Our representation of Halo's iconic space combat in the Homeworld 2 engine, which puts the player in command of some of the most powerful weapons fielded by the UNSC and Covenant and to provide a balanced and competitive experience.
A light cruiser designed to escort larger ships, with lots of frontal firepower and mobility.
Bridges the power gap in-game between Destroyers and Cruisers and will be joined by a couple of other light cruisers with their own roles.
Sweet :)
I love it :D
Great design, and needed role. I would love to see a Flak light cruiser similar to the Hammerhead that is in game now if possible... those nuclear bombers must be stopped! lol
There'll be a light cruiser aimed towards mounting lots of smaller turrets, but I don't think we're going to be adding too many anti-fighter turrets to it - Kindjals are meant to be a very serious threat to larger ships that have to be intercepted by other fighters. Once the Rapier drones are in, they should probably make short work of Kindjals if they get to them in time.
Well that makes sense, keeping use of a mixed fleet and all ship classes. Can't argue that for gameplay purposes.
Looking forward to seeing all these new units in game.
Now... On to the guns!!
Looks awesome, how many fighter squadrons does it hold?
Probably not that many, the only reason it has a hangar is because i can't really think of a good reason why anything big enough to have a hangar without compromising the ship's structural strength wouldn't have one.
Rather than have a hangar, why not have a couple pairs of Longswords/fighter-class wings resting on or under the armor plates? Then you could have cloak-capable fighters provide significant bolstering to any active stealth systems on board. Though keeping them attached to the ship for Slipspacing may be difficult, what with HW2's lack of a dynamically changing hyperspace window script; and the actual inertia and hard radiation may also be a motivating reason for not carrying those hull-attached ships in-jump (for the purpose of not vaporizing one's pilots while in violently energetic space) .
Actually this was the original idea, to have ships hang from the belly. However, Longswords come in wings of two now and the way the hangar system works, it would cause my problems than it was worth. So the idea is still the same, it's just concealed now.
I'm afraid that I know far too little about the SCAR/LUA scripting parameters for custom dock locations, but would it not be possible to set the DockFamily data to have a series of sublocations on your (presumedly) custom DockFamily's docking location, which might permit multiple vehicles to dock at a single berth (but over a larger assigned area)?
Maybe this ship is the reason why the 300 covenant fleet didnĀ“t find the earth...
Really Great model youve made here!
Why are the small engine nozels different from the Halcyon and Marathon?
Cause they were contributing the biggest chunk of useless polys so i stuck an optimiser on them.
Will the Marathon cruiser be added later in a uppdate?
You really like the marathon look but you haven't even made it yet :p Also
Y U NO SEXY RENDER
I made the marathon a while ago, before the Halcyon. Zero's just not textured it yet.
And i don't do it anymore cause my simple and quick method that i used to use doesn't work properly in 3ds 2010 and i'm too lazy to learn another one cause rendering is almost as boring as optimising a model.
wait this ship is a combine able one or a simple kick *** ship
What?
i mean does it combines with other ships or something
No...Why would it combine with other ships?
never mind
COMBINE TO FORM THE ULTIMATE WEAPON
it looks a little short from front to back
is it in the game?
Will be in the next update