Homeworld Remastered Patch Balance Changes


(Cloaked) #1

Here’s the details of the balance changes in Homeworld Remastered. I’ve been helping Gearbox balance these patches since June 2015 with several other people here. Hope you guys like the patches!

1.0 to 1.3 Patch Balance Changes

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1.0 to 1.3 Patch Summary - February 25, 2015 to August 20th, 2015
There were only bug fixes and minor balance changes between the release of 1.0 and the 1.3 Patch.

All Races
Corvettes
Fixed the major corvette damage bug. This bug was causing laser and missile corvettes to deal far too much damage, and pulsar corvettes to deal a bit too much as well. These units were never properly balanced from the 1.0 to 1.3 patch.

Fixed a hyperspace issue, where ships would over jump their destination and hit an inhibitor in the distance.

Fixed a special ability timer issue, where abilities would deplete and recharge twice as fast as they were supposed to.

Vaygr
Assault Craft
Reduced the kamikaze damage 92% (to fix an exploit, and be in line with similar ships)

Missile Corvettes and Laser Corvettes
Fixed a bug where they were not affected by Gravity Well Generators.

Kushan and Taiidan
Repair Corvettes
Health decreased 50%

Support Frigates
Health decreased 9%
Speed increased 17%

Destroyers
Health increased 6%

Missile Destroyers
Health increased 6%

Note:
In addition to the changes listed above, many weapons were tweaked a bit. But these didn’t really do much to improve the balance problems in 1.0 to 1.3. After the 1.3 patch, Gearbox released several versions of the Official Gearbox Balance Mod from August to September 2015. This was later replaced by the 2.0 Patch.

Non-Balance Changes (for all patches)

Homeworld Remastered Collection Update Information is here.

2.0 Patch Balance Changes

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2.0 Patch Summary - June 7th, 2016
Kushan and Taiidan have seen major changes to better reflect their Homeworld 1 Classic (hw1c) performance and for better balance against Hiigaran and Vaygr. Hiigaran and Vaygr are largely the same as in Homeworld 2 Classic (hw2c), but with several improvements and many tweaks for better balance vs hw1 races.

Several features from hw1c have been brought back and added to all the races. Aggressive/Neutral/Evasive Stance’s to boost damage or speed. Formation’s have small damage/accuracy/speed modifiers for different ships. Balistic/simulation features, for example idle ships are generally a lot easier to hit than moving ships now. Useful scuttle blast damage for most ships. This all adds a lot of depth to the game.

Harvesting for all races has been balanced. Hiigaran has stayed the same, Vaygr has been brought up to par (was about 5+% lower), Kushan now matches Hiig, and Taiidan has been brought up to par with Kushan.

Hiigaran and Vaygr

I’ll quote Scole on by far the biggest change: “Single tiered upgrades. Yes, there was a definite strategy between the original HW2 races that is lost but now there are two races without upgrades who must remain a viable play option. HW2 base stats for ships are higher than Classic and when upgraded ships usually fall close to where they would have been at the level 2 upgrade. For HW2 races this frees up Resources that can be used elsewhere. Vaygr, with their particularly expensive family-wide upgrades benefit from this.”

Fire Control Tower/Vaygr Command Corvette damage and accuracy boost lowered from 15% to 7%. Maximum damage/accuracy stack lowered from 40% to 20%. This was done to balance the late game vs hw1 races which don’t have these.

The new unit cap system counts fighters and corvettes by individual ship rather than by squad for consistency across all 4 races. This is a silent buff to ships with small squad sizes including: scouts, minelayers, and command corvettes.

Hyperspace Inhibitors
Cost 1500->1000 to balance vs hw1 races that can hyperspace from the start of the game

Carrier Fighter/Corvette/Frigate Facilities
Health up 40% to be closer to the mothership facilities health. This was to balance vs hw1 races which do not have subsystems.

Capital Ship Facilities
Health up 30% to make them stronger than fighter/corvette/frigate facilities and to balance vs hw1 races which do not have subsystems.

Below I’ve listed anything notable that’s changed more than 5%. Health/Speed changes are for fully upgraded ships. The move to single tiered upgrades caused many ship’s health and speed to change by small percentages such as 1%-15%, and that’s just how things shook out.

Resource Collectors
Health up 25% to balance vs hw1 collectors which start with far more health. Interceptor damage vs collectors was also increased to keep the early game hw2c balance.

Fighters
The health of each hw2 fighter has gone up from 30 to 90, but the attack of their counters has also gone up to match. They have been balanced close to their prior performance. This was done to better balance the new features including formations and stances, and to improve battle outcome consistency. Balancing 30 hp one shot kill fighters became a fools errand with the new features.

Scouts
Cost: 350->300 was one of the final tweaks to balance vs hw1 races
now unit capped at 18 (6 squads). Was necessary since they take up way less space in the new unit cap system.
EMP duration 35->20 seconds. Idle ships now take way more damage, so EMP had to be adjusted.

