A long-term modification project for Homeworld2 that aims to "tell the story of HW1 in HW2" and simultaneously bring the game to a whole new level through a plethora of new content, graphical updates, overhauls of current systems and exclusive features.

Report RSS Welcome to the FXmod: Races & Playing Styles (upd. 7 Jan '19)

A document/guide for (new) players of the FXmod. It outlines the basics of the playable races in the mod, and gives some tips to help you get started with the mod and draw up your own strategies based on the races' playing styles.

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Note from the Author
There is no prescribed way of playing the FXmod. What is written below is merely an observation of some of the races' key characteristics and traits, a point of reference that is there to help you on your way in the (expanded) Homeworld Universe.

Please note that the FXmod is still under development. As of such, the contents below are subject to change.


Index

I. Hiigaran (HGN)

II. Vaygr (VGR)

III. Kadeshi (KAD)

IV. Progenitors (KPR)

V. Taiidan (TAI)

VI. Turanic Raiders (TUR)



The Six Balanced Races Model

One of the main goals of the FXmod is to add increased strategical options and thus depth to the base game. To this end the mod adds all known (main) races from the HW universe as playable factions, each with their own unique units, abilities and playing styles. While expanding on the races and designing their vessels, abilities and playing styles, we looked to and based ourselves on the official Homeworld lore.

You'll find, for instance, that the Taiidan are very much the production/"armada" race in the FXmod - which is based on how the Taiidan Empire pretty much ruled the galaxy up to the events of Homeworld1 with outposts and large, massive fleets scattered everywhere. The Turanic Raiders on the other hand follow a lifestyle of piracy and sabotage, which has led to some more crudely designed but highly effective vessels and tactics.

Overall, it is our intention to provide a model of six balanced races for use in CPU/Multiplayer; the races you see in the index. Other races have been added since then (Kushan, Bentusi), but these are mainly for fun and are omitted from the "Random" option.

Tips

  • Everything about what a particular unit does (strengths, weaknesses, abilities, etc.) has been included in the in-game unit descriptions.
    Especially at first it'll help to just hit that [Pause] key sometimes and take your time reading them.
  • Another way to familiarize yourself with the FXmod and/or hone your skills is by playing our Skirmish Campaign: The Shimmering Path (Single-Player). This is a series of 33 matches with and against AIs under various settings, and was designed both to help players familiarize themselves with the races (early stages) and to provide a means for them to further hone their skills (later stages).

I. Hiigaran (HGN)

"The Age of S'Jet is upon us"

Difficulty: Easy


The Hiigarans are mostly the same as in vanilla HWRM. They remain the technology-based race, which manifests itself in their hyperspace technology (faster, cheaper, more efficient), some of their unit abilities (Ping, EMP, Defense Field), and the units themselves. The Hiigaran navy fields many units that use advanced weaponry and systems, such as the [Pulsar Gunship], [Defense Field Frigate] and the recent [Light Cruiser].

While their playing styles remain largely unaltered, the FXmod does bring a couple of changes to the table:

  • Removed Units: [Gunship], [Minelayer Corvette], [Probes]
    The purpose of the Gunship has been merged with the traditionally more effective Pulsar Gunship, which has also received an additional pulsar barrel (1→2) and a small damage boost vs. fighters. Probes were also removed, placing a greater emphasis on using Scouts.
  • New Units: [Light Cruiser] (Capital Ship)
    (1) [Light Cruiser]: A hybrid between a Destroyer and a Battlecruiser, this is a rather unique unit that can construct one of two types of turrets: the {Sweeper Array Turret}, which increases the unit's anti-frigate capabilities, and the {Annihilator Turret}, which enhances the Light Cruiser's effectiveness vs. capital ships. You can swap these turrets out for each other by paying a small fee, and thus adjust the unit's role based on the situation. It can also build the exclusive {Roll Booster} subsystem, which greatly increases the unit's base speed.
  • Other Changes:
    - Hyperspace Sensors are temporarily unavailable.

See the latest patch notes on the forum for other changes.

Changes to Research & Production:

  • Research Modules [both Normal and Adv.] can no longer be constructed on Carriers. They must now be build on the Mothership or Shipyard.
  • Some unit classes only require the presence one copy of the respective production facility/subsystems anywhere in the fleet. Pulsar Corvettes can be build by all production vessels so long as one copy of the Corvette Facility exists anywhere in the fleet, Light Cruisers are the same story.
  • The Fighter Facility is now a prerequisite for unlocking the Corvette and Frigate Facilities, and can no longer be skipped.
  • Engine Upgrades have been replaced by firepower upgrades.

