Gameplay Bugs & Feedback MEGATHREAD

I had posted this separately, but I think it’s worth being here instead.

Hi guys,

I’d like to give my opinion on what I have experienced so far, keeping an open mind to the fact that this is a new game that was written with certain design decisions and limitations in mind. Currently, I’m struggling to tell which parts of the issues I am experiencing are a result of design decisions and which are bugs, so I’m going to list absolutely everything in comprehensive categories to make it easier for support staff to read.

This post applies to HW:R up to mission 4 as that is as far as I had time to play, including the tutorial and one point about multiplayer.

Fighters
Fighter cannon balancing (Scouts/Interceptors):
Increase rate of fire
Increase projectile velocity
Reduce projectile damage

Issues/Bugs(?)
Scouts do not activate ‘Speed boost’ if they are already moving, even when issuing a new ‘speed boost’ move order
Unable to issue ‘speed boost’ command without issuing a new move order (I.E. cannot activate during battle)
Scouts’ purple bar does not always deplete when speed boost does activate, and trail animation doesn’t activate either, but speed does increase. I have noticed this with 1 ship on 1 occasion
Strike craft (including corvettes) seem to have trouble aiming and do a lot of dancing around instead of chasing

Corvettes
Salvage corvette balancing
Reduce Armour

Turanic Raider Standard Corvette balancing
This ship’s weapons seem to be particularly weak

Issues/Bugs(?)
Salvage corvettes ‘lock on’ animation starts with the salvage corvette being around 3 to 4 ship lengths away from the target. The salvage animation then commences, matching speed with the target and moving closer to the target vessel until it’s attached. This is fine for larger ships, but when salvaging fighters, it’s possible for the salvage corvette to get close enough as a fighter flies by to start the animation, which then means the salvage corvette matches speed, making it fly sideways a lot quicker than it is supposed to, while it slowly moves towards the fighter until it locks on. This looks ridiculous and the fighter should be able to escape during the animation because the corvette isn’t attached, it’s just running it’s attach animation over a period of around 5 seconds before it’s attached.
Unable to tell multiple salvage corvettes to salvage multiple targets. For example, there seems to be no way to select 6 salvage corvettes and tell them to salvage 3 frigates. You have to give the orders to the salvage corvs individually.

Formations
Units do not stay in formation during battle.
When in Sphere formation, the sphere does not surround a guarded target
Units do not stay information when using waypoints
Units do not stay in formation when told to get into formation whilst moving to a new location
Units take a very long time to get into formation
Rules for wall formation seem to be completely screwed. When telling 9 fighters to get into wall formation, instead of 3 rows of 3, they create a cross instead. Other strange shapes are also seen with small numbers of ships
When assigning formations to squadrons (in the tutorial) the squadrons go in that formation, whilst maintaining the formation within their own squadrons. This can be fixed by adding the ability to ‘disband’ squadrons into single fighters, or set a squadron limit to 1 ship in the build queue somehow so they are built individually, and reduce the per unit build time and cost accordingly

Hyperspace
Ships can hyperspace into a new map in whatever formation and layout that they left the old map

Missile Balancing
Increase missile speed
Reduce missile turning circle (missiles can fly in circles around a fighter because it cannot get the angle to hit it)
Slightly reduce missile damage to capital ships
Increase missile damage to strike craft
Missiles have no trails (no big deal but it would be nice to know what its a missile and what isn’t)
Increase missile rate of fire
Add missile ammo limit/regen time

Support Frigate
Support frigates don’t repair corvettes using the repair beam (design decision probably). This is no big deal if the repair corvette can do that instead, but I have not seen a repair corvette yet so I am unsure if they exist in the game

Controls
Unable to assign the same key to multiple bindings. Will have to work around for the time being using keyboard macro software

Cinematics
I experienced a cinematic hang and sound loop at the end of the cinematic at the start of mission 3 when the cinematic was supposed to end. I pressed spacebar to get passed this.

