Hiigaran Fighters


The Hiigarans Fighters Corvettes Frigates Capital Craft Motherships Platforms

HiigaranHiigaran Fighters usually come in squadrons of fives. You can only produce them if one of your factory vessels has built a Fighter Facility. Each type of Fighter class enjoys two Engine upgrades, but no Armour improvements. They wear Light Armour worth only 30 points per ship, which means that everything in the field will score no penalties if they score a hit - and most of the time kill the unit with one shot. However, nearly all weapon systems have difficulty hitting Fighters thanks to Fighter Accuracy hardwired into the game engine.


Scout
High Speed Reconnaissance
Hiigaran Scouts
Scouts are specialised spotters, and the versatile high speed eyes and ears for your fleet. They're great for chasing down those pesky Probes but their minimal weaponry is simply a token gesture. However, they can generally outrun most shipping shipping but are susceptible to upgraded Interceptors and Assault Craft. Unfortunately, apart from their special techs, Scouts get no Armour or Engine upgrades. Even so, they're still the fastest units in the game outside of Probes.

If upgraded with the EMP capability, they can even freeze other shipping for about half a minute. While EMP is short ranged, don't underestimate its capacity to paralyse and completely nobble enemy shipping. Its a great battle turner, but it does require some practice and fiddly micromanagement, and there's a 70 second recharge time.

The Hiigaran Scout also gets the Ping command (keyboard shortcut: X), a unique Hiigaran "spell" that can reveal vast areas of the map for short periods of time. Firing off a ping costs you 1000 RU's, but its significance in a multiplayer game can often annoy Vaygr players, who have no such perk. Being able to see all your enemies, their positions and the strengths of their fleets in one button press is NOT to be underestimated.

Other than that significant difference, Hiigaran and Vaygr Survey Scouts are basically the same, and always comes in trios. You can build these immediately without any prerequisites in the game.

Prerequisites:

none

Perks

Enhanced Sensors

EMP weapon upgrade

Pros

Excellent speed and visual range

Usually outruns most threats

Excellent Probe repellant

EMP spell temporarily freeze all shipping with range.

Has its own unique Ping command.

Cons

Hopeless at combat - steer clear of all action!

Massacred by any serious anti-Fighter systems


Interceptor
Anti-Fighter Fighter
Interceptors
One of the icons of the game, the Hiigaran Interceptor does exactly as the name implies: it intercepts other Fighters. This is the Hiigaran's bare basic fighter, not requiring anything other than its Facility, and thus ideal for fielding any early rushes in a netgame, capable of pursuing and bringing down fast moving targets. In a chase they'll be left behind by Scouts, although I've usually found after a long chase, the Interceptor eventually triumphs because at some point, its quarry has to stop and turn or else run out of map.

Interceptors fire 37 point bursts of rapid fire, missing most of the time. Since they come in squads of five, and fire pretty frequently, its rare that a full squadron will fail to kill another fighter or two with every attack run. Like their Vaygr equivalent, the Assault Craft, they have very short range, although they can shoot faster, harder, further, and more accurately than the Assault Craft. Its just that Assault Craft come in squads of seven. Unfortunately, the Interceptor's effectiveness starts to diminish rapidly once it starts tackling anything bigger than itself. Corvette armour seriously challenge it and against Frigates and Capital Craft they're all but useless - except as distractions for point defences. Interceptors only inflict 70% damage against anything wearing Medium Armour: that is, a Frigate.

But Interceptors are indispensable for quickly countering enemy Strikecraft swarms that large ships have trouble fielding. In most battles you will suffer high attrition rates - so keep a sizeable force on standby at all times and don't leave home without them. They have difficulties coping with Gun Turrets - being unable to really damage them before the Platform can seriously harm them.

Prerequisites

Fighter Facility only

Perks

2 Interceptor Engine upgrades

Pros

Excellent against Fighters - routs Bombers

Can chase down Scouts

Cons

Starts to lose it against Corvettes and Gun Platforms

Hopeless against anything else

Massacred by any serious anti-Fighter systems and units like the Flak Frigate or the Gunship.


Bomber
Anti-Capital Fighter
Hiigaran Bombers
The Hiigaran Bomber is a classified as a Capital ship killer, but its real virtue is its ability to destroy Subsystems. No other unit in the game seems to clip those modules quite as effectively. Being a Fighter, its highly agile - although not by other Fighter standards - and in numbers Bombers can pose serious threats to any Capital shipping that aren't covered by any anti-Fighter escorts. Half a dozen Bomber squadrons easily strip Subsystems and comfortably blow away Frigates.

Hiigaran and Vaygr Bombers are very similar, with identical build times, speed, armour and range. Weight for weight, the Hiigaran Bomber is slightly more powerful, fires a bit faster and is slightly more accurate than its rival, but this is offset by a Vaygr Bomber squadron having six members instead of five. With the Plasma Bomb upgrade they can unleash astonishing amounts of firepower that wouldn't look out of place on a Frigate. The Hiigaran Bomber delivers 135 points of damage; with the upgrade it jumps to 190. They score a 250% bonus against Subsystems, but only inflict 45% damage against Turrets.

When it comes to dog fighting and looking after itself, the Bomber fail badly, especially when concentrating on their targets and not defending against counter attacks. Their powerful bombs can serious hurt a Corvette, but they are terribly inaccurate against Strikecraft, and given their slow firing rates, are quickly swept from the skies by Interceptors and Assault Craft and every other type of anti-Strikecraft system in the game. Even point defences can seriously take their toll. But this is more than offset but their incredible usefulness. They're real strength is against Subsystems, and while they also deal out tremendous damage to the rest of a large target, you'll find their horrendous attrition rates forcing you into frequent retreats or furious rebuilding.

Prerequisites

Research Module

Fighter Facility

Perks

2 Bomber Engine upgrades

Plasma Bomb upgrade

Pros

Utterly brilliant against Subsystems - 250% attack bonus!

Excellent against Frigates

Very good against Capital craft

Cons

Utterly wiped out by anything with anti-Fighter potential: Interceptors, Assault Craft, Gunships, Flak Frigates, etc... its a tough old world out there.

Have trouble overcoming Gun Platforms: only inflict 45% damage per shot!


The Hiigarans Fighters Corvettes Frigates Capital Craft Motherships Platforms

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Last modified Sun, Jul 8 2007 by Lindsay Fleay.