Yeah you have to move your MS. When the motherships collision bounds overlaps where collectors are trying to mine, it does that.

Definitely needs looking into, though.

Taiidan MS also needs a lower collision thing, like Vaygr I think I read is getting.

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That would be great. Vaygr’s Flagship is always getting collectors stuck. And I’ve seen Taiidan do the same quite a bit.

this was not at my MS, but at my carrier which was clearly far enough away to allow room for the collectors to move around easily. i think it was the asteroids, and the collectors themselves that bugged it up.

I think Cloaked mentioned about Crimson Bond’s secondary patch on position 4 having rocks placed too close together that no matter how well you place your cc/mob cols rarely ge/t stuck? That’s roughly my memory as well.

For other rocks, even with Hig MS, if you make it right next to the rocks it will get cols stuck in some places. I’m not sure if enemy MS could block your cols but if not, could try to position them with a bit of room. It can easily happen with mobs too.

If fixing disallows mobs to get into tight spaces where cap ships can’t be placed, then I say leave it as is.

I noticed that the issues with Sphere formation are not in the bug tracker. Are those being tracked as not a bug? As a short recap, assigning ships to Sphere formation and telling them to attack or guard a target, in HW1C, will cause the sphere to surround the target. In HW1R, the sphere of ships will park itself alongside the target, completely negating the usefulness of the formation.

Momo, you have to be careful when placing mothership/controllers next to a HW2 resource patch. Many times I’ve seen HW1 collectors get stuck if my mothership is close to the patch and is faced away from it, trying to minimize the traveling distance. I usually fix this by placing mothership at 90 degree angle to the patch. When it comes to controllers, they have to be a bit of distance from the patch, otherwise collectors may get stuck. I usually check my patches multiple times during a game to make sure the collectors are still harvesting…

There definitely aware of it, though I don’t think its top of gearboxes to-do list at the moment.

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HW2 (and by extension HWR) does not have ā€œstay in formation while guarding or attackingā€ code. I’m not sure if the devs will spend a bunch of time and effort trying to re-introduce it into HWR.

In reality, it’s not as useful as it sounds. Sure, it would be nice to see a bunch of corvettes freeze in place while constantly firing on a single target, but from a balance perspective you can achieve the same thing via buffing corvette damage and keeping the default ā€˜attack run’ behavior of HW2 units. It’s even counter-productive to frigates and above, because you really need to keep your fleet together (roughly in a wall) without sending some units ahead of others where they can be easily focused down.

As for HW1 issues, since HW1 races are still under heavy development in HWR and also the fact that I have not played classic HW1, I have not listed anything specific at this point.

I’ve asked others to manage HW1 issues if there are solid bugs and such exists at this moment.

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I’ve had collectors get stuck in patches with controllers outside the patch and no carrier or MS in sight. It is a problem with how close the rocks are and how the hit boxes on the collectors behave within the fields. I bet spreading the rocks out more would fix it, or changing the hit box on collectors.

Ya, the asteroids/pebbles are too close together at the carrier patch for position 4 on Crimson Bond’s. Sometimes the collectors get stuck there. I fixed this issue when I made the 8 player version of Crimson Bond. This same issue may be present on other maps too.

Collision boxes in general need to be smaller. The best example is trying to move a battlecruiser around a hw1 map. Its hilarious watching it go miles out of its way trying to path around some asteroids.

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There is a minor and old bug int the hw2 gui. The build menu names hsi as gwg regardles the description, subsystem, in game name , audio ques and even the game code makes reference to these subsystems as hsi

It would be great if there were 8-player maps like that in future HW:R patches which don’t have large diffuse RU asteroid patches (HS arena isn’t as bad at least) and more concentrated pockets like CB, kharam, shield etc.

Do you have a link to that map?

Heh, @$%&ing annoying is how I would describe it.