II. Vaygr (VGR)

"Bring our might to bear"

Difficulty: Medium


The Vaygr retain their strengths and weaknesses from vanilla HWRM, but have received a complete overhaul of their production systems. They also have received several additional units.

  • Removed Units: [Command Corvette], [Gun & Missile Platforms], [Probe], [Sensor Distortion Probe]
  • New Units: [Artillery "Spear" Frigate], [EW Frigate], [Cluster Missile Platform].
    (1) [Artillery Frigate]: A ranged firepower support unit. In terms of firepower it is slightly weaker than the Heavy Missile Frigate, but it compensates for this by having a longer range. It is also more dynamic, being able to swiftly change targets and lay down supportive fire.
    It excels at harassing enemy Resource Collectors, pummeling Frigate groups, or even chipping down Capital Ships before they can get close enough to return fire. An offense that is supported by a wall of Artillery Frigates has a higher chance of succeeding.
    (2) [Electronic Warfare "EW" Frigate]: An unarmed utility frigate that disables a number of special abilities for nearby enemy units. These include: boarding (capturing), deploying minefields, repairing units, and both initiating or exiting hyperspace. As of the 1.35 update it also has a passive Sensor Distortion Effect.
    (3) [Cluster Missile Platform]: A highly effective, multi-purpose platform that replaces the Gun and Missile Platforms. It excels at taking out strikecraft, but in numbers can also significantly wear down Frigates.
  • Other Changes:
    - Hyperspace Gates
    now move as fast as probes, and no longer require a Platform Control Module to be constructed (unlocked as soon as a Hyperspace Module is up).
    - Battlecruisers received an extra 2x mini-cluster missile launcher for extra anti-strikecraft coverage.
    - Infiltrator Frigates received a cloaking ability.
    - As units are now automatically unlocked via building the respective subsystems (see below), the ship chassis research has been removed.

See the latest patch notes on the forum for other changes.

Changes to Research & Production:

  • All Subsystems have been grouped into a new, separate "Subsystem" tab (no longer part of the respective ship class tabs).
  • The four main subsystems (Fighter/Corvette/Frigate/Capital Ship) must now be constructed on the Flagship (in order), putting a greater emphasis on it.
  • Carriers are no longer restricted to building one specific ship type based on its subsystem (e.g. Frigate Facility -> Frigates). Instead it works like this:
    --All Vaygr Carriers can build the "basic" units of each ship class as long as one copy of the relevant Production Facility exists anywhere else in the fleet.
    Example: Having a fighter facility on a Shipyard or any other production vessel will unlock the production of basic fighters (Assault Craft) on all Vaygr Carriers. Having any one Corvette Facility will unlock Missile Corvettes on all carriers.
    ---In addition to this, each Vaygr production vessels now can specialize in up to 2 "advanced" units of choice. These are units that use advanced weaponry, such as the Lance Fighter, Laser Corvette, and Artillery Frigate.
    These units can only be build by vessels that have that unit's respective Weapon Module subsystem constructed. It is possible to construct these on all production vessels, in any combination.
  • The Platform Facility has been retired:
    - Cluster Missile Platforms are automatically unlocked through the Research Module.
    - Hyperspace Gates are automatically unlocked through the Hyperspace module.
  • Speed (engine) upgrades have been replaced by firepower upgrades.

III. Kadeshi (KAD)

"There is no ... withdrawal from the garden"

Difficulty: Easy (Early/Mid Game) - Hard (Late Game)


The Kadeshi are in many ways a hybrid of the Hiigarans (technology) and the Vaygr (swarm, strikecraft). Survivors of the Kushan passage through the Nebula have gathered and, in time, rebuilt their units using cutting-edge technologies. For the first time, the Kadeshi have steered away from their ancient home to exact revenge upon the defilers.

The Kadeshi's main strength lies in their strikecraft, which is as powerful as it is versatile. Their swarmers come in very large squadron sizes and carry advanced weaponry that can be upgraded and augmented in various manners to make them even more lethal. Invest in upgrades and keep them near your [Support Pods], and even the largest ships will succumb to the might of the Kadeshi swarm.

