemented
Rolling back the health nerf 10% (from 22% to 12%) would help a lot. hw1 cruisers would receive a matching health bump.
Number 8.2:
Roll back the 10% health buff for hw1 cruisers in the patch preview. They will be the same as in HWR 2.1. This is for some more asymmetric balance:
1 Hiig BC vs 1 Kus HC = 1 Hiig BC with with 10% health
2 Hiig BC vs 2 Kus HC = 1 Hiig BC with 30% health
1 Hiig BC vs 1 Kus HC + 1 Support Frigate = even (targeting the support frigate first, or last)
The other half of the asymmetric balance is #26:
1 Hiig Ion vs 1 Kus Ion = 1 Kus Ion Frigate with 10% health
21 Hiig Ion Frigates vs 21 Kus Ion Frigates = 4 Kus Ion Frigates
Number 9: Vaygr production
Vaygr harvesting is finally on par with hiigaran and vaygr upgrades aren’t sky high anymore. The costs of their carriers may need to go up a bit more to balance production with the other races which have more expensive carriers.
Suggested changes: Implemented
Vaygr carrier cost 1900->2100
Number 9.1
Another small nerf to mass vaygr frigs.
Suggested changes:
Vaygr assault frigate research cost 500->650
650 is how much it cost in hw2c/HWR 1.3. This was reduced last year to help vaygr deal with salvage corvs+GWs. Its no longer needed since ballistics was added and HMF were given a small anti-corvette missile.
Number 10: Bombers overpowered vs corvettes
70 Hiig bombers vs 21 Hiig gunships = 31 bombers
Bomber accuracy is higher vs corvettes than frigates!
Suggested changes: Implemented
Lower bomber accuracy vs corvettes.
70 Hiig bombers vs 21 Hiig gunships = 11 gunships
Number 11: Underpowered ships vs probes and idle fighters
Missile corvettes deal zero damage to probes (bug). An ion platform takes 195 seconds to kill a probe and a pulsar corvette take 51 seconds to kill a probe. Most ships kill probes very quickly.
Also torpedo frigates kill idle fighters too slowly, it takes 2 torpedo’s just to kill one interceptor.
Suggested changes: Implemented
Find and fix the missile corvette bug. For ion platforms, pulsar corvettes and torpedo frigates: increase penetration vs unarmored ships (fighters and probes). They will all still suck vs moving fighters, but will be able to deal with probes and idle fighters.
Number 12: hw1 motherships underpowered vs fighters
HWR 1.3:
Hiig Mothership vs 10 Hiig Ints = 81sec
HWR 2.1:
Hiig Mothership vs 10 Hiig Ints = 108sec
Kus Mothership vs 10 Hiig Ints = 194sec
Tai Mothership vs 10 Hiig Ints = 266sec
Note, all carrier times are actually 30 seconds better than HWR 1.3 at about 160 seconds. Also vay flagship is close to Hiig.
Suggested changes: Implemented (hw1 ms/cc capital guns got a 25% penetration buff vs fighters)
hw1 mothership hull defense guns should be buffed.
Number 13: Defenders too slow to guard frigs.
Suggested changes: Implemented
Bump their speed relative to hw1c levels, from 140 to 214.
Number 14: Anti-fighter frigates underpowered vs hw1 fighters
HWR 1.3:
4 Hiig Flak Frigates vs 70 Hiig Interceptors = 4 flak 83sec
4 Vaygr Assault Frigates vs 70 Hiig Interceptors = 4 assault frigs 107sec
HWR Patch Preview (after fixing #4):
4 Hiig Flak Frigates vs 70 Hiig Interceptors = 4 frigs 94sec
4 Vaygr Assault Frigates vs 70 Hiig Interceptors = 4 frigs 86sec
4 Hiig Flak Frigates vs 70 Kus Interceptors = 4 frigs 200sec (110sec in claws of 5)
4 Vaygr Assault Frigates vs 70 Kus Interceptors = 4 frigs 190sec (170sec in claws of 5)
Suggested changes: Implemented
Increase hiig flak and vaygr assault frigate penetration vs hw1 fighters. Tweak accuracy on both frigs to match HWR 1.3 performance vs hw2 fighters.
4 Hiig Flak Frigates vs 70 Hiig Interceptors = 4 frigs 86sec
4 Vaygr Assault Frigates vs 70 Hiig Interceptors = 4 frigs 105sec
4 Hiig Flak Frigates vs 70 Kus Interceptors = 4 flak 140sec (75sec in claws of 5)
4 Vaygr Assault Frigates vs 70 Kus Interceptors = 4 frigs 117sec (105sec in claws of 5)
Number 15 Torpedo frigates underpowered vs upgraded collectors
With the hw2 collector health buff, collector upgrade cost reduction, and hyperspace inhibitor module cost reduction, the popular hyper-torp strategy was unintentionally nerfed.
