Hiigaran Corvettes


The Hiigarans Fighters Corvettes Frigates Capital Craft Motherships Platforms

HiigaranHiigaran Corvettes only become available when the Research Module and the Corvette Facility are built. They comfortably trump Fighters by virtue of them superior armour, (unless they happen to run into a Lance Fighter or a lucky Bomber) but all Corvettes are vulnerable to any heavy turrets and torpedoes, effectively finding themselves countered by Frigates, Destroyers and the heavy point defences of a Battlecruiser. Mind you, you will find it easier to overwhelm Frigates one by one with a reasonable force of Corvettes than the other way around. They still have some mobility: torpedoes have to chase them down, giving them ample time to shoot back with their turrets. You'll generally find, comparing one on one with the Vaygr Corvettes, Hiigaran Corvettes shoot twice as fast with half as much.

The basic Hiigaran Corvette has about 400 hit points, and wears Light Armour. While most weapon systems have their own Corvette accuracy modifier, they generally find it easier to hit a Corvette than a Fighter, scoring full damage doing so. The Hiigaran versions all sport turrets, except for the Minelayers, allowing them to fire in most directions most of the time (including at any pursuers) without having to change direction.

Gunship
Light Corvette
Gunships
This is the Hiigaran's bare basic Corvette. The Gunship is weighted towards vanquishing Fighters, a job it does very well. You crank out these if your opponent is swamping you with the little buggers - and they'll keep those swarms bottled up until heavier enemies show. Its two small twin turrets, mounted ventrally and dorsally, can fire in all directions and pack more than enough punch to kill a fighter in one or two shots. Like all anti-Fighter units, it misses far more often than not, but between two twin turrets on a trio of Gunships, the chances are something will get shot with every squadron salvo.

Alas, these light, fast turrets have their work cut out for them when it comes to targets as big as or bigger than itself. While Fighters have around 30 hit points, the typical Corvette has about 400 - so the Gunship's light 42 point bullet finds it five to ten times tougher bringing down another Corvette than a Fighter. Plus, their accuracy against Corvettes seems just as flaky as it is against Fighters. In most battles, Gunship armour basically lets it trump all Fighters - except for the Vaygr's Lance Fighter, which meets it almost on exactly equal terms - but once anything bigger or harder hitting than itself appears on the scene, then Gunships find themselves quickly culled in most space battles. Nevertheless, they fill out a force nicely, adding extra Fighter repellant for any Capital escorts.

Prerequisites

Research Module

Corvette Facility

Perks

2 Gunship Armour upgrades

2 Gunship Engine upgrades

Pros

Excellent against Fighters

Good early force in a netgame

Cons

Experiences difficulties against other Corvettes and Gun Turrets

Useless against anything Frigate sized or bigger

Susceptible to any heavy turrets or missile systems


Pulsar Gunship
Heavy Corvette
Pulsar Gunships
This is the bigger brother of the Gunship. You can't miss these: Pulsar Gunships pack a massive cannon that's almost as big as they are: the Pulsar Cannon, a new weapon for Homeworld 2 that bridges the gap between the basic Kinetic Turret (one that shoots high-tech bullets) and the fearsome Ion Beam. On the field you'll see vivid blue-white beams flickering across the battle, scoring huge, lingering hits against their targets for a hefty 160 points. Plus its mounted on a turret so its able to fire in most directions without having to do a strafing run first.

Pulsars can smash through Corvette formations, demolish Frigates, and in numbers scare lone Destroyers. Capital warship turrets bring these heavy Corvettes to heel, though. Pulsar Gunships are excellent against Platforms, scoring a 44% damage bonus, hit a Fighter every fourth shot for a guaranteed kill and hit Corvettes 40% of the time. The only thing there aren't so hot at is hitting Subsystems, where they only score 60% damage. I've tended to find they becomes the mainstay of your Corvette forces when the bigger units come into play. Actually, its a great ship; they always seem to outlast Gunships - despite having exactly the same armour and hit points - and they pack a heftier punch.

Prerequisites

Research Module

Corvette Facility

Perks

2 Pulsar Gunship Armour upgrades

2 Pulsar Gunship Engine upgrades

Pros

Excellent against other Corvettes

Great against Platforms: 44% damage bonus!

Threatens Capital craft

Cons

Shoots slowly and has difficulty hitting Fighters

Only inflict 60% damage against Subsystems

Susceptible to any heavy turrets or missile systems


Minelayer Corvette
It lays mines!
For static defences, Mines can be very useful. Like Platforms, they're insufficient on their own, but more than enough to weaken the heavy part of an attacking force. They inflict substantial damage to Capital craft and are much harder to spot than Platforms. Mines are laid in nice, orderly vertical walls, and once finished, the Minelayer Corvette will wait at the corner of the wall. Mines won't respond to Strikecraft, Scouts or Probes, but are lethal against Frigates and about a dozen lays low a Destroyer.

Triggered mines home in onto the biggest target they can find. If the target dies before the Mines reach it, they immediately reacquire someone else, otherwise they dutifully gravitate back home to their old position in the wall. Alas, there's a good chance the Minelayer Corvette will be picked off the instant any hostiles move in close to trigger the mines: they need protection, especially against Strikecraft. Fortunately, Minelayers aren't picked off so enthusiastically by enemies as Marine Frigates or Resource Collectors are.

To launch mines, use the N hotkey. You can easily create walls of mines with these things by dragging to resize and orientate a wall and then clicking to set the field in space. The Minelayer then dutifully fills it. But you can also create cube shaped minefields by using the ctrl key!

A little word of warning, though: you are strictly limited to about a 100 mines at any time in the game. This cap remains strictly enforced, regardless of the number of fields you lay. Once you exceed the cap, the first mines you laid start winking out of existence as later ones are added.

Small squads of Minelayers build minefields all that much quicker. If the Minelayers aren't in a Strike-Force, they spread out across the wall and start laying. If they are in a Force, then they clump together and spray out those mines as though they were spread out across the field. The Minelayer Corvette is a loner, and apart from the mines it carries has half the weaponry of a single Gunship.This is pretty useless against most threats, the Minelayer Corvette is really a specialised minelayer and minesweeper (hmm, better check that!). Watch out - they will try to duel with a Destroyer if provoked, firing at it futilely with their tiny turret. Its best to encourage them to drop mines instead.

Prerequisites

Research Module

Corvette Facility

Adv. Research Module

Minelayer tech

Perks

none

Pros

Mines are devastating against Capital craft and Frigates

Can actually sweep minefields itself

Cons

Unable to really defend itself - its more a military utility unit than a fighting ship

Strict cap of about 100 mines

Mines completely ignore Strikecraft, Scouts and Probes


The Hiigarans Fighters Corvettes Frigates Capital Craft Motherships Platforms

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Last modified Sun, Jul 8 2007 by Lindsay Fleay.