Lazer72
(Lazer72)
#303
I seriously hope your are going to implement offline LAN (No Shift, Steam) in the games.
This is extremely critical.
I really don’t want this ruined by the fact that you just want everyone to use Shift and Steam for multiplayer. It makes no sense not to have it.
I want to be able to play this brilliant game with my brother wherever I am, not needing a constant, stable internet connection when he is just right next to me!
This feature was in the original games, please restore it.
8 Likes
Norsa
(Norsa)
#304
Can we please get an update on the bug where the ships turns away from their target? It is really really annoying and it really should not be hard to fix…
4 Likes
Ship docking stackups are ridiculous. I ordered 50 fighters to dock to my carrier, and they formed a chain about 5 km high. They should just bunch up around the carrier and fly in when need be.
4 Likes
Gotcha_nl
(Gotcha!)
#306
I fully agree, especially in mission 10. The line formed is so long that ships are fried in radiation.
The following is not really a bug persé, but interesting nonetheless. To me anyway.
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HW1R: Mission 3: If I mod in frigates, destroyers and cruisers and reach mission 3, scripts seem to break. I’m thrown directly into the frigate captured/crew interned bit and whatever I try afterwards, the mission fails. Objectives remain empty.
Feels like shoddy scripting, just having the game do a check whether or not he has a frigate or destroyer type vessel and move to script x. (I imagine that’s what is happening.) Why not do a check somewhere if the player actually captured an enemy frigate before moving to script x?
I’ve been trying to locate the problem myself but have failed miserably.
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HW1R: Mission 7: I had a cruiser and missile destroyer with me. Fleet Command does not order you to start harvesting, instead the Kadeshi turn up instantly. Doesn’t break the mission though.
I understand if this isn’t looked into, since people are not supposed to have frigates/capital ships in early missions, but hey, who knows, maybe one of you wants to go the extra mile. 
3 Likes
The assault frig flight model and corvette flight model are the two biggest HW1 race killers at the moment. Gearbox really need to fix this!!!
3 Likes
Gotcha_nl
(Gotcha!)
#308
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HW1R, mission 12: Fleet Command mumbles something about enemy units targeting your fighters, but the initial units surrounding you when you jump in just attack the nearest target.
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HW1R, mission 13: The Junkyard Office is initially hostile. It becomes neutral once one of your ships gets close enough. This is very sloppy scripting. I just tried to attack the office with a bunch of destroyers and blew up the office (although there wasn’t any kind of explosion, it just disappeared).
The mission failed after that.
The Junkyard Office should be neutral right from the start (and while you’re at it, all the derelicts should be as well!).
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HW1R, mission 13: A minor thing: A damaged fighter/corvette gets repaired by the Junkyard Office. I have no idea if this was the case in the original game, but it seems a bit silly nonetheless.
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HW1R, mission 16: When Captain Elson warps in his ships are initially hostile. I haven’t tried attacking the ships right away, but seeing how the junkyard office is handled I’m sure that it’s possible. They should be neutral from the moment they jump in!
HW1R, Frigates/Destroyers/Cruisers: I urge you to rebalance them.
- Homeworld 1 frigates were never made out of wet toilet paper. It’s absolutely insane that a group of frigates has no chance of killing a destroyer without heavy losses.
- A couple of Homeworld 1 destroyers could destroy a cruiser if managed properly. Now they have no chance whatsoever. Let alone frigates. A large group of frigates could take on a cruiser. Now the cruiser just needs to fart in their general direction for them to pop.
- The Taiidan cruiser seems to do more damage than the Kushan cruiser for whatever reason. I attacked a Taiidan cruiser with my cruiser and I had the first shot, but the Taiidan cruiser still made mincemeat out of my cruiser by far!
- Heavy corvettes: Is there ever a time where they use both their guns? After seeing them in action I tend to doubt it. The way it is now heavy corvettes would always do half their damage. Should be looked into!
- Fighters/corvettes standing still, out or inside a gravwell, should always have a near-100% chance to get hit. It looks so stupid seeing a group of destroyers trying to hit the stationary defenders around the nova research station. And that’s just one example.
In fact, it would be nice if someone would review this entire crapfest of balancing you guys did. No offense. Frustration speaking here.
Separate Homeworld 1/Homeworld 2 teams in multiplayer. Remaster Homeworld 1 properly!
7 Likes
ForceUser
(Force User)
#309
1 Like
Gotcha_nl
(Gotcha!)
#310
Yeah, sorry. I was trying out some frigates vs destroyers vs cruisers combat and got really frustrated over how HW1’s balance is completely ruined in HW1R.
I’m sure the Gearbox lads can take it. Afterall, they did make promises that they didn’t keep.
I’m still grateful for what they did for even if they leave HW1R in its current state there’ll be amazing modders that will set things straight. However, it would be a shame that it’d be yet again a group of passioned modders to finish what a developer started.
