R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.

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Report RSS Modular Destroyer 2 (view original)
Modular Destroyer 2
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petrus431
petrus431 - - 213 comments

cool

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AdiJager
AdiJager - - 165 comments

double flak cannons?

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Pouk Author
Pouk - - 4,802 comments

yes

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Lupus_of_nox_noctis
Lupus_of_nox_noctis - - 1,088 comments

EPIC, EPIC and....EPIC!

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Pouk Author
Pouk - - 4,802 comments

Glad you like it.

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MeanderingBeing
MeanderingBeing - - 164 comments

Never could figure out the flak cannons... based on what they do, you would think they would plow through fighters, corvettes, and frigates alike... but alas, in vanilla Homeworld 2, they suck so much chode... What are the flaks like in yer mod here?

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Pouk Author
Pouk - - 4,802 comments

Flak cannons in Homeworld are just an anti-fighter weapons (and they do their job very well).
I didn't modify flaks in this mod yet. Those are the regular flaks of the Flak frigate.

But some useful comparison:
Destroyer with only kinetic turrets (the default one) do 1034 damage and it can engage all kind of targets.
Destroyer with only ion weapons do 1255 damage, but it can shooot only at frigate class and higher and it's more expensive.

Destroyer armed only with flaks do just 575 damage, but it's an ultimate fighter killer. Two flak DDs can take out one regular destroyer. But it's weak against swarms of frigates, even corvettes and equal number of big capital ship.
So, if your opponent has only skrikecrafts, you'll going to wipe them out without single scratch (and it's definitelly fun to watch). If he has bigger ships, you have a problem.
So it's not good to build DDs armed only with flaks, they're still not that good, even there're 8 flak cannons (to answer your question), but it's a good thing to build one flak destroyer, though.

Normally I would expect people to arm their DDs with 3 ions and one flak, or maybe two ions, one kinetic and one flak or two flaks, two ion, depends on situation. I've just finished one game, I had 9 of them and every single destroyer was different, so it's hard to guess.

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Su[)az][mA
Su[)az][mA - - 364 comments

anti-fighter i suppose, like in HW2. looks a bit like the BSG from the HW2 BSG mod ^^. very cool

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RaGod
RaGod - - 488 comments

any plans to make the torpedoes that the destroyer launches modular slots as well?

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Pouk Author
Pouk - - 4,802 comments

I didn't even think about it, it's a very interesting idea. And by modular slot you mean different missile types, or completely different weapons?
I'm afraid I don't want massive forward facing ion beams, it would be a little too much (maybe just weaker ones), but pulsar battery or kinetic turrets could be pretty nice.
I think I will do it, I like it.

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Pouk Author
Pouk - - 4,802 comments

OK, it's done, the fifth weapon position is also customizable.

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tadamir
tadamir - - 525 comments

Nice work,
will the Vaygr Destroyer get some customizable Turret love too?
(maybe just a pod of missiles, like the Platform ones, in place of the top or bottom turret? to keep the Vaygr long-range/missile theme,
OR a Mine-trap dispenser?)

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tadamir
tadamir - - 525 comments

OR some kind of anti-fighter/corvette Laser system?

A Vaygr DD with the standard Kinetic turret on top, mine-trap dispenser on bottom would be fun to use.

The option of either making Generalist or Specialist Destroyers, customizable 'on the fly' is intriguing.

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Pouk Author
Pouk - - 4,802 comments

Actually, i still don't know how to do the Vaygr Destroyers. I've had a very clear picture before. But now I have this thing and half of my planned DDs are suddenly useless.

But, I can tell you this: It would be unfair to not make similar ships for Vaygr, but I think that Vaygr will probably get less options and more specialists. I don't know, this Destroyer is brand new and surprising even to me, so I have to think about it. Mine-trap dispenser sounds like a good compensation for less options, but I wanted to keep the minetraps unique, I just don't know at this moment.

It can still change a lot. But I will probably go the way of 2 major weapon subsystem for Vaygr, while 4 minor for Hiigaran, or something like this.

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tadamir
tadamir - - 525 comments

That sounds fair, 2 major subsystems for Vaygr, 4 minor for Hiigs.

Haha, that Hiig DD was a surprise here as well, must say a bit of genius went into those Torpedo tubes, hadn't even thought of that as an option but it is so epic.
(26 Torps per salvo?!!)

I imagine you've animated the ports too, so they are flat when the DD is built, and 'open up' when first firing?

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Pouk Author
Pouk - - 4,802 comments

It was the plan, but I've found out that it's not that easy to have an animated subsystem. I think there's a way around it (for example to have the animated missile silo inside the ship and play the animation only when the subsystem is present or something similar), but I've decided it's not worth it (at least not now, maybe later).

Instead of it, I'll probably make the cloaked destroyer, which will have a flat surface and hidden weapons just like the F-22, F-35 and similar (with fixed weapons, not modular, so animated).

And yes, 26. 4x6 + 2. I've also decided, that the two torpedo batteries will be normally buildable, but the second two will be unlocked by research (to prevent the torpedo mayhem).

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tadamir
tadamir - - 525 comments

Interesting stuff, thanks for sharing this info.

I like the Cloaked Destroyer with hidden weapons idea a lot.

Bring on the Torpedo Mayhem!

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Hell_Diguner
Hell_Diguner - - 3,645 comments

You do a much better job with double turrets on one module than PDS ever did.

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Pouk Author
Pouk - - 4,802 comments

thanks.

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Description

Flak turrets. Now you can make your destroyer anything you want, from universal or heavy ion anti-capital, to 8 turreted flak fortress like on the picture.
Last picture of this ship, enough of destroyers.