Lighting
Shadows can appear and disappear when panning the camera around a stationary ship (dual light lighting mode)

Multiplayer
Region locked??? Create a ‘world’ region, give people the choice to use it!

That’s it so far. I will post more as I find more issues/‘features’

I would appreciate feedback from support on which of the above is a design decision or a bug, what can be fixed and what can’t.

Thanks!

4 Likes
  • The “queue” display showing all my queues sometimes only shows mothership’s. Research and carrier queues disappear sometimes until I close and reopen the queues
  • We REALLY need independent UI scaling, I cant read how many ships of each type I have selected unless I goto the #2 UI scale setting and it’s massive on 1080p
  • Agree with post above, heavy corvettes are only hitting about 20% of their shots regardless of what I tell them to attack. They appear to be trying to fly like a HW2 gunship but someone forgot to tell them they only have turrets on one side so the heavy corvettes spend a lot of time flying aimlessly until the target is under them.
  • I had a MP game where my enemy tried to steal my HC with salvagers. He couldn’t attach all the corvs needed so I sent in assault frigs to remove the ones still holding it in place. They missed nearly EVERY shot on a STATIONARY corvette. Were Assault frigates resigned to match vaygr ones?
  • We need ability cool down timers for things like heavy corv burst, missile dessy burst, pings, EMPs, etc.
  • Need band box salvaging
  • HW1 style formations are useless for strike craft.
  • Defenders dont strafe, they move like a frigate and it leaves them sitting ducks
  • Can’t repair cryo trays making saving all 6 impossible, especially when 4/5 frigates ignore my fighters and continue killing the trays
  • Mission 4, the carrier gets bugged and never launches more fighters or corvettes and never attacks my mothership, it did, however, try to escape after I beat it up a bit
  • There seemed to be a random light source a few 100m in front of the mother ship that was reflecting off my frigates. It was in one spot and pretty consistent as I could move frigates around the light source and see the lighting change. I suspect it was left there by the Bentusi earlier.
  • You can queue up multiple research ships but the job will cancel after each one, I wanna queue all 6 and be done with it
  • HW1 harvesters seem to be getting stuck “standing in line” waiting for a asteroid slot to open when they’re already full
  • Telling a HW1 harvester to dock with a carrier or mother ship will have it actually dock inside the ship, why isn’t the HW2 harvester code simply reused here?
  • We REALLY need a launch hotkey, maybe shift L so we can launch what has been selected without needing to use the mouse
  • We also REALLY need a more effective way of selecting ships to launch because individually clicking a bunch of them SUCKS. Can we get a double click to select all of one type?
  • All the emblems for skirmish/MP and the launch window are being shown as single column lists, pretty clear bug there
  • Repair corvs and SFs will not distribute themselves among damaged targets. They seem to wanna repair one and then they ignore the fact that any other ships are taking damage
  • DFF’s field hardly blocks anything and is REALLY short on duration, gotta be constantly running 2 frigs, activating every five seconds to keep it going, far too much attention would be spent there.
  • HC ion cannons, much like Hiigaran BC ion cannons appear to ignore the orders given to the ship they’re attached to.
  • Sensors Arrays aren’t very useful for the time and money spent building them Give them the Hiigaran scout’s Ping ability to make them have some semblance of their former function
  • Last I checked Vaygr have no ping on their scouts. They REALLY could use that to balance the factions so that all 4 can do it
  • Sensor Overlay wont show tactical icons unless zoomed in and the dots representing an enemy or friendly when there’s no tactical icon are TINY. Resource node icons are also incredibly tiny.
  • Overlapping hotkeys would be nice, I wanna be able to have ALL special abilities be Z like HW1: defense fields, grav wells, cloaks, speed boosts, bursts, etc. The only place where this is a conflict is with a scout having 2 abilities with ping and EMP, in which case I’ll know to keep those 2 separate or be okay with them both activating at once.
  • The hell is this “Other” category in the unit cap?
  • If the ship salvage corvettes are capturing is destroyed while the capture animation is happening they will continue the animation and get sucked into the mother ship instead of canceling
  • The Taiidan carrier model clips through the front of the Taiidan mothership when launching
10 Likes

Tagging @joekgbx in case he can give any ideas on when these will be fixed. Hopefully soon, because I cannot really realistically play the HW1 Remastered campaign with these issues :confused:

3 Likes

I have to say that the game looks gorgeous. No complaints there.