Interceptors/Assault Craft
Cost: 500->450 was one of the final tweaks to balance vs hw1 races

Bombers
Health: up 50% more than interceptors are now, to improve survive-ability.
Got a sizable attack buff. They should now be a better capital ship counter.

Pulsar, Gunship, Missile and Laser Corvettes
Health up 12%

Destroyers
Reduced the size of the engine subsystems to minimize a hw2c issue where destroyers broadsiding each other would often absorb a lot of bullet damage with their engines.
Unit cap: 7->5 (was 5 in hw2c)

Battlecruisers
Unit cap: 3->2

Shipyards
Speed up 25%

Probes
Cost 150->70

Proximity Sensors
Cost 250->150

Hiigaran

Resource Collectors
Health Upgrade Costs 1200->800

Resource Controllers
Health Upgrade Costs 1500->400

Gun Platforms
Health Upgrade Costs 1300->700
Health down 7%
Speed down 20%

Ion Platforms
Health Upgrade Costs 1300->1200
Health down 7%
Speed down 20%

Scouts
Generally all ship’s base hull and speed increased, while fully upgraded stats stayed the same. This ship didn’t have upgrades, so their base stats received a bump.
Speed 460->512 (was 480 in hw2c)

Interceptors
Speed Upgrades Costs are still 800, maybe the only upgrade that didn’t change in price.

Bombers
Speed Upgrade Costs 800->600

Gunship Corvettes
Attack buffed, this ship was under-powered.
Health Upgrade Costs 1250->800
Speed Upgrade Costs 800->400

Pulsar Corvettes
Attack balanced against Vaygr missile corvettes (corvettes had balance issues since release due to several bugs, and bug fixes)
Health Upgrade Costs 1150->1200
Speed Upgrade Costs 1050->600

Minelayers
Health 400->900 Before they were easy to snipe since they weren’t a squad of 3.

Torpedo Frigates
Attack lowered vs fighters.
Health Upgrade Costs 2200->1000
Speed Upgrade Costs 1250->600

Flak Frigates
Health Upgrade Costs 2200->1000
Speed Upgrade Costs 1250->600

Ion Frigates
Is now better able to shoot idle corvettes, like salvage corvettes.
Health Upgrade Costs 2200->1000
Speed Upgrade Costs 1250->600

Marines
Fixed a hw2c oversight where every ship in the game had 100% accuracy vs marine/infiltrator frigates. Now they are treated as a regular frigates for accuracy calculations, which is a silent buff.
Unit cap 5->6

Defense Field Frigates
Generally all ship’s base hull and speed increased, while fully upgraded stats stayed the same. This ship didn’t have upgrades, so their base stats received a bump.
Health up 11%
Speed up 9%
Unit cap 4->2. It was 2 in hw2c, and stacking 4 DFF can be quite overpowered.
The following changes incentivize more usage:
Cost 1250->1000
Build Speed 70->60 seconds
Duration 20->32 seconds

Destroyers
Health Upgrade Costs: 2500->1500
Speed Upgrade Costs: 2500->600
Health down 18%
Health regen improved 28%
Attack up 5% vs frigates, and down 30% vs resource collectors.

Battlecruisers
Health Upgrade Costs: 5000->1500
Speed Upgrade Costs: 2500->600
Health down 22%
Speed up 6%
Attack down 28%

Motherships
Health Upgrade Costs 1250->1000
Speed Upgrade Costs 1250->600
Health down 33% (up 5% from hw2c)
Speed down 7%

Carriers
Health Upgrade Costs 1750->1000
Speed Upgrade Costs 1500->600
Health up 9%

Shipyards
Fixed a hw2c bug with their cloak module
Health Upgrade Costs 2250->1000
Speed Upgrade Costs 2000->600
Health down 34% (now about the same as hw2c)

Vaygr

Utility Ships
Health Upgrade Costs 3600->1200

Resource Collectors
RU load per trip 200->208
Speed up 1.4%
Now start with 7 collectors instead of 6 (Yes the Vaygr mothership is that bad at harvesting).

Platforms
Health Upgrade Costs 2600->1500

Gun and Missile Platforms
Health down 12%
Speed down 20%

Hyperspace Platforms
Cost 750->375
Speed up 8%
Has a minor sensors distortion probe effect for itself only, to incentivize its use.

Fighter Unit Cap
In HWR Public it was 15 squads, but in hw2c it was 18 squads. Now its set to 108 individual fighters to target the hw2c balance. Build possibilities:
4 scout squads (3 per squad) + 14 interceptor squads (7 per squad)
16 interceptor squads (7 per squad)
18 bomber squads (6 per squad)
18 lance squads (5 per squad) + 3 interceptor squads (7 per squad)

Fighters
Speed Upgrade Costs 1600->1200

Scouts
Cost 350->300
Speed down 7%
EMP research cost 1000->1500 To balance the reduction of fighter speed upgrade costs and scout costs.