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Its part of the Ace map pack I put together:

Laser Corvette stats

attack range 1980
speed 215 m/s
fire time 1, burst time 2 burst cooldown 2 (fire rate 1 attack every 4 seconds)
damage per shot 350
1 gun per ship
4 ships per squad
acc vs capitals and up 1
armor penetration 1 (turrets .5 ss .25)
safeDistanceFromTargetToDoActions 1320m
attak run length 660m
shooting window 3 seconds

even with the increased range at lvl0 they still have only enough time to make a single attack (2800 damage per squad) they still need like 250 meters to have a chance for a second attack (double damage)

does anyone here has the vgr_laser.wpn filde from HW2C at hand? we could discard undocumented chanegs to armor penetration and accuracy

My two cents on the bugs

No. 3 - Vaygr BC has longer attack range compared to Heading Hig BC

Original balance counted on the larger range for the VBC to do an opening attack against the HBC so the fight would end on a draw, if devs are removing this advantage you will need to revisit trinity cannon’s fire rate and damage to keep balance intact

No 4 - Hyperspacing sometimes land beyond the specified coordinate

From what i have observed, this only happens when jumping into a space already crowded with big capitals and asteroids, could be a path finding issue

No. 9 - Vaygr BC trin cannon hitting dead subsystem not doing full damage to hull

Watch out with this one, SS and turrets healthpoints are isolated from the ship’s hulls, if you allow to transfer SS damage done to a destroyed SS (engines/turrets) to the hull, anti-SS weapons could be exploited by attacking disabled engines/turrets to do more damage to the hull of the ship

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. HC are equivalent to BC

No. 22 - Marines detach when ships try to hyperspace inside grav

Marines and infiltrators also have troubles to latch when the targeted unit is making a pitch movement or when is too close to another capital (strike group formations could be more disperse, however this could affect HW1 SC pseudo formations)

No 23 - Production queue stalls in rare occasions

Production queues don’t stall, RU are allocated in a sequential fashion. when running low on resources the last production queue in the sequence will leg behind as the player runs out of RU before the last queue gets its share, once new RU are obtained the assignation stars all over again from the first queue in the sequence instead of at the last one that received the last share of RU

No 7 - Marine captures are really fast

Just double checked and numbers are the same as in HW2C, a single marine boards a 100% health BC in 160 seconds (after latching), while 4 marines cap it in 124 seconds, a 100% Frigate capture takes 30 seconds with one marine, 28 with two, … Seems players complaining about this are not aware of the Capture Rate vs Target Health ratio and the Time to Capture calculation

from tuning.lua:
Capture rate = (1+((n-1)*.1)) x (1+((1-TargetHealth%)*7)) where n is the number of infiltrators/marines latched

time to capture = target ship capture points / Capture Rate

Ships Capture points by class (note these values are set at ship level)
Frigs 30
DD 90
CC and BC 160
MS and SY 300

Which allows a single marine to cap a 25% health frigate in 5 seconds or a 25% BC in about 26 seconds

BTW, this thread should be pinned

Please read what people claim on the forum. The range difference got worse in HWR from classic HW2. Sample video.

twitch video

AOHNH commented on the issue tracker about his analysis.

Check out the vid and note that Hig BC ions don’t work this way.

Maybe so in HW1, but I’m talking about unfairness between HW1 and HW2 races in HWR.

Not sure how you can dismiss what I had observed 100 times in classic HW2 and still happened in HWR… While it can only happen under rare circumstances, it can be annoying.

Need to check this accurately.

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 ā€œtrading blowsā€ 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 ā€œarmor penetration modifier being applied when hitting a disabled subsystemā€ 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,
}

For #3 - if you reduce the range, the ships will do just what you want them to do - trade blows equally. If Vaygr BC DPS is increased, then they will still win every time.

As to #7 - I don’t care if tuning.lua file is the same. Damaged ships are captured faster in HWR than they did in HW2. We’ll try to get some comparison vids.

And #10 - it’s irrelevant that the original mechanic damaged heavy cruisers. In HW2 BCs are not damaged. For the sake of balance heavy cruisers need to follow suit.