Outside of their Swarmers the Kadeshi are not to be underestimated either. A wing of [Multi-Beam Frigates] can melt even the strongest armor in seconds, and with the ancient [Nagual] the Kadeshi house the ultimate anti-strikecraft unit. To top things off the defenders of the Garden can also summon two [Needleships], making for a total of three, and over time upgrade these into fully-fledged combat vessels.

Kadeshi Playing Styles
As a Kadeshi player you'll want to use your various Swarmers early game to set yourself up in an advantageous position for the rest of the match. Hit-and-run raids on enemy resourcing operations, keeping strikecraft in check or pummeling early Frigates are all tactics that can be employed towards that end. Invest in Weapon Damage+ research and bring [Support Pods] along to enhance the swarm's firepower to awe-inspiring levels. As most of the Kadeshi potential comes from their smaller ships, you'll need some micro-managing to draw out their full potential.

At mid and late game you'll want to keep a few wings of [Multi-Beam Frigates] and [Adv. Assault Swarmers] ready for when the time comes to make a push. The [Nagual] will nullify the enemy's strikecraft but beware - it is squishy, and will die fast once focused. If the need arises, you can also pull out your trump card and bring your (upgraded) [Needleships] to bear - both to reinforce the fleet on the front lines, and to support it from a distance with their powerful Polymerization Cannons.

A vital weakpoint as a Kadeshi player is the [Khar-Toba]. It houses all your technologies and progress, and your production chain will collapse if it is destroyed. It comes with a permanent cloaking ability to aid in its survival, but always be on the look out - smart enemies may distract you while they seek out the Khar-Toba with anti-cloaking units and send in a strikeforce soon after.

Strengths & Weaknesses
+ Best strikecraft in the game (firepower, squadron sizes, build costs).
+ Highest firepower Frigate in the game.
+ Access to the best anti-strikecraft unit in the game.
+ Can build up to 3 Mobile Combat Motherships.
+ Carrier has permanent cloak.

- Each Needleship requires 3 subsystems before it is fully operational (costly, takes time).
- Limited Frigate/Capital Ship options; units in these classes are very squishy.
- Few effective anti-cloak units; weak vs. cloak/ambush tactics.
- Medium to close-combat race; weak vs. long-range attacks.
- Destroying the Khar-Toba resets the Kadeshi production chain to square one.

Special/Exclusive Units

  • [Support Pod] - This Frigate augments the weapon systems of your nearby swarmers. It also has a built-in micro AA laser (anti-fighter) that will be activated whenever the unit is not moving, allowing it to hold its ground against enemy strikecraft.
  • [Nebula] - The Kadeshi can have a maximum of three Motherships, and over time upgrade these into fully-fledged combat vessels ("Bright Nebula"). These units also benefit from the Kadeshi's speed advantage, meaning that they can freely 'roam' the map and live reinforce their fleets as they go.
    Once fully upgraded the Nebula unit becomes a "Bright Nebula", and receives advanced PDS and access to the powerful frontal Polymerization Cannon. Use the hotkey: [Ctrl+Z] to switch between defensive mode (default) and offense mode. In offense mode the Nebula will utilize all its weapon systems, but beware - speed is significantly lowered and auto-regeneration is disabled while in this state.
  • [Nagual] - This ancient protector controls 6 hi-tech, lethal drones (super swarmers) that lay waste to fighters and corvettes. The unit itself however has a rather limited range and is squishy on top of being expensive and slow to build, so do not send it in by itself or leave it unattended.
  • [Fuel Pod] - An advanced version of the traditional Resource Controller, exclusive to the Kadeshi. It has 6 RU drop-off points instead of the usual 2, and can both produce & dock/repair strikecraft and mini-units, essentially making it a mini-production vessel.

Research & Production
The vast majority of subsystems are constructed on the Khar-Toba. Each of these will automatically unlock one or more units for production. Additional modules (to power-up the Needleship or unlock other units/subsystems) must be constructed on the Needleships throughout the game. In order to unlock all units and technologies, you need at least 1 fully upgraded Needleship (Bright Nebula) as well as a second Nebula summoned.


IV. Progenitors (KPR)

"Bring Sajuuk to Bear"

Difficulty: Medium-Hard


The Progenitors can be played in a number of ways. Their trademark style is that of the "Sniper" or Capital Ship Race (due to their very powerful capital ships, which also have very long firing ranges), but their production capabilities and high unit specs also allow them to be played as a production race. Survive the slow start, and once the others races are capped out at Battlecruisers and Heavy Cruisers you can go two steps further still with the Dreadnaught and even Sajuuk itself.