What I do have a problem with is that Homeworld 1 game mechanics, especially fighters, bombers and corvettes, got the hell beaten out of them with the conversion to the new engine.

Tactics and formations are now useless. The claw formation was there to allow strike craft to focus fire on a target, allowing for a massive alpha strike. Now they break formation regardless of settings. It is a massive nerf to the effectiveness of strike craft. Defenders are now useless for escort as they don’t stay in sphere formation but break and attack. Tactics have essentially been gutted and all but removed.
Having a strike wing in claw formation hit a target and then break as you changed tactics looked glorious and was very effective. Now it looks like a mess.

The removal of fuel has made micromanaging fighters more difficult. Fighter used to go refuel on their own at a nearby support frigates or carriers. Getting repaired in the process. Now they fight until they die, increasing the amount of micromanaging they need.

Building queues in the HW2 style are a massive nerf to HW1 forces and severely limits the amount of ships you can built at any one time. Effecting balance and gameplay.

Several missions now play completely different and the changes have effected these mostly in a negative way.

I never liked Homeworld 2, story nor mechanics, and bought the remastered edition for the Homeworld 1 campaign. What I got is not what I wanted.

11 Likes

Okay, re: pinning this thread… I’m waiting until things settle down a little rather than be constantly moving and merging threads, with a view to combining/centralizing at some later point.

The beta feedback is really useful to gbx, so keep it coming. And it’s really cool to see everyone keeping it calm and factual. I heart you guys.

5 Likes

Hi Gearbox, while I love all the work you have done to revive this great games, sadly you made questionable changes and there are clearly bugs. The complete mess that the formations are now in HW1 Remastered has already been reported, so I won’t focus on it. But there are other problems.

In the second mission, when the Turanic Raiders show up, the music changes to the Turanic battle theme, that’s ok, but in HW1 original this music ended after the retreat of the turanics carrier, so why does HW1 R keep playing the Turanic battle theme after this ? The same problem occurs in the fourth mission.

In the fourth mission in HW1 classic, the Turanic carrier comes close to attack the mothership with its twin ion beams, so why does’nt it do the same in HW1 R ? This mission also “introduces” the player to the harvestable capital ship debris to gain more resource units. In HW2 this is fine, as you are not obliged to manually harvest them thanks to the automated resource collecting in the end of each mission. But in HW1 there have never been any way the accelerate resource collection and this point was one of the most boring in all HW1 gameplay, because in some mission the resources are very scattered, especially the one with the unknown alien ship with taiidan and kadeshi ships under its control. In this particular mission the collecting of all resources takes almost an eternity. Plus, now with the capital ship debris to harvest you have made resource harvesting in HW1 R even longer than in HW1 classic, especially in earlier missions where the player still cannot build a carrier and collectors have to take the debris back to the Mothership, which CANNOT MOVE AT ALL.

So, thank you Gearbox for having made this even more long and boring than in the original game clap clap. Please fix this, activate the automatic resource harvesting at the end of each HW1 R mission, like in HW2.

To finish this, it’s a pity you placed the “Hyperspace” button right in the middle of the screen at the end of a mission, as well as the docking window. Why didn’t you keep them in the places they were at in the original UI ? Why did you put them in places where they spoil the view ? Please seriously consider changing this too.

5 Likes

This has likely been mentioned already, but I’ll throw it in here as a TL;DR

I find that when a level loads, the FPS will be significantly lower than I know my PC can handle. If I alt-tab to the desktop, then re-open the game, the FPS shoots up to wonderful levels.