Bombers
Vaygr bomber damage has been improved to be closer to Hiig (longstanding hw2c issue)

Lance Fighters
Attack buffed, was under-powered and very niche

Corvettes
Health Upgrade Costs 2700->1600
Speed Upgrade Costs 2400->1000

Missile Corvettes
Attack balanced against Hiigaran pulsar corvettes. (corvettes had balance issues since release due to several bugs, and bug fixes)

Laser Corvettes
Attack balanced close to hw2c performance vs frigs and capital ships. (corvettes had balance issues since release due to several bugs, and bug fixes)
Fixed a bug where they lose DPS when corvette speed was upgraded.

Minelayer Corvettes
Base Health 400->900
Upgraded Health 640->1,350
Before they were easy to snipe since they weren’t a squad of 3.

Command Corvettes
Ping ability added, doesn’t require any additional research
Health increased 40% to match minelayer change
Now flies around in battle instead of siting idle so they aren’t such easy targets.
Unit capped at 2. The new unit cap system is a silent buff to these, and too many command corvettes would have been quite unbalanced for the other races. Also now that battlecruisers are unit capped at 2, Hiigaran is unlikely to have more than 2 FCT’s in a battle.

Frigates
Health Upgrade Costs 4400->2000
Speed Upgrade Costs 2500->1200

Assault Frigates
Attack buffed, this ship was under-powered
Assault frigate research cost 650->500
Health down 7%

Heavy Missile Frigates
Is now better able to shoot idle corvettes, like salvage corvettes.
Range up 14% to prevent Hiig Ion frigates from kitting them.

Infiltrator Frigates
Fixed a hw2c oversight where every ship in the game had 100% accuracy vs marine/infiltrator frigates. Now they are treated as a regular frigates for accuracy calculations, which is a silent buff.
Generally all ship’s base hull and speed increased, while fully upgraded stats stayed the same. However due to the above, Hiig marine frigates and Vaygr Infiltrator frigates didn’t received any base speed/health changes. Since there’s only one teir of upgrades now, this means the fully upgraded Vaygr infiltrator frigate is a bit lower than before:
Speed down 7%
Health down 12%

Capital Ships
Health Upgrade Costs: 10,000->3,000
Speed Upgrade Costs: 8,500->1,500

Destroyers
See above, upgrades are now 14,000ru cheaper
Health down 18%
Health regen improved 28%
Attack up 5% vs frigates

Battlecruisers
Range now matches Hiig battlecruiser to prevent kitting
See above, upgrades are now 14,000ru cheaper
Health down 22%
Speed up 6%
Damage down 28%

Flagships
Health down 35% (up 9% from hw2c)
Speed down 7%

Carriers
Health up 29%
Cost 1700->1900
Bombers got buffed, so we wanted to make sure fragile Vaygr carriers wouldn’t go poof early game. Costs were notched up a bit since the health went up so much.

Shipyards
Health down 26% (now about the same as hw2c)

Kushan and Taiidan

I’ll quote Scole again here: “The [patch] contains edits to [hundreds of] files. The complexity of the interactions the changes have on the game would make itemizing every change lunacy so instead we will speak to some of the general changes… …It will not and can not be an exhaustive, comprehensive list. You will have to play to really feel it out.”

Generally speaking, Kushan and Taiidan ships perform a lot closer to hw1c while being better balanced against Hiigaran and Vaygr. Below I’ve noted some of the more important changes, and provided some ship role/performance information.

Research costs/times adjusted to allow a hw1 player to choose to start at either fighters, corvettes or frigates and to be better balanced vs hw2 races.

Fighters and corvettes have received big speed buffs, to match upgraded hw2 ships.

Scouts
Cheap anti-fighter, not quite as strong as interceptors.

Interceptors
Balanced against hw2 interceptors when in formations. Tip: small formations like a Claw or X of about 5 ships, are going to perform better than lose ships not in a formation.

Defenders
Unit capped at 20

Bombers
Better at countering capital ships than before.
No longer require plasma bomb research in multiplayer.

Kushan Cloaked Fighters
Anti-fighter, and good vs utility ships
Unit capped at 20

Taiidan Defense Fighters
Still good at killing missiles, but not so overpowered vs Vaygr anymore.
Unit capped at 10

Repair Corvettes
Repair is much better than before.
No longer require any research like in hw1c.

Salvage Corvettes
Speed increased 150->255

Light Corvettes
Cheap anti fighter
Just require corvette drive research like in hw1c.

Multigun Corvettes
Better anti-fighter

Heavy Corvettes
Anti-corvette balanced against pulsar corvettes and missile corvettes. Also pretty good vs frigates and capital ships.

Minelayer Corvettes
Health increased like hw2 minelayers were

Support Frigate
Repair is much better than before, your going to want to use these.