Progenitor Playing Styles
The Progenitors have limited strikecraft options, and while they house several powerful Frigates they mainly rely on their capital ships. With access to the Dreadnaught and even Sajuuk they house the two most powerful ships in the game, but their other vessels should not be underestimated either.

As a Progenitor player [Light Movers] will be your best friend early game - they are virtually your only (anti)-strikecraft unit, but are highly effective. Meanwhile a wing of [Wasps] can demolish larger ships - as long as you've got them covered. Your [Phase Prisms] are light and versatile, and in addition to production vessels can act as Hyperspace Gates once Core-Hyperspace Force has been constructed. Establishing a network via strategic deployment of your Phase Prisms will allow you to quickly transport strikecraft units between locations.

Straight on rushing for the Capital Ships is a move that is best saved for team matches and/or open maps, as this takes time and is bound to require both financial and military support from allies. The Progenitors are able to reach their full potential on large, open maps. Be sure to keep your Pyramids hidden from enemies as well, as without them you won't be able to build your units.

For production purposes you may max out Phase Prisms and build The Hand That Shapes to keep a steady flow of movers, frigates, and other units. Individually the Progenitor Frigates are squishy, but in numbers (and with a couple of Arbitrators nearby) they quickly turn into a force that can keep the enemy's forces at bay - all while your Arsenal Ships snipe and take out their major production vessels from a distance.

Strengths & Weaknesses
+ Strongest Capital Ships in the game.
+ High base firepower units.
+ Not restricted to Subsystem Modules that need to be build on key units (except Balcora Gate).
+ Access to the "Ping" ability (late game).

- Limited strikecraft options.
- Expensive units.
- Slow building rates.
- Slow start syndrome.

Special/Exclusive Units

  • [Partner] - An advanced version of the Scout, exclusive to the Progenitors. Compared to the regular reconnaissance units it has a longer firing range, allowing it to strike further and thus making it ideal at taking out the enemies' eyes. Due to its high firepower it can also hold its ground against light strikecraft.
  • [Arbitrator] - A hybrid between a Cloak Generator and a Fire Control Tower, the Arbitrator deploys an energy field which increases the firepower of your nearby vessels by +25%. It can also cloak both itself and nearby friendlies when they are not in combat (hotkey: C).
  • [Keeper] - The trademark Progenitor unit from the HW2 Campaign. In the FXmod each Keeper hosts two powerful AI drones that will automatically launch and attack nearby targets. It also comes with the {Energy Shield} ability, which will nullify all incoming damage for a short period (hotkey: T), as well as a passive {Hyperspace Inhibitor} effect.
    Keepers are traditionally used to spearhead the assault, soaking up the damage of the biggest incoming hits with their ability - allowing your other ships to close the distance and get within firing range.
  • [Arsenal Ship] - This unit can 'snipe' Capital-class Ships from extreme range (7.5km, biggest range in the game). If fired from outside an enemy's sensor range it will be hard for them to track where the beam came from. Keep this unit under the cover of dustclouds or cloaking units to fully utilize its potential.
    The Arsenal Ship's on-board sensor systems are weak however, so you'll need some sort of eyes near your targets to be be able to hit them. It is also easily captured if left undefended.
  • [Phase Prism] - These mini-production platforms can summon all but the largest ships and come with the {Hyperspace Delivery} ability. While active, constructed units from any and all [Phase Prisms] will appear at that one particular [Phase Prism]. Units that dock with said prism while the ability is active are also stored in hyperspace, and can be summoned to any desired [Phase Prism] later by activating the ability on it.
  • [Balcora Gate] - Your "mothership" is static and can't move outside of hyperspace, but comes with a built-in {Hyperspace Inhibitor} effect (once Core-Hyperspace Force has been built). It also receives the "ping" ability at late game (hotkey: X), which will briefly reveal all enemy ships on the map for a short period of time.
  • [Adv.Probe] - The Progenitor Probe can be moved again after deployment, just like any other regular unit, and also has a permanent cloaking ability.

Research & Production
Research is done by constructing special platforms known as Pyramids (standalone subsystem units) from Balcora Gate. There is one Pyramid for each weapon system the Progenitors utilize (e.g. Pulsar, Photon Bomb, Phased Ion Array), and having these units up anywhere on the field will unlock their respective units for production. Pyramids mostly need to be build in order (one will unlock the other), and will need to be rebuild if destroyed. So be sure to send them far away and keep them hidden from enemies, as smart players will try to hunt them down to slow down the Progenitor's development.