HWR 1.3:
1 Hiig Torpedo Frig (upgraded) vs 1 Hiig Collector (no upgrades) = 2 torpedoes to kill
1 Hiig Torpedo Frig (upgraded) vs 1 Hiig Collector (upgraded) = 3 torpedoes to kill
HWR 2.1:
1 Hiig Torpedo Frig (upgraded) vs 1 Hiig Collector (no upgrades) = 2 torpedoes to kill
1 Hiig Torpedo Frig (upgraded) vs 1 Hiig Collector (upgraded) = 4 torpedoes to kill
Suggested changes: Implemented
Increase torpedo frigate penetration vs collectors, to restore 1.3 results.
Number 16 gunplats overpowered vs collectors
10 Hiig Gunplats vs 8 Hiig Collectors (no upgrades) =
HWR 1.3: 232seconds
HWR 2.1: 111seconds
Gunplats are defensive ships, that can be used offensively. When used offensively, they shouldn’t wipe out enemy resource collectors so fast though. They were already very strong on Sheild in HWR 1.3.
Additionally, gunplat accuracy vs frigates and above was reduced from 100% to being the worst of any ship in the game. This should be improved for aesthetics and balance.
Suggested changes: Implemented
Decrease hiig and vaygr gunplat penetration vs resource collectors, to make this match-up take close to 200 seconds. Increase gunplat accuracy vs frigates and above.
Number 17: Vaygr Laser Corvette attack run bug
The vaygr laser corvette attack run is bugged vs certain ships.
28 laser vs 10 hiig resource collectors (upgraded) = They kill the first 2 collectors ok, but then they start doing evasive manuevers and rarely attacking. It takes 400+ seconds to kill them all. When working correctly, they should kill them in under 100 seconds.
This bug probably happens when attacking other ships too, but I haven’t tested.
Suggested changes:
Fix the bug
Number 18 Bombers underpowered vs frigates
Bombers received a big buff vs capital ships, but they aren’t doing good vs frigates.
HWR 1.3:
70 Hiig Bombs vs 10 Hiig ions = 98sec
HWR 2.1:
70 Hiig Bombs vs 10 Hiig ions = 150sec
84 Vay Bomb vs 10 Hiig ions = 140sec
Suggested changes: Implemented
Increase hiig/vay/hw1 bomber penetration vs frigates
70 Hiig Bombs vs 10 Hiig ions = 95sec
84 Vay Bomb vs 10 Hiig ions = 94sec
Number 19 hw1 assault frigates overpowered vs corvettes
10 Kus Assault Frigs vs 42 Pulsar Corvettes = 6 Kus Assault Frigs
10 Kus Assault Frigs vs 42 Kus Heavy Corvettes = 5 Kus Assault Frigs
For reference:
10 Hiig Torpedo Frigs vs 42 Pulsar Corvettes = can go either way
10 Hiig Torpedo Frigs vs 42 Kus Heavy Corvettes = 7 Heavy Corvettes
Suggested changes: Implemented
Decrease hw1 assault frigate penetration vs corvettes
10 Kus Assault Frigs vs 42 Pulsar Corvettes = can go either way
10 Kus Assault Frigs vs 42 Kus Heavy Corvettes = 9 Heavy Corvettes
Number 21 continuous gravity wells
Its a bit too easy to lock down the swarm by continuously building gravity wells and not allowing your opponent to escape. This contributes to the current frigate dominance, and makes swarming look like an under-powered option vs hw1 races. The swarm also takes a lot more damage when sitting idle now.
Suggested changes: Implimented
Reduce hw1 gravity well duration from 45 to 30 seconds. For reference, EMP is 20 seconds with a much smaller area of effect.
Number 21.1:
Assault frig + GW timing will be a full minute faster between #23 and #26. Swarm caught near the edge of GWs is out of range to fire on/damage the GW, and swarm does not get pushed out like in hw1c.
Suggested changes:
Reduce hw1 gravity well special ability diameter by 20%
Number 22 hiig shipyard build time
The hiig shipyard currently builds 10 seconds slower than it did in HWR 1.3/hw2c.
Suggested changes: Implimented
Restore it to how it used to be to ensure hiig and vaygr can both get battlecruisers at the same time (9:40 was the fastest time for both races in HWR 1.3 on a 3000ru start). This will also help with hiig destroyers and cruisers feeling under-powered.
Number 23 hw1 gravity well timing
Hw1 gravity well research takes a long time, and delays other important production research (like capital chassis or ion cannons). Hw2 races can build hyperspace inhibitors quicker, and it only ties up one module production line without affecting research or production much.
Suggested changes: Implimented
Reduce the research time for hw1 gravity wells from 71 seconds to 35 (time with one research ship).
Number 24 cloak generators too slow
In hw1c they were faster than destroyers and ion frigs, now they are slower.
Suggested changes: Implimented
Increase hw1 cloak generator speed to match hw1 ion frigates.