Assault Frigates
Anti-corvette, not very good vs fighters unless they are trapped in a gravity well. Pretty good vs frigates too.
Health and speed changed closer to upgraded Hiig/Vaygr frigates:
Health up 72%
Speed up 47%

Ion Frigates
Health and speed changed closer to upgraded Hiig/Vaygr frigates:
Health up 53%
Speed up 27%
Attack: balanced against Hiig ion frigates

Kushan Drone Frigates
Shreds interceptors pretty fast, pretty good vs corvettes too.
Drone duration greatly increased.

Taiidan Field Frigate
Now equipped with a new field that’s always on.
Unit capped at 2, as 2 of these stacked stops 95+% of bullets. Like in hw1c, these don’t block ions or missiles.

Destroyers
Now requires Ion Cannon research due to their Ion based weaponry, like in hw1c.
Now requires Super Heavy Chassis (carriers and destroyers were swapped in the tech tree)
Built Time 178->160 seconds (between hw2 destroyers with and without improved manufacturing research)
Health up 10%
Health regen improved 42%
Speed up 41%
Unit capped at 5
Attack balanced against hw2 destroyers.

Missile Destroyers
Good vs fighters and corvettes now
Unit capped at 2

Heavy Cruisers
Now requires Ion Cannon research due to their Ion based weaponry, like in hw1c.
Cost 3600->4500
Built Time 293->250 seconds (between hw2 cruisers with and without improved manufacturing research)
Health up 20%
Health regen improved 20%
Speed up 27%
Unit capped at 2
Balanced to be a bit weaker than hw2 battlecruisers. However these are very strong when combined with repair units.

Resource Collectors
Built Time 60->50 seconds
Health down 17%
Can now hyperspace

Resource Controllers
No longer requires any research.
Can now support 8 resource collectors, and is much closer to the performance of their hw2 equivalents.

Gravity Wells
Research cost 700->500
Health up 33%
Hyperspace inhibitor effect range increased to be closer to the hw2 hyperspace inhibitor range
Gravity well ability range reduced to more closely match the hw1c range.
Ability duration 90->45 seconds (Idle ships now take way more damage)
No recharge like in hw1c, however the ability can be turned on/off at any time.
Now always reduce enemy accuracy within their inner ring. Basically the opposite of a fire control tower for accuracy, due to the gravity distortion.

Motherships
Hyperspace costs increased from 500base/1300max to 1000base/1500max. This better balances hw1’s ability to hyperspace from the very start of the game.

Carriers
Health up 37%
No longer requires super heavy chassis research. This gives players more flexibility in choosing their next upgrade path, and provides better balance vs hw2 races.

Note: For ship health I’ve provided the actual effective health, what’s displayed in game can be off by 20% sometimes due to armor damage modifiers.

2.1 Patch Balance Changes

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2.1 Patch Summary - June 10th, 2016
This was a minor patch, released a few days after the massive 2.0 Patch.

Hiigaran and Vaygr
Fixed an attack style issue for battlecruisers vs frigates.

Hiigaran
The following minor tweaks better balance Hiigaran upgrades against Vaygr upgrades.

Gun Platforms
Health Upgrade Costs 700->800

Ion Platforms
Health Upgrade Costs 1200->800

Pulsar Corvettes
Health Upgrade Costs 1200->1000

Kushan and Taiidan
Kushan Cloaked Fighters
Research Time down 50%
Build Time 10->15 seconds

Taiidan Defense Fighters
Research Time down 50%
Build Time 12->18 seconds
Speed up 13% (to match interceptors)

Multigun Corvettes
Research Time down 33%
Build Time 25->22 seconds

Heavy Corvettes
Research Time down 45%
Build Time 25->22 seconds

Research Ship (Kushan only by mistake)
Health up 50% (to match time to kill a homeworld 2 research module with interceptors)

2.205 Patch Changes

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2.205 Patch Summary - July 5th, 2016
Gearbox’s 2.205 Patch Preview resolved most of the 2.1 Patch Balance Issues. Unfortunately Gearbox ended support for HWR prior to rolling this out as a full patch. The 2.205 Patch Preview can be opted into on Steam as a beta, or downloaded as part of the 2.3 Players Patch.

Hiigaran and Vaygr

Gunplats
Damage vs fighters up 100% (A typo gave them less damage than intended)
Damage vs hw2 resource collectors down 43%
Accuracy vs frigates and capital-ships 40%->80%

Interceptors/Assault Craft
Damage vs corvettes down 31%
Damage vs frigs and capital-ships down 60%
Damage vs subsystems up 40%

Bombers
Accuracy vs corvettes 80%->20%
Damage vs frigates up 40%

Destroyers
Normal Unit Caps 5->6
Health up 6%

Battlecruisers
Health up 13%

Platform Modules on carriers
Health up 25%

Fighter, Corvette, and Frigate Modules on carriers
Health down 11%

Motherships/Carriers/Shipyards/Resource Controllers
Damage vs hw2 resource collectors down 45%

Hiigaran

Ion Platforms
Damage vs idle fighters/probes increased a lot

Gunship Corvettes
Damage vs fighters up 13%

Pulsar Corvettes
Damage vs fighters/probes increased 100%

Torpedo Frigates
Damage vs hw2 resource collectors increased 30% (only helps vs upgraded hw2 collectors)
Damage vs fighters/probes increased 100%

Flak Frigates
Damage vs hw1 fighters increased 64% (results in a decent buff)

Battlecruisers
Range up 3%
Fixed an issue where the hiigaran battlecruiser would sometimes sit pointed 10 degrees up or down vs a target on the same vertical level - causing the nose of the ship to block one ion turret from attacking.