Having certain combinations of Pyramids on the field will also unlock additional subsystems on Balcora Gate, which in turn will unlock more units or special abilities such as hyperspace and sensor ping.


V. Taiidan (TAI)

"The Empire rises again"

Difficulty: Easy~Medium


The Taiidan are the armada or production race. What they lack in base high unit stats or squadron sizes they make up for with their potential: Taiidan players can bring out the big guns before the other races do, outproduce their enemies with an extra production vessel and exclusive access to dual construction, and receive Lv3 armor and weapon upgrades in addition to the ability to field an additional Heavy Cruiser (3 BCs instead of 2).

Taiidan Playing Styles
With the ability to field a total of 6 production vessels (3 Carriers, 1 Flagship, 1 Shipyard & 1 Research station) and access to dual construction, the Taiidan hold the absolute production advantage. Survive the slow start, and you can quickly build up and maintain a large force. Due to their ability to build the [Sensors Array] unit, Taiidan players often function as the "eyes" of the team, and are hardly caught by surprise.

Playing as the Taiidan is all about keeping constant pressure on your opponents, and making sure you always have production queues going. While one fleet is out there being destroyed, you've got queues going on all production vessels (tip: set a rally point near the action and/or bring a carrier along) to keep the flow of ships constant, whereas the other races will eventually run out and will need to rebuild. In a war of attrition, the Taiidan will almost always come out on top. Beware, however - delay too long between building and sending in the next fleet, and chances are you'll find yourself on the short end of the stick instead.

The Empire welcomes anyone who wishes to partake in its return to power, but only the bravest and most bashful of commanders - those who prefer lashing out fast and overwhelming their opponents with constant pressure - will be able to draw forth the Taiidan's true potential.

Strengths & Weaknesses
+ Very powerful units at late game (once fully upgraded).
+ Production advantage; most construction units out of all races & dual construction unit (Shipyard).
+ Can field an additional Heavy Cruiser (battlecruiser) (3 instead of 2)
+ Fast building rates & relatively cheap units.
+ The Salvage Corvette has the fastest capture speed out of all infiltration units.
+ Great intel/sensor capabilities at mid-late game (Sensor Array).

- More or less bound to the same one playing style (armada).
- Heavily reliant on the (vulnerable) Research Station.
- Heavily reliant on keeping constant pressure to win.
- Slow start syndrome.

Special/Exclusive Units

  • [Defender] - A hybrid between an Interceptor and a Gun Platform, these units don't count towards the Fighter-class unit cap and thus provide an additional source of (anti)-strikecraft firepower early game. They move slow however, and are therefore best used when left near your Carriers or RU Collectors while your main forces are away on a mission.
  • [Defense Fighter] - A unique unit to the Taiidan, this auxiliary fighter can detect cloaked ships and automatically shoots down enemy missiles. Mixing in some of these with your fleets (in addition to Defense Field Frigates - see below) will greatly reduce the damage taken from especially Vaygr and Turanic players.
  • [Salvage Corvette] - The Taiidan Salvage Corvette has the highest capture speed out of all infiltration units in the game. They can sneak in amidst the chaos and rapidly seize key enemy ships to turn the tide of battle.
  • [Defense Field Frigate] - This auxiliary frigate deploys a passive area of effect that reduces the accuracy of nearby enemy units by ~20%. Effect stacks (2 max). It also acts as a hyperspace inhibitor. Another unit to build and keep near your active fleets, although the AI and most players are bound to focus it.
  • [Shipyard] - The Taiidan "Empress" Shipyard functions as a second flagship, and comes with an additional construction bay (1 -> 2). This allows it to build multiple units simultaneously, just like the Kushan Mothership.
  • [Sensor Array] - An exclusive unit to the Taiidan, it reveals all enemy ships within a 25,000 km radius.

Research & Production
The Research Ship is given for free as of the v1.25 update, and will unlock all smaller vessels as you build modules on it. The Corvette Module will unlock the Taiidan Research Station for production from any Carrier, which can build the subsystems that will unlock specific units at Frigate-class and above.


