since its obvious english is not your mothertongue im going to reprhase the commenst you quoted
No. 3 - Vaygr BC has longer attack range compared to Heading Hig BC
VBC range is easily exploited, it does needs to be shortened, but to keep balance their damage and/or fire rate needs to be revisited
the video posted just shows how to exploit the Vaygr BC range, not the intended use of it. if you set the Vaygr BC to attack a higaran BC and dot not exploit the range by kiting the VBC, this becomes a “trading blows” fight in which by the end both BC get destroyed or in the rare occasions that there is a survivor, this is almost dead.
bottom line: removing the range without revisiting fire rate/damage of the VBC would mean the HBC will always best VBC
No. 9 - Vaygr BC trin cannon hitting dead subsystem not doing full damage to hull
This turned out to be something different from what i originally understood, I would suggest to change the issue name to “armor penetration modifier being applied when hitting a disabled subsystem” as it happens with all weapons (not just the VBC front gun) the problem is that the VBC gun has a SS armor penetration modifier of .3 vs sub systems, so when it hits the BC in the stern (which is the engine subsystem) the damage applied is reduced from 17500 to 5250, the ion cannons in video are not affected because they are hitting the hull of the VBC, not a SS.
The solution is to ignore armor penetration modifier when hitting a disabled subsystem (I’m afraid this is a change done at engine level)
No. 10 - HW1 Heavy Cruiser taking damage hitting gravwell
Original HSI mechanic was to inflict damage to all units except CC, SY, BC and MS, THIS MEANS HC WHICH ARE AT THE SAME CLASS AS BC SHALL NOT BE DAMAGED BY HSI
No 23 - Production queue stalls in rare occasions
The queue does not stop on its own, it is just not getting enough RU to continue working. RU are not distributed across all the production queues in parallel, this is done in a sequenced fashion so if you are running out of RU one of the queues (the last in the RU distribution queue) will leg behind until RU income is normalized. if the queue legging behind has a top priority production list you can simple pause one of your low priority production queue(s) to divert those resources to your top priority queues. That is why there is a pause button
No 4 - Hyperspacing sometimes land beyond the specified coordinate
No 7 - Marine captures are really fast
As for No. 4 i will try to reproduce AOHNH findings
As for No. 7 you can unbig the Homeworld2\scripts\tuning.lua file from both classic and remastered big files and compare them side by side, the lines you want to take a look at are these ones:
Capture = {
-- once we get closer than this plus the target radius we move on to trying to latch
startLatchCommandDistance = 800.0,
-- at zero health the progress per turn is multiplied by this, scales 1.0 at full health to this
zeroHealthMultiplier = 8.0,
-- for every ship after 1 and up to 'highShips' add this to a multiplier for ships capturing the target
lowShipsPerShipMultiplier = 0.1,
-- for every ship after 'highShips' add this to a multiplier for ships capturing the target
highShipsPerShipMultiplier = 0.05,
-- modifier changes after this many ships
highShips = 8,
-- modify base progress by no less than this
minModifier = 0.1,
-- modify base progress by no more than this
maxModifier = 4.0,
-- once the capture attempt has passed this progress level the target can no longer move
immobilisedCaptureProgress = 0.5,
-- if the target can't be captured due to unit caps it is disabled for this many seconds
disableTime = 120.0,
}