6 Likes
Pretty sure this is true for the Kushan assault frigates also. They miss half of their damn shots, a lot of them by a pretty laughable distance
Just so you know, the rebalance mod on the steam workshop sorts out a lot of the ship problems you describe. My favourite is that the mod author restored the strafing ability of corvettes from the original, so they now actually bring all of their turrets to bear, though not in formation unfortunately. Your cruiser dying like that is also corrected in the mod as far as I know. I think the the Taiidan Heavy Cruiser’s ion weapon did like 50% more damage than it should have done for some reason. Frigates have had their armour beefed up a bit too, but still not enough in my opinion.
2 Likes
ynvaser
(I C#)
#313
Resource collectors sometimes get stuck together if you move the mobile refinery too close to an asteroid. This is an old HW2 bug, nothing changed in RM.
1 Like
goose3
(Goose3)
#314
Actually something related to the sensors manager & in my opinion a minor bug or glitch.
Both in Vanilla HW1 - HW2 & even in Cataclysm when you had your ships and fleets around the map or the same even applying for enemy vessels and you wanted to move your ships to other ships either enemy ones or your own then you actually did see an indicator on where exactly those ships were on the plain disc level. Either below or above the center height 0.
In the remastered edition though that doesn’t seem to be the case anymore at least not often especially not when there are other objects nearby like asteroids, debris etc…
I never had problems in the original games jumping or moving to certain points to rally with other forces or even engage enemy forces. Nowadays I sometimes move & jump totally elsewhere simply because I can’t determine the angular anymore or the right height.
That should get investigated, enhanced and possibly getting fixed.
I’m a hw1 vet since minute1 so no worries here guys that I might not know how the 3D movement works. I do know.
EDIT: AS for the discussion above. Good catch and everything is true. For now I recommend playing the mod “remasters rebalanced 0.32” out of the workshop.
It addresses all the issues you mentioned @Gotcha_nl. In fact both HW1 cruisers give x2 times as much damage as they should against frigates etc. It apparently was a scripting error by GBX in which certain damage values were ruined by a missing comma within the script.
That mod author also did restore proper HW1 corvette behavior and it’s really fun playing now although much more re balancing is required in his mod. Frigates were also buffed etc. but read for yourself:
http://steamcommunity.com/sharedfiles/filedetails/?id=401723873&searchtext=
3 Likes
lejawa
(Lejawa)
#315
I doubt “bug” is really the right word for this, but it is nonetheless something that should be looked at and addressed. I’ve got my anti-aliasing set up all the way (x16) , and on HW1R Mission 10 (Super Nova Station), it is pretty much impossible to see the “veins” running through the map in Sensor Manager. I tried at least a dozen times to move my frigate/captial ship strike group through the veins and every time, my ships ended up outside of the veins, and I would quickly lose my frigates. I tried turning down the resolution and that proved mostly fruitless, but when I turned anti-aliasing down to x2, the rocks and dust became clearly visible and I was able to easily navigate the map again, just like in the original.
@DeChuRi: I just noticed your post. This workaround should help you out.
Perhaps a good solution would be to increase the size of the particles in Sensor Manager when anti-aliasing is set high.
On a different note, I think I see how the Support Frigates work. Press and hold Y, and drag a box around the Strike Group/Formation you want them to service. So far, they seem to stay on top of things and keep the whole group repaired.
Stuart98
(Stuart98)
#316
But repair corvettes still work a lot better.
Found two bugs in HW2 Remastered:
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In Mission 02, it is possible for random bishop transports to be completely immobile and are stranded in their starting position. In my case, I defended Bishop Two just fine, but it never moved to the Mothership, which meant I had to use force attack to use my own ships to blow it up, just to continue the mission (the game won’t complete the objective until all present transports on the map have docked). Not sure why it didn’t move, but it could probably happen to any particular transport at random.
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Maybe it’s just me, but has anyone noted that random sections of lines from Michael Suncyzk (apologies for spelling of that) don’t sound like they’re recorded properly? You can notice this in the Mission 05 cutscene, in which the last line “We must retrieve the Oracle before the enemy” is hard to hear and sounds nothing like the previous lines in that cutscene. This happens also in Mission 03 when FI is addressing the shipyard at the start of that mission, as well as when FI draws attention to anomalous signals in the hulks at the start of Mission 6. It’s quite irritating to see the voice changing so randomly like this.
If you’re talking about the fleet that comes up from below based around a heavy Cruiser, yes it was in the original. I was blindsided by it a few times in 1999-2003 and again in 2012 when I’d forgotten about it.
ForceUser
(Force User)
#319
Yup I remember it clearly form the first time I played the game back in 1999.
Another HW2 Remastered bug:
- In Mission 09, the last two lines in the cutscene where Captain Soban is captured are spoken by the wrong voice actor. The lines are currently spoken by Soban, but these are supposed to be spoken by Fleet Intelligence. (after he gives the co-ordinates)
- In the same scene, the wrong graphical image is used for each speaker (the FI icon used for Soban’s lines, instead of Soban’s icon)
There are many Fleet Intelligence lines in HW2 remastered that appear to be missing post-processing.
2 Likes
Discovered a bug with HW2:R Research/Advanced Research modules while playing with a friend.
Ships that are marked as dependent on these modules can still be built after the module has been built, then scrapped. This is confirmed to work both with Hiigaran and Vaygr.
Other modules and research are still properly unavailable, but ships can always be built so long as you already have the relevant construction module for them.