Motherships
Health Upgrade Cost 1000->800
Speed Upgrade Cost 600->400

Carriers
Health Upgrade Cost 1000->800
Speed Upgrade Cost 600->400

Shipyards
Build Time 85->75 seconds (was 75 in hw2c)
Health Upgrade Cost 1000->800
Speed Upgrade Cost 600->400
Health Upgrade Research Time down 50%

Vaygr

Re-balanced the Vaygr unit caps, to allow for fair transferring between players of different races. Interceptors/Bombers now count as 5 supply, and Missle/Laser Corvettes count now as 3 supply. Unit caps have been updated appropriately.

Missile Corvettes
Damage vs fighters down 55% (they now perform closer to hw2c)
Fixed a bug where they would deal zero damage to probes

Laser Corvettes
Fixed a bug with the attack script where laser corvettes would start doing evasive maneuvers and rarely attacking. This bug fix makes laser corvettes much more effective.

Assault Frigates
Cost 500->650 (was 650 in hw2c)
Research Time up 12% (to same as hw2c)
Damage vs Hiig/Vaygr fighters down 50% (results in a small nerf)
Damage vs hw1 fighters up 400% (results in a decent buff)

Battlecruisers
Trinity Cannon Range up 1%
Overall Damage vs capital-ships down 6% (with no micro, makes 1 hiigaran cruiser vs 1 vaygr cruiser consistently come out even like in hw2c. With micro, vaygr can slightly out-range hiigaran and win.)

Carriers
Cost 1900->2100

Capital Ship Health Upgrade
Cost 3000->4000 (to balance vs Hiig)
Research Time up 5%

Capital Ship Speed Upgrade
Cost 1500->2000 (to balance vs Hiig)
Research Time up 33%

Kushan and Taiidan

Scouts
Damage vs fighters down 50% (A typo gave them twice their intended damage, causing major balance issues)
Damage vs corvettes down 31%
Damage vs frigates and capital-ships down 50%

Interceptors
Damage vs corvettes down 31%
Damage vs frigates and capital-ships down 50%
Damage vs subsystems up 40%

Bombers
Accuracy vs corvettes 80%->20%
Damage vs frigates up 40%

Defenders
Speed up 53%

Corvettes
Now move around a little more in combat.

Light Corvettes
Damage vs fighters up 20%

Multi-Gun Corvettes
Damage vs fighters up 38%

Heavy Corvettes
Cost 315->285
Damage vs hw2 corvettes down 9%

Assault Frigates
Capital Ship Chassis Research: Research Time down 160->120 (allows hw1 to get assault frigates faster)
Damage vs corvettes down 50%
Damage vs hw2 resource collectors down 25%

Ion Frigates
Ion Cannon Research: Research Time up 50->90 (same timing, considering the capital ship chassis research buff)
Damage vs frigates down 24% (they still beat hw2 ion frigates with 10% health left. This was a big oversight in balance testing the 2.0 patch.)

Destroyers
Normal Unit Caps 5->6
Cost 1800->2500 (to balance vs hw2 destroyer ship and upgrade costs)
Health up 7%

Gravity Wells
Now uses frigate armour (this is generally a health buff)
Research Time down 50% (to allow hw1 to get hyperspace inhibitors faster)
Ability Duration 45->30 seconds
Ability Range down 20%

Cloak Generators
Speed up 45%

Motherships
Damage vs fighters up 25%
Can now target any ship (previously couldn’t target some ships)

Carriers
Damage vs fighters up 25%
Damage vs hw2 resource collectors down 45%
Can now target any ship (previously couldn’t target some ships)

Bug Fixes

Fixed Hiigaran Mothership visual errors, mainly the badge being cut off.
Fixed the Turanic Carrier Engine missing icon.

2.3 Players Patch Changes

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2.3 Players Patch Summary - March 8, 2018 Update
The community created 2.3 Players Patch resolves many balance issues and bugs from the 2.1 Patch. It includes the changes from Gearbox’s unfinished 2.205 Patch Preview, plus many additional improvements. It enhances multiplayer and singleplayer while respecting Gearbox’s direction, and the feel of Relic’s classics. Notably it fixes the 666 Formation Bug and is authored by the players who helped Gearbox balance Homeworld Remastered.