I’'m using an EVGA GTX 760 2GB and an AMD FX-6300 6-core

  • Bentusi don’t say all their lines the first time you run into them.
  • Strike craft fly straight into the asteroids in Diamond Shoals. No more attack bombers for easy clearing, defenders or corvettes only. I actually had to do it with my frigates and captured destroyer.
  • Captured ships are randomly repainted. The very next mission my captured carrier reverted to Taiidani colors but kept the Hiigaran logo.
  • Kushan ships are using the Hiigaran logo.
  • Bentusi don’t stick around nearly as long as they used to, I missed out on research at the end of Diamond Shoals because of this.
  • Can’t X out of the Bentusi trade window to delay purchase.
  • Can’t seem to execute a mass capture with salvage corvettes, have to select the right number and individually salvage enemy ships or wreckage.
  • Interceptors drop like flies. I’ve completely abandoned them.
  • Strike craft in general just seem…off. Interceptors are weak, Defenders don’t really defend well, Heavy Corvettes take forever to kill Turanic fighters, etc. It was rough going until I got Multigun Corvettes.
  • Murderer’s row of Multibeam Frigates never appeared at the end of Cathedral of Kadesh.
  • Harvesters have to be constantly nagged to keep harvesting. They seem to just give up if there’s no resources within a certain distance.
  • Not a fan of the change in harvester or support frigate/corvette beams. New ones are much less efficient.
  • Dust motes in Supernova mission are exceptionally difficult to see.
  • Telling Support Frigates to heal a fleet frequently results in the frigates forgetting what they’re doing and stopping in space as the fleet moves away.

4 Likes

I have the same Issues with the Formations, my loved Claw Formation is a mere … pile of ships, wich is most likely caused by ships a) no beeing able to strafe sideways as they did in HW1 b) not beeing able to go slower than fullspeed, wich results in ships just breaking out of the formation full speed, specially if you mix up Scouts with Interceptors or even Frigates.

The Harvesters Beam seems to have such a limited Range that it seems to be very hard for the Ship to get into a position were it actually can harvest, wich takes quite some time of circling around an Asteeroid.
Second Thing i noticed is that while i like the idea of the Asteroids not getting harvested until they disappear, in Multiplayer it let to a lot of Cruisers, Frigates and Carriers getting stuck or at least severely hindered when trying to pass one of the spacerocks.

Ui bug probably mentioned somewhere already but if not then here you go:

Some research names are overlapping with their costs in the specific research screen in my case hw1 RM & HW Mp Beta… Playing in a 1204x resulution…

Using the cloaked generator at karos graveyard doesnt seem to help, the automated turrets see it from a mile away and shoot you regardless im not sure thats intended

I find support frigates anything but useless - I use them frequently to repair capitals and strike craft. Their relatively thick armour allows them to stay in battle longer than most other frigates.

Things I don’t really agree for now:

  • Formations should be fixed.
  • Update attack profiles, so that ships bring all their guns to bear (e.g. Heavy Corvette!)
  • Rework balance between Frigats and Supercapitals - I never liked the fact that a single destroyer could mangle a whole frigate fleet.
  • General bugfixing will need to be done, but thats largely cosmetic (animations, some graphics, ship colours)

Apart from that, and seen overall, I very much like the game. I think it’s good.

There are Proximity Sensors in the Graveyard that detect through your cloak. If you destroy them the guns should stop firing at you.

1 Like

I had problems in HW1 remastered campaing. In mission 4 when Bentusi arrives my resource controller gets stuck and the mothership side door doesn’t close. And in the end when you have to destroy the carrier when i did it i got mission failed.

Pasted from another bug thread:

-Second motherships and initial fleet can sometimes spawn after skipping the opening cutscenes. Possibly driver related. Hasn’t happened to me personally but I have seen many people complaining about it.