VI. Turanic Raiders (TUR)

"Cloak and Dagger"

Difficulty: Medium-Hard


The Turanic Raiders are the "hit-and-run" or assassin race. They never open the assault, instead sneaking in while the fight is already in progress. They excel at harassing players over time and wearing down their ships or RU operations, and are the masters of sabotage and deceit. While a small force lures the enemy away or keeps them busy, a heavy strike team sneaks in from behind to quickly dispatch key enemy ships - or seize them for oneself.

Raider Playing Styles
The Turanic Raiders are rather diverse and can be played in a number of ways. What all these ways have in common though is that, for the greatest successes, the raiders are heavily reliant on the element of surprise. To this end many of their units come with Cloaking abilities (hotkey: C). You only get limited chances on the battlefield, and as of such Raider players will need to use their wits to choose the right time and place for their assault.

The Raiders have durable strikecraft, allowing them protection against early rushes, but their Corvettes come as single units and, similar to the Kadeshi, their Frigates and Capital Ships are squishy. Many of the Raider's key production vessels also dub as combat vessels, which is both a blessing and a curse: they can live reinforce the fleet on the frontline and lay down massive firepower. but, once discovered, they are easily destroyed. If their capital ships are destroyed the Raiders need a much longer time to revive compared to other races so again, picking the right time and place for your assault is crucial.

Among the Capital Class the Raiders have two types of core units. The Rancor MK.II [Attack Carriers] serve as the key units on the frontlines, being able to build and dock/repair anything up to Frigate-size class vessels while also functioning as Heavy Destroyer-type vessels by themselves. Meanwhile the durable [Outposts] stay far in the back or may be hidden somewhere else entirely. Their HeavyGun Cruisers can also produce fighters and corvettes without prerequisites as well, allowing the Turanics to reinforce their strikecraft forces at the frontlines.

Most of the Raiders' units are rather slow moving, so in large and open maps strikecraft will typically need to be docked with Attack Carriers/HeavyGun Cruiser in advance and launched when at the target site.

Strengths & Weaknesses
+ Durable strikecraft.
+ Scouts get a permanent cloak ability.
+ All Capital Ships dub as combat vessels.
+ Highly effective capture unit (Siege Drill Frigate).
+ Outposts can dock/repair Frigates & Capital ships.

- Ships have small sensor ranges.
- Vulnerable to anti-cloak units.
- Squishy Frigates/Capital ships (even after armor upgrades).
- Some of the main combat units also dub as your key production vessels.
- Slow (re)build speeds.

Special/Exclusive Units

  • [Azrael Attacker] - A suicide attacker (100hp) that carries a single heavy payload missile. If allowed to hit, it will inflict massive damage on the target and nearby ships.
    Best used when build in large numbers, kept hidden, and then send in to dispatch lone carriers or even motherships during the right moment. Since these ships are destroyed in one hit they have a cloak ability, and should be given the attack order only when in range of enemy ship.
  • [Minelayer Corvette] - While most of the other races have abandoned this idea, the Raiders see purpose still in minelaying. Their minelayer vessel can both lay down and clear enemy minefields, and can even directly attack Frigates and Capital Ships with mines as if it were a regular corvette. It also detect cloaked ships.
    The mines it deploys also have a unique design, exclusive to the Raiders.
  • [Siege Drill Frigate] - The Raider's capture unit benefits from lv3 armor upgrades, fast capture rates, and a high movement speed. They can sneak in amidst the chaos and rapidly turn the enemy's own assets against them. They come with the {Savage Drill} ability, which increases the capture speed while the unit is on Aggressive (F2/F5) mode but significantly damages the target unit in the process - even if they cannot capture a target, they will at least leave it crippled.
  • [Energy Jam Frigate] - An unarmed utility frigate that prevents enemy ships from cloaking and entering/exiting Hyperspace in the area around it. It has less functions than its Vaygr counterpart, but compensates for this by also negating any "improve accuracy/firepower" effects from nearby enemy units (e.g. Command Corvettes) and subsystems (e.g. Fire Control Tower).
  • [Outpost] - The Raiders can build two "motherships". The Outpost can be outfitted with an array of Heavy Guns, greatly bolstering its defenses. Its special feature is that it can dock and repair frigates and capital ships, being the only unit in the game capable of doing so. It also has a higher repair rate than any other repair units.

Research & Production:
The Recycle Station functions as 'non-combat carrier', and the two subsystems that you build on it will unlock most smaller craft & pave the way for the larger units. Once these subsystems are up, players can build the remaining subsystems on the Outposts.

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