Hiigaran Frigates


The Hiigarans Fighters Corvettes Frigates Capital Craft Motherships Platforms

Hiigaran The Hiigarans, with their emphasis on larger, more multi-roled shipping, get two more classes of Frigate than the Vaygr. The Hiigarans are definitely stronger in this area. Where the Vaygr get a specialised Fighter for trumping each hull class (Assault Craft, Lance Fighter and Bomber for attacking Fighters, Corvettes and Capitals respectively), the Hiigarans get a Frigate that does the same: Flak, Torpedo and Ion Beam Frigates. You need a Research Module and a Frigate Facility to start your Frigate production, getting a basic, all purpose, bog standard model called the Torpedo Frigate. Hiigaran Frigates have two tech tiers, requiring an Advanced Research Module before you can get to the more specialised Frigates for specific missions. Hiigaran Frigates generally contain about 16000 hit points, and wear Medium armour. They're generally pretty damn good at what they do, but every weapon system will hit them on the first go, and they are often the first targets of choice by every unit that has the luxury of making a choice.

Torpedo Frigate
Basic Frigate
Torpedo Frigates
While this is the most primitive of the Hiigaran Frigates, the Torpedo Frigate is the nearest thing to an all-purpose unit in the whole game. Its gold. It becomes available the moment the Frigate Facility is installed, and should be used as the basic building block of your Frigate walls. Oddly enough, it flies in the face of typical Hiigaran design and has no turrets, using only indirect missiles like a Vaygr ship. To the uninitiated, it looks a little plain and uninspiring, but its chassis forms the basic foundations for all Hiigaran Frigates. It has no equivalent in the Vaygr navy.

Sharp eyed statisticians will notice it only starts out with only 12,000 hit points and even with both Armour Upgrades it barely exceeds an unimproved Frigate. It certainly isn't the lovable old Homeworld Assault Frigate - but if you follow through the upgrade path for these things and use them in numbers they become extremely potent. Like all missile ships, fire rates are slow, but people tend not to notice with the Torpedo Frigate.

Some online players build nothing but Torpedo Frigates, ignoring the other Hiigaran frigates, convinced of their innate superiority over every other Frigate in the game. Technically, the Torpedo Frigate is a Corvette killer - a job it does extremely well. But it seems just as adept as obliterating Fighter clouds as it is battering Frigates. The ship starts off with a small Cluster Torpedo that slaps into a Frigate in one nasty lump for 380 points or splits into four independently guided warheads that chase down Strikecraft to share that 380 points of pain around. A sizeable wall of these fellows can vapourise a substantial chunk out of any Strikecraft cloud in one salvo, or take out a couple of Frigates. They are not to be under-estimated.

If the target dies, Torpedo Frigate warheads simply reacquire whatever happens to be near them - the only missiles in the game that can do this, as far as I can tell. A cloud of unused warheads will simply work their way from one hapless target to the next until they run out of range. If that wasn't enough, they enjoy the best weapon range of any Frigate in the game: the same as a Destroyer's main weaponry or 4500m, which is double the range of every other Frigate in the game. And if you still aren't satisfied, you can research the Improved Torpedoes upgrade and gain an additional heavy torpedo that can inflict 1520 points on other Capital targets! Both the cluster and anti-capital warheads enjoy the same ranges and targeting perks.

At the very least, they make excellent backup for Strikecraft, or a good all weather escort for any Capitals. Again, numbers count. This thing has great firepower, but it's clearly had its armour nerfed to compensate. Running into a wall of these guys is a real worry - but running from them will almost certainly inflict horrendous losses. The best way to tackle these ships is to focus fire on them and reduce their numbers quick smart, especially if you've got Bombers up your sleeve, and Laser Corvettes can cut through them like butter. Be quick, otherwise you won't have too many Strikecraft left. A rain of Torpedo Frigate torpedoes will seriously dampen the enthusiasm of many opponents.

Prerequisites

Research Module

Frigate Facility

Perks

2 Torpedo Frigate Armour Upgrades

2 Torpedo Frigate Engine Upgrades

Improved Torpedo upgrade

Pros

Hard hitting Strikecraft and (when upgraded) Frigate killer

Can dent Capital craft

Best weapon range of all the Frigates: same as a Destroyer's!

Torpedoes acquire new targets when the original target dies

Probably the nearest thing to an all-purpose Frigate in the game

Cons

Shoots slowly

More readily overwhelmed than its siblings

Only starts with 12,000 hit points.


Flak Frigate
Anti-Strikecraft Frigate
Flak Frigates
Quite simply, this is the ultimate Strikecraft killer for Homeworld 2. Flak Frigates are easily recognised by their rear winglets and the collection of hexagonal protrusions jutting from their noses. They are advanced units unlocked by the Advanced Research Module. They come equipped with over and under Flak Turrets: essentially double barrelled shotguns that blast small clouds of explosive shrapnel at fast moving targets first with one barrel, then the other. They are ideal for close quarters combat - and like many shotgun-like weapons in computer games, rapidly lose potency at long range. With a bit of cross-fire these things will absolutely murder even the biggest Strikecraft clouds - unless the Strikecraft on the receiving end are frantically focus firing on the Flak Frigates themselves. They're fantastic against Fighters, and pop Corvettes without too much effort. They're the equivalent of the Vaygr's Assault Frigate.

They rarely hit their targets: rather, the splash damage from all their exploding shells weakens whole Squadrons and often smokes several Fighters at a pop. Anything that sports Light Armour is in serious trouble.

Unfortunately, they're almost completely useless against anything Frigate sized or bigger. They have the shortest weapon ranges in a Frigate: barely that of a regular Fighter. With their shorter ranges they'll cheerfully rush enemy capital lines pursing straggling Strikecraft - where they're invariably crushed before you can rein them in. While Torpedo Frigates can sit back and handle the mainstay of enemy forces at some range, the Flak Frigate specialises in countering the smaller targets, point blank. In the Flak Frigate's case, crossfire is everything. One or two Flak Frigates can be useful, but four or five are nasty, nasty, nasty...

Prerequisites

Research Module

Frigate Facility

Adv. Research Module

Perks

2 Flak Frigate Armour Upgrades

2 Flak Frigate Engine Upgrades

Pros

MASSACRES Fighters

Mangles Corvettes

Looks spectacular in action - little cloud of explosions with a light show to match

Cons

Labours against Frigates and Capital craft

Short firing range

Unhappy habit of racing ahead to their doom


Ion Beam Frigate
Anti-Capital Frigate
Ion Beam Frigates
One of the few vessels to make it unchanged from the first game, the Ion Beam Frigate is an advanced Frigate that only becomes available after an Advanced Research Module is installed. This is the equivalent of the Vaygr's Heavy Missile Frigate. While the Flak