-Loading a save game on Gardens of Kadesh causes massive stuttering or even slideshow framerates. I’m not sure if it happens on any other level. I tested loading a save on Diamond Shoals and it worked fine.

-Units seem to want to target the front of the raider carrier on mission 4. This causes most of the fire to pass through the massive gap in the carrier structure and cause no damage.
*edit: The raider carrier makes no attempt to attack the mothership or bring its ion cannons to bear on any target.

-Docking large amounts of corvettes seems to cause their engine sound to hang.
*edit: Docking any corvette causes the engine sound to hang obnoxiously loud across any distance.
*edit: Seriously this needs to get fixed. Its effecting my enjoyment of the game far more than anything on this list.

-Pressing B and L to close the build and launch menus doesn’t work.
*edit: Key bindings will not persist between sessions.

-Can’t map all special functions to the Z key like in the original. I shouldn’t have to learn highly specific keyboard commands to get my units to use their special functions.

-Right click menu does not work despite having checked the box.

-Captured carriers spit out bugged enemy fighters and cannot be used to produce units.

-The launch menu is a pain to use. Tons of space but the list of ships only uses 1 column. Can’t select all ships of a single type. Classic HW1 launch manager was much superior.
*edit: Auto launch and stay docked become inverted if a ship is set to stay docked before finishing a mission. Ships auto launch at the beginning of a new mission despite stay docked being checked.

-Canceling a hyperspace jump renders sensor manager inoperable.

-Captured assault frigates from mission 3 are not added to the fleet.

-Capital ship pathing is horrible. Manuvering around the mothership is a pain and destroyers appear to ignore orders when in close proximity to the mothership. Likely pathing related.
*edit: Super Capital ships exiting the Taiidan mothership take several minutes to get into military parade formation
*edit: Super Capital ships (mostly carriers) will not enter some asteroid fields

-Asteroids on Diamond Shoals fade out a few seconds after being destroyed.

-Strikecraft make no attempt not to be crushed by asteroids on Diamond Shoals. Supposedly a problem in classic as well. Would like to see this get fixed in the remastered.

-Attacking the bentusi during Diamond Shoals triggers strange dialogue. The bentusi and Fleet Com have no voiceover and their dialogue consists of:

Bentusi: $60484

Fleet Com: $60485

Bentusi: $60486

I have not tested attacking the Bentusi during any other encounter.

-RNG based weapon accuracy makes very small battles a chore and is lame in general. Not suited for individual fighters and corvettes.

-Fighters/corvettes/frigates are a waste of money. Fighters and corvettes are useless as individual and will not work together in groups. The HW2 combat system is designed around wings of fighters and corvettes meaning individual fighter losses have less impact because they can be replaced after docking. Not true with HW1 fighters and corvettes. Frigates are completely and utterly hard countered by destroyers. Even a single destroyer can completely obliterate a cloud of frigates.
*edit: Recommend making HW1 strike craft be built in wings. This would make them more viable in multiplayer and singleplayer. This seems like the easiest option. Making HW2 fighters constructed as individuals would work too if formations were fixed.

-Formations and tactics are completely broken. They simply do not work. Formations of small ships act as individuals instead of meta units, completely defeating the purpose of assigning them to formations.

-Support frigates are completely ineffective as they use the HW2 harvester repair mechanics. Support frigates are much larger than HW2 harvesters and have trouble latching on to their target to repair it. Recommend emulating the HW1 repair mechanic.
*edit: Support frigate more often than not forget their bandbox repair order.

-Gardens of Kadesh is painfully easy. There are very few swarmers. Needle ship does not ram attackers or posses ion cannons like in the original. Mission ended with the needle ship hyperspacing out instead of being destroyed. Swarmers do not target harvesters despite Fleet Intelligence’s insistence that they are.

-Second half of Gardens of Kadesh is bugged. After the first hyperspace jump attempt, the needle ship hyperspaces away without Fleet Com identifying it as the source of the inhibitor field.