Gameplay and UI Options

Gearbox/Relic partially developed some of these options, but never implemented them in the game. By popular demand, they have now been added to HWR:
Added a Vast unit cap option. This is double the size of Huge, and only recommended for very fast machines.
Added a Mission Difficulty adjuster. At the start of each campaign mission, extra enemy AI reinforcement ships and RU are added based on your fleet size and RU. This dynamic scaling difficulty can now be adjusted.
Added a Camera Pan Speed adjuster. This lets players increase the camera speed to move around maps faster with the arrow keys and edge of screen mouse pan.
Added a Camera Max Zoom adjuster. This lets players increase the maximum distance the camera can zoom out before having to use the sensors manager.
Added a Build/Research/Launch Panel adjuster. This lets players set and save the size of the Build/Research/Launch menus in the options. Previously these were adjustable, but their size was not saved across games.

HWR Bugs Fixes and Improvements

Fixed the build/research/launch menu scaling problem, that primarily affects 4k resolutions
Fixed the build and research queue pause buttons, so that they no longer get disabled
Improved the spacing in the build/research queues for better readability.
Fixed the race specific research tabs, so that they are hidden based on the race your playing
Fixed Hiigaran Gunship weapon sound effects (they were playing pulsar sounds)
Fixed Taiidan Resource Controller nlips clipping (docked collectors would appear inside the controller when zoomed out)
The ‘Research Ship Complete’ audio is now played after each additional Kushan/Taiidan Research Ship Hub is built.
Kushan Research Ship’s with all six hubs, now spin like they did in hw1c.
Kushan/Taiidan corvettes now respond quickly to certain attack orders, without a long delay.
Removed Kushan/Taiidan repair ships from military selection priority.
Fixed Kushan and Taiidan Repair Corvette sound effects (so they no longer play gun noises while repairing)
Fixed the major cross race docking bug on the Kushan Support Frigate.
Fixed Kushan Destroyer ion cannon sound effects
Fixed the player colors on the Kushan Heavy Cruiser ion turrets.
Fixed Taiidan’s Emperor voice, when playing the ‘Homeworld 1 Deathmatch’ game type (it was playing Vaygr’s Makaan voice)
In the Strikecraft & Support Only game mode, Kushan Drone Technology research is now disabled as intended.
In the Strikecraft & Support Only game mode, Vaygr carrier health now matches the other races as intended.
More details on HWR’s bugs can be found here: HWR Bugs & Solutions

Balance

The bulk of the balance changes are from Gearbox’s 2.205 Patch Preview, as described above. Additional changes are listed below.

All Races

Fixed the major 666 Formation Targeting Bug - Formations and squadrons now perform as they were intended to!

With the 666 bug resolved, all fighters went through a very thorough balance testing process. Tweaks were made as needed to align them with intended balance that Gearbox and the balance testers had crafted.

Reduced the amount of small low-RU debris for destroyers and cruisers. This improves the game’s performance in long games.

Hyperspace exit damage lowered from 25% to 10%, when running into a hyperspace inhibitor

Probe cost 70->100 (half way between hw1c and hw2c)
All probe health down 50% (its now half way between hw1c and hw2c, as some ships were taking too long just to kill a probe.)

High Unit Caps: Cruisers 4->3

Hiigaran and Vaygr

Resource Collectors
Kamikaze damage up 500% (a typo gave them much less damage than intended)
Default stance is now Evasive (Evasive stance provides slightly faster harvesting)

Gun Platforms, Ion Platforms, Missile Platforms
Speed up 25% (to match hw2c)

Carriers and Battle Cruisers
Death/scuttle blast range down some (so fighters and corvettes can better survive capital ship battles)

Hiigaran

Ion Platforms
Damage down 17% (same as hw2c)

Bombers
Speed Upgrade Costs 600->400 (to balance vs Vaygr)
Hiigaran bombers now check their line of fire like the other races do, to avoid friendly fire incidents

Gunship Corvettes
Kamikaze damage down 20%

Pulsar Corvettes
Damage vs hw2 corvettes down 33% (to balance vs Vaygr)

Defense Field Frigates
Cost 1000->1250 (to match hw2c)
Build Time 60->70 (to match hw2c)

Shipyards
Addressed a gun alignment bug. They were shooting to the side of their targets, and rarely landing hits vs small targets like probes, fighters, and corvettes.

Vaygr

Platforms
Health Upgrade Costs 1500->1600 (to balance vs Hiigaran)

Missile Platforms
Damage down 15% (same as hw2c)

Scouts
Addressed a gun alignment bug. They were shooting to the side of their targets, and rarely landing hits vs small targets like probes and fighters.

Corvettes
Health Upgrade Costs 1600->1800 (to balance vs Hiigaran)

Missile Corvettes
Kamikaze damage down 40% (to close a potential exploit)

Laser Corvettes
Kamikaze damage down 14% (to close a potential exploit)
Laser Corvettes were the only corvettes negatively impacted by the 666 Bug. They are now performing as intended: the best anti-frigate and anti-capital ship corvette in the game.

