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.
Yeah I know I've said no more destroyers, but a lot of things have changed from the last time.
Lot of weapons to choose from, numbers and numbers of combinations.
-kinetic cannon
-flak cannon
-ion cannon
-torpedo launcher battery
-artillery sabot
-artillery HE
and torpedo, flak or pulsar cannon on the nose weapon position (where the torpedo launcher used to be).
wow that last one is sick! zzzZZRaaAapPpp
A bug zapper that doesn't wait for the bugs.
Zappity zap zap ZAP!
What's "sabot" artillery?
I'm loving this Destroyer by the way :)
Will it have the point defence guns like the mothership? Just so it's not completely unarmed straight off the shop floor...
It will be called just the artillery and HE artillery, I'm still not really decided. But it's basically the normal kinetic weapon with longer range. I've said sabot and HE, because those are the types of tank ammunition and I thought people will recognize it easier that way (sabot =sub-caliber round, HE = high explosive).
HE in this case is practically the anti-capital ship flak. Right now, the effect actually looks the same way like flak, except much bigger and it can't target strikecrafts. But I'm planning to change the effect for explosion, so it will look more like an anti-submarine weapon -random explosions around the ships, not flak smokes.
(so it's the long range triple barrelled kinetic weapon and even longer range triple barrelled anti-capital flak)
And yes, it is completely unarmed. It used to have the default torpedo launchers, but now when people can select even this weapon, it has nothing at the start. I have to think about the point defence, if it's not too much.
since the point defence guns do ****-all I don't think it'd be overkill :P
And the capital-flak sounds like proximity charges or something, proximity torpedoes? Proximity something I think...
I've decided not to. The turret construction is pretty fast, so if you see the swarm of bombers comming at you, there's nothing easier than build one or two flaks and problem is solved.
The capital flak artillery is still in progress, so it sounds like flak. But it's all going to change, it's going to sound and look nice. (Maybe not in the next release which will be there very soon, but eventually. But don't worry, I don't leave the unfinished work in my mod.)
yay, I love it!
the screenshot of the ion destroyer is perfect, that's real art :)
I love these too and the last one indeed is pretty! I also hope it's effective!
The numbers are:
-Standard, or modular destroyer with the same armament as the standard one: 1034 damage per second.
-Only ion weapons: 1255 damage (which is about 20% more).
-Only torpedo launchers: 1576 damage (massive salvos, very long reload times)
-Only artillery turrets: 1114 damage and 6,5 Km range.
You must understand that I couldn't make the ship 200% stronger, it would be overkill and I'm trying to keep the reasonable values in this mod. But the numbers may still change a bit, nothing is definitely closed.
And all important informations are in the weapon descriptions anyway, so if it's not clear now, it should be clear in game.
Excellent work!
Love it.
So much for final presentation, seeing the two more you've already done, and knowing that you plan on doing a cloaked destroyer. ^^
Do I see some new badges in there too?
Well, it was supposed to be the final presentation, but I just couldn't stop.
You can see some of the new badges here: Moddb.com
But the last one is newer.