-Swarmers do not attack the drone frigate and instead focus on the drones themselves.

-Bentusi do not stick around nearly as long as they used to. No option to exit trade menu without declining offer to delay purchase. Bentusi dialogue does not play after trading. They hyperspace immediately after trading.

-Combat music will occasionally continue to play despite finishing every objective in a mission.

-Harvesters will periodically stop seeking out resources and need to be told to continue harvesting.

-No magnet effect when salvagers latch onto ships.

-The derelict ship emitting the friendly signal on the Cathedral of Kadesh can be focused on by the camera without having any ships in range. Doing so will trigger the dialogue from Fleet Intelligence identifying it even if the Fleet Intelligence dialogue drawing the players attention to it has not been triggered yet.
*edit: Derelict and surrounding debris are incorrectly marked as enemies a part of the Kadeshi fleet.

-Multi-beam frigates do not roll while firing.

-Issues stated above with strike craft balancing combined with dynamic difficulty scaling from HW2 make the Sea of Lost Souls an RU sink unless you are willing to dissolve your entire fleet.
*edit: 80 bombers were not enough to kill the guarding ships. This needs to be fixed.
*edit: Bombers can be sent directly to the Ghost ship to disable it in seconds. This causes new issues with dynamic scaling as the fleet of guarding ships are all immediately under the players control.

-Taiidan defenders guarding the Supernova research station do not attack.
*edit: Carrier does not launch fighter/corvette defenses

-Supernova station can become uncompletable if the carrier is killed before Fleet Intelligence makes it an objective.

-Enemy mines are not targetable.

-Ships ignore orders and attack debris in the Karos Graveyard. Debris is incorrectly labeled as a part of the graveyard defenses.

-Junkyard office in Karos Graveyard is incorrectly labeled as an enemy a part of the graveyard defenses.

-Debris from Karos Graveyard and anywhere else the asset is used makes beeping noises as if the ship was active.

-Gravwell ships can not be turned off after being activated.

-After the first Needle Ship killed on the Cathedral of Kadesh, the remaining two Needle Ships retreat to the exact same spot. The ship to reach their destination first is killable. The ship that got their second will not be killable until the first one is killed and it moves into the first ones position.

-Playing CPU skirmish on anything other than the multiplayer beta causes spawned asteroids to have very low RU counts even on the highest resource density settings.

-Many objects and pieces of debris cannot be focused on by the camera.

-Extra enemy fleet spawns far below the map on Galactic Core and attacks much later than normal. This fleet was not present in classic and can come up unexpectedly and destroy the mothership before you have time to react. Fleet not consistent with mission design for the rest of the game making it a cheap death. Possibly dynamic difficulty related.

-Carrier on Galactic core does not send extra units to attack the mothership.

-Carrier above the mothership on Hiigara does not send extra units to attack the mothership.

-Hiigara is generally much easier than in classic. Possibly dynamic difficulty related.

-Interceptors launched from the Emperors flagship are supposed to kamikaze against attacking forces in Hiigara.

-Kamikaze doesn’t work.


Many more bugs and issues out there than the ones I listed here. I seriously hope Gearbox is in this for the long haul. I will add to this list as I come across more issues and post it in the relevant threads.

Edit: Seriously was this game even tested at all?

9 Likes

Much like in the original HW, you need to press F10 to open the escape menu. It’s not bound to escape by default because lol legacy code.

That does not shield it from all criticism. I would argue that we should be more critical of a beta so these problems get fixed before the real launch. Thats the whole point of having a beta. To point out issues.

1 Like

So where’s the time compression we saw them using at PAX east? We saw them use it many times, surely its in the game code somewhere. Is there a way to mod that back in? It would be really helpful.

Bug report: In HW1 classic (haven’t tested this in HW 2 classic), the game fails to retain changes made to the video resolution options after turning off the game.

I can’t seem to get HW1 harvesters to harvest dust clouds. They just can’t select it at all, but they’ll move to it like an object destination.