Heavy Missile Frigates
Range down 6% (closer to hw2c)

Kushan and Taiidan

Resource Collectors
Kamikaze damage up 400% (a typo gave them much less damage than intended)
Default stance is now Evasive

Research Ship
Speed up 55%
Taiidan Health up 50% to match Kushan Health (to fix a mistake from the 2.1 patch)

Scouts
Kushan and Taiidan Scouts are now balanced, previously Kushan would always win. (Not intended)

Interceptors
Kushan and Taiidan Interceptors are now balanced, previously Taiidan would always win. (Not intended)

Corvettes
Now move around their targets a lot more in combat (similar to hw1c)

Multi-Gun Corvettes
Cost 300->235
Research time down 36%
(general buffs, and to balance vs Hiigaran/Vaygr)

Heavy Corvettes
No longer prioritize attacking fighters (since they aren’t very good vs fighters)
Kushan and Taiidan Heavy Corvettes are now balanced, previously Taiidan would always win. (Not intended)
Cost 285->240
Build time down 9%
Research time down 33%
(general buffs, and to balance vs Hiigaran/Vaygr)

Destroyers
Build Time 160->145 seconds (to balance vs Hiigaran/Vaygr)

Missile Destroyers
Damage vs hw1 corvettes down 40% (now performs similar vs hw1 and hw2 corvettes)
Speed up 12% (relatively similar to hw1c)

Sensors Array
Speed up 72% (relatively similar to hw1c)

Gravity Well Generators
Can now be repaired (like in hw1c)

Cloak Generators
Ability range up 100%

Campaign Missions

In Homeworld 1, updated the parade formations to better handle salvaged ships.
In Homeworld 1 mission 2 & 4, fixed the turanic missile corvette’s missile burn effects.
In Homeworld 1 mission 3, increased the cryo tray health to be closer to hw1c gameplay. (Gearbox increased the health on most Kushan/Taiidan ships to balance vs Hiigaran/Vaygr upgrades, but forgot some campaign only ships).
In Homeworld 1 mission 4, increased turanic ion array frigate speed to be relatively similar to hw1c.
In Homeworld 1 mission 4, the objective is now complete as soon as the carrier is killed, rather than after the explosion animation finishes (to prevent a timing error).
In Homeworld 1 mission 7 & 8, properly balanced kushan ships vs swarmers to better reflect hw1c gameplay. Corrected swarmer behavior so they dock correctly, and don’t stop attacking unexpectedly.
In Homeworld 1 mission 7, the enemy AI reinforcements now work properly based on your starting fleet value.
In Homeworld 1 mission 7, fixed an issue where the multi-gun corvette research sometimes doesn’t get enabled.
In Homeworld 1 mission 8, increased kadesh multi-beam frigate health and speed to be relatively similar to hw1c.
In Homeworld 1 mission 8, lowered the accuracy of the kadesh mothership ion cannons vs moving fighters and corvettes.
In Homeworld 1 mission 8, kadesh ships now properly defend the final area like in hw1c.
In Homeworld 1 mission 10, fixed the camera location at the start of the mission.
In Homeworld 2 mission 2, the mothership’s engine speed now matches the audio cues and hw2c.
In Homeworld 2 mission 2, the transport ships’ speed now increases after events as they did hw2c.
In Homeworld 2 mission 2, increased Captain Soban’s weapon damage to match hw2c.


Homeworld Remastered 2.3 Players Patch
Patch 2.0 - Reactions!
The Homeworld Remastered Collection Update 2.0 is Rolling Out Tomorrow! (6/7/16)
Changelist - Current Preview
Severe inferiority of Hiigaran race in comparison to Taiidan and even Vaygr in its current pre patch state
The Homeworld Remastered Collection Update 2.0 is Rolling Out Tomorrow! (6/7/16)
(Super Sajuuk) #2

Maybe I’m remembering the game wrong, but I am pretty sure Gravity Generators never recharged in HW1C. At least, every time I used them, they never recharged. EDIT: Completely misread the post. Sorry! :confused:

Thanks for the post, was quite useful though. Are the things that “no longer require research” just for MP or do they affect the campaign? I hope that they don’t affect campaign…


(aka LightBRz) #3

https://drive.google.com/file/d/0B4a53qqlAgPOWVdzQ1lfMlFVLTQ/view


(Cloaked) #4

[quote=“SuperSajuuk, post:2, topic:1501771”]

[quote=“Cloaked, post:1, topic:1501771”]
No recharge like in hw1c, however the ability can be turned on/off at any time.[/quote]
Maybe I’m remembering the game wrong, but I am pretty sure Gravity Generators never recharged in HW1C. At least, every time I used them, they never recharged.[/quote]
Correct we’re in agreement, I think you just read that line wrong.

