As many of you probably noticed I’m rather pro hw1 than hw2. After many battles, tests and thinking about a possible solution to all our balancing issues (and of course analyzing all that has been written here on GB forum) I would like to post “my version” of changes that should be made in order to make the MP as it should be.
CHANGES TO PARTICULAR HW1&2 SHIPS
Fighters & Corvettes
Firstly bring back formations how they worked in hw1. When it comes to hw2 this could be tricky but. Make a possibility to use all the formations with squadrons (like wall of squadron of corvettes). This would be very interesting when it comes to strats like “fireball”. Hw2 races would not have to make squads again after using it in comparison to hw1. Also give possibility to disband squadrons for hw2 so that they could use their own at their discretion so that it would be comparable to hw1. While using normal hw2 squadrones hw2 should be at little disadvantage. Also when needed hw2 races should be able to form their squadrons again.
Repair the behaviour of fighters and corvettes. When it comes to corvettes make them kill fighters as fast as it was possible in hw1. For both races. All behaviour the same. Here the only tricky thing would be getting vaygr to have a corvette for anti fighter so in this case we could boost it a little vs fighters.
Bring back the minelaying mechanizm that was implemented in hw1. This would be a variable option for guys wishing to defend.
Repair the behaviour of assault frigates and their use.
Make ships like defense field frigate a passive ability to block projectiles
Implemend no leaching system for support frigates (I will later write about hw2 counterparts) and greatly increase its speed.
Make drone frigate have its drones pernamently outside of his bay so it can attack at all the times.
This would be tricky. Destroyers should not be slower than frigates. Make them slower than assualt’s and faster than ions. There is a reason behind it. Assaults are to counter small ships so they need their speed while ions have to big guns for their engines to give them enough speed. Of course this could be at great cost of manoeuvrability. Disable to ability for hw2 bcs to have modules and bay.
Remove HP upgrades (cause of them bcs are too dangerous)
Remove speed upgrades
Make it necessary to research additional technologies for battlecruiser like in hw1 (additional ion beam research and superheavy chasis for hiig, for vaygr lenghten the time of research).
Make it necessary for hw1 races to research ion technology before going for destroyers.
Now this will be interesting. Here it goes:
Make production of as many units as possible (like in hw1).
Start the game ALWAYS with only ms of carrier (don’t have them both at ms type of games).
Enable the production of resource collectors for hw1 races from carrier (hyperspace it).
It would be difficult but make hw2 races modules not recognizable. For example. We now know exactly where every module is located desired for its purpose. Make it change so If I would build a fighter facility on a hiigarian SY make it locate at a random facility space (even the capital). In this way no one will know what hw2 races are going for and would create more intriguing gaming. Now after probing someone we know exactly what he is going to do. That is the main complaint of hw2 races. Make it even so we wouldn’t blindly go with counter, but after the attack has been deployed.
Make the cloaking system like in hw1. What is the use of a short timed cloaking device which mostly doesn’t do a thing. Vessels should be able to fire while cloaked and reveal themselves only for the time of aggression.
Support frigate equivalents for hw2 races
As we know resource collectors for hw2 races can repair units. Make those repairs happen in the system of hw1. With 1 exception. So that the system will not be abused make resource collectors have 2 modes: harvesting and repairing. Make the time lapse to change 1 minute/2 minutes so that hw2 races won’t be able to abuse this system.
In my opinion it would be fair since then hw2 races will have more space for combat frigates. Something for something.
Now some numbers!!!
I managed to get numbers for hw1 races from HWR and compared them to the original. Here are my thoughts:
With new fighter behaviour reduce bombers firepower by 60%.
If we blindly fix corvettes behaviour without shortening their firepower they will become OP with the healing system fixed. Their firepower should be cut by 30% for light, 50% for heavy and get mutligun corvette lower firepower than heavy (by 65%), but better accuracy. In other case it will replace heavy corvette which we would not like to see.
By doing this we should boost all corvette’s HP. Light - 50%, Heavy 200%, Mutli 200%. Reparing them with so low hp wouldn’t be possible if we encounter a torp frig, which would kill each corvette with 1 torpedo.
List of all number changes
Lower firepower for the following ships:
Bombers - by 60%
Light corvette - by 30%
Heavy corvette - by 50%
Mutligun corvette - by 65%
Assault frigate - by 55%
Ion - by 45%
Destroyer - by 45%
Missile destroyer - by 35%
Heavy Cruiser - by 75%
Lower hp for the following ships:
Support frigate - by 40%
Destroyer - by 50%
Missile destroyer - by 55%
Heavy cruiser - by 55%
Boost hp for the following ships:
Light corvette - by 50%
Heavy corvette - by 200%
Multigun corvette - by 150%
Boost speed for the following ships:
Support frigate - by 30%
Destroyer - by 20%
Missile destroyer - by 25%
Heavy cruiser - by 20%
Possible outcome that would give hw2 races a good advantage is that with the hp boost of corvettes they could save those squadrons of them by docking and repairing and this ability I would only reserve for hw2 races. The game would be more about asymetry then, but still pretty balance. Of course those type of changes I would implement on hw2 races equivalently with a +/- 5-10% so that the game would be balanced enough. Of course I could oversee many issues and I’m pretty tired after writing this post so please give me constructive criticism without any slaughter