I finally completed the HW1R campaign using v2.1 last night. In general, I had a pretty good time with it and did not think the campaign’s scaling was overly difficult. While there are definitely a few more things to work on, I think the overall changes in 2.0/2.1 are really great for the HW1R campaign.
- Frigate/Capital ship Claw formations gave me quick, agile groups to handle fluid combat situations.
- The Claw formation strike craft groups are too large for me, so I set them in groups of 3.
- The new ballistics model is pretty awesome.
- Large ships can finally hit anything which isn’t moving, so Gravwell Generators are useful now.
- Harvesting eventually becomes unnecessary.
- I encountered a few problems which I’ve made separate threads about, and some of them have already been solved since I posted the reports.
The Longer version:
Although I found the formations for strike craft to be too large to be useful and set them up in groups of 3 instead of the larger defaults, the formations for frigates and capital ships generally were pretty good for organization, but I don’t know how much they actually used the formation once combat started. The strike craft on the Claw ends just missed too often if I left the formations at the default size, but when putting the craft in groups of three, they shredded enemy ships. Also, by being in smaller groups, they were more agile and spent more time firing and less time turning around. Watching a fleet of ~20 interceptors eviscerate a squadron of ~10 bombers in threeish seconds was very satisfying. However, the default Claw formation for combined frigate/capital ship command groups often put two or more capital ships into one formation group while forming other formation groups with no capital ships at all. I figured the capital ships would be better spread around among the various small formation groups. That didn’t seem to matter much though as combat went pretty smoothly once I got used to the new mechanics.
The new ballistics model is pretty awesome. I had to adjust to the new reality that enemy frigates and capital ships can actually kill Salvage Corvettes now, and that was pretty cool, but even better was that my frigates and capital ships can actually hit motionless strike craft, so using the Gravwell Generator works really well. Pre-2.0, I never used that, because my big ships were useless at hitting motionless little ships. This made the last few missions a lot easier for me than in pre-2.0.
However, I found that I never needed to harvest after mission 5, because I had tens of thousands of RU in the bank, and the game auto-collected the resources after every mission, so that was a bit disappointing.
I encountered a few gameplay and graphics bugs, but I won’t list them here, because I already wrote reports on them elsewhere. At least two of them have been solved already.