Regarding the campaign balance, 99.9% of these balance changes also affect the campaign. However, there’s a few tweaks between SP and MP now. For example (if I recall correctly), mother-ships have more health in SP than MP. Additionally there may be a few SP exceptions for things like hw1 bomber research - but I can’t confirm as I was mainly testing MP balance.


(Super Sajuuk) #5

Yeah, read it back and realised I was misreading the post. Don’t know how I managed to do that lol.

As for balance in SP, no worries. I’m sure the devs will be able to clear up if changes affect SP, which I hope they don’t, since SP follows a different line than MP (like in SP, the Corvette Drive gives repair corvs, but in MP it gives salvettes (at least in classic they did)). But we’ll see.


(Cloaked) #6

Some of the kushan/taiidan research changes were actually to make HWR like hw1c, others were for balance. HWR’s research tree was already different than hw1c in several ways. Its probably closer now than it was before.


(El Rizzo) #7

Does this mean the basic or upgraded health of destroyers and bcs is reduced ?

Edit: Never mind, I found the answer myself :smiley:

Health/Speed changes are for fully upgraded ships.


#8

Wow, I was really afraid that the game was lost. So happy I was wrong. Thank you Gearbox you got me back with a fervor. I mean look at those changes much wow, much yay, much love. Awesome


(Super Sajuuk) #9

Got a question regarding the reactive scaling of enemy ships in HW1’s campaign: was this scaled back somewhat to reduce the difficulty of missions where over-reactive scaling spawned far too many ships, or is it still the same as before? As it’s related to balance, I’m asking here, but feel free to point me somewhere if it’s not relevant here :wink:

EDIT: Tagging @bitvenom as he is most likely to know :wink:


(BitVenom) #10

Actually, I think @thisquietreverie is your man, he was responsible for the rebalance work from a design perspective…


(Innociv) #11

I wonder if people are going to be running tournaments again now or something, eh?

Would be interesting to see.

Also, times on upgrades aren’t noted here. I’m guessing they weren’t really changed if at all, just the costs lowered? That would seem the right way to go for me, but it’s not noted anywhere.


(Cloaked) #12

Hw2 races now have one upgrade tier instead of two, so ya upgrade times have definitely changed. I was going to include those but the post was already getting quite long and for the most part costs are the driving factors. Upgrades aside, regular hw2 research tech cost/times haven’t changed unless I’ve noted them above (I think just two tweaks).

Also, if any modders want to dive into the guts of the variables that drive balance, I built a stats tool to do so. I don’t recommend non-modders view this, as there’s a ton of confusing information that doesn’t make sense, or is misleading unless you’ve modded the game. Among the hundreds of variables included in the tool are research times, but even those can be confusing.


(Innociv) #13

I would have figured the time would be more in between or them together. Most times look inconsequentially low.

I imagine you spend little time waiting for research and can just immediately get what you want as you need it since total research time for everything combined has been cut like 40-60% or so.

The low cost and single tiering is good, for balance sake between HW1 and HW2 races and just because the 2 tiers in HW2 was plain unnecessary filler, but doesn’t seem like one would need to put much thought into timings and the order you research things when research goes by that fast. Might be balanced, but seems like it could be more shallow like that.


(Cloaked) #14

Total base research time including all research and upgrades:
Hiig: down 36% (August: 3560seconds, 2.0 Patch: 2280seconds)
Vay: down 18% (August: 2800seconds, 2.0 Patch: 2295seconds)

With the move from two to one upgrade tiers, its to be expected that upgrade times would go down a lot. Hiig obviously had more upgrades than vaygr too, and Kushan and Taiidan still have no upgrades - so not easy to balance!


(Super Sajuuk) #15

Thanks! I’ll wait for his response :slight_smile:


(RedDevil) #16

Wow! Great work everyone!

Does the speed boost from evasive behaviour affect travel speed or just during combat? It might seem a bit wield to have units move across the map faster by using a behaviour that you have no intention of using in actual combat.


(Cloaked) #17

Evasive boosts a ships speed/acceleration both in and out of combat. Some fighters/corvs may slow down when firing to spend more time on target however.


(Nikoli) #18

In HW1c evasive was often used as a “flee” tactic, which allowed strike craft to quickly escape an engagement while being harder to hit, or to stay ahead of strike craft pursuing them. With this sort of thought process the speed boost makes sense outside of combat as well.


(El Rizzo) #19

Just imagine power from the weapons being shifted to the engines to boost their speed like in Freescpace for example :wink:


(RedDevil) #20

No I can imagine that. I just don’t know why they wouldn’t always be going at max speed when out of combat. It’s not like the guns are being powered while they travel from point A to point B.

Anyways, it doesn’t matter except everyone needs to remember to always have them on evasive so they get to their destination faster than someone who doesn’t use evasive, then switch them to the behavior you want just before contact. A bit of unnecessary busywork built into the model, but oh well.