Number 26: hw1 Ion Frigates overpowered vs frigates
hw1 ion frigates are over-performing vs other frigates
HWR 1.3:
1 Hiig Ion Frigate vs 1 Kus Ion Frigate = 1 Hiig Ion Frigate with 20% health
21 Hiig Ion Frigates vs 21 Kus Ion Frigates = 10 Hiig Ion Frigates
HWR 2.1:
1 Hiig Ion Frigate vs 1 Kus Ion Frigate = 1 Kus Ion Frigate with 35% health
21 Hiig Ion Frigates vs 21 Kus Ion Frigates = 11 Kus Ion Frigates
IMHO, this is a HUGE balance issue. And several people have noticed it and complained about it. We definitely don’t want to go from hw2 dominating the late game to hw1 dominating the late game…
Additionally hw1 gets assault frigates slower than hiig ions and much slower than hiig torps or vay HMF.
Suggested Changes:
Reduce the hw1 ion frigate penetration vs frigates:
1 Hiig Ion vs 1 Kus Ion = 1 Kus Ion Frigate with 10% health
21 Hiig Ion Frigates vs 21 Kus Ion Frigates = 4 Kus Ion Frigates
Reduce hw1 capital ship chassis research by 28 seconds and increase hw1 ion cannon research by the same amount. This allows for quicker assault frigs whille keeping ion frigate timing the same. Time is with one research ship.
Number 27: Heavy Corvettes Overpriced
Many hw1 ship costs are balanced somewhere between half or full unit caps compared to hw2. Heavy corvettes are overpriced however.
21 hiig pulsar corvettes cost: 5975 (with upgrades)
42 hiig pulsar corvettes cost: 10350 (with upgrades)
21 heavy corvettes cost: 6615
42 heavy corvettes cost: 13230
Also heavy corvettes are overperforming vs hw2 corvettes:
42 Pulsar Corvettes vs 42 Kus Heavy Corvettes = 10 Kus Heavy Corvettes
Suggested changes:
Reduce heavy corvette cost from 315->285 (down 9%)
21 heavy corvettes cost: 5985
42 heavy corvettes cost: 11970
Reduce heavy corvette penetration vs hw2 corvs by 9%
42 Pulsar Corvettes vs 42 Kus Heavy Corvettes = 5 Kus Heavy Corvettes
Number 28: hw1 Destroyers Underpriced
hw1 destroyers were originally priced lower than hw2 destroyers at a time when they needed a support frigate to stand a chance. That’s no longer the case.
1 Hiig Destroyer (upgraded) vs 1 Kus Destroyer = even
Hiig Destroyer 2000ru, Health Ugrade 1500, Speed Upgrade 600
Average price of upgraded hiig destroyers:
1 = 4,100ru
3 = 2,700ru
4 = 2,525ru
6 = 2,350ru
Suggested changes
hw1 destroyer 1800ru->2500ru (up 800ru, same cost as a support frigate. Still cheaper than 3 hw1 ion frigates at 2700ru. For reference hw2 destroyers are also just a bit cheaper than 3 hw2 ion/hmf frigates.)
Number 29: Hiig/Vaygr Capital Upgrades
Total capital upgrade costs in HWR 1.3:
Hiig health: 12750
Hiig speed: 9750
Vay health: 10000
Vay speed: 8500
Capital upgrades are now twice as expensive for hiig than Vaygr in HWR 2.1:
Hiig health: 6000
Hiig speed: 3000
Vaygr health: 3000
Vaygr speed: 1500
Suggested changes:
Hiig MS/CC/SY health and speed upgrades down 200ru each. Vaygr health upgrade up 1000ru and speed upgrade up 500ru. Also hiig SY health upgrade research time 60->30seconds, vaygr capital health upgrade research time 90->95 seconds, and vaygr capital speed upgrade research time 60->80 seconds. Total costs would become:
Hiig health 5400
Hiig speed: 2400
Vay health: 4000
Vay speed: 2000
Number 101: mushy gravity wells
Gravity wells have their own armour class and every ship does 100% penetration vs them.
Suggested changes: Implimented
Set them to medium armour like other hw1 non-combat units and frigates. This will make other ships treat them consistently for damage calculations. For example: After #4 is implimented, this will make interceptors deal 30% penetration vs gravity wells instead of 100%. Same goes for most other ships that do less than 100% penetration vs medium armour.
Number 102: hw1 motherships/carrier guns not working
They can only shoot at fighters/corvs/probes. Not frigs, etc.
Suggested changes: Implimented
Allow them to shoot at everything like hw2 motherships/carriers can.
Number 103: hw2 motherships/carriers overpowered vs collectors
They have nearly twice the penetration vs collectors than in HWR 1.3. Thats also nearly twice the penetration vs collectors than hw1 races (once #102 is fixed.)
Suggested changes: Implemented
Restore to HWR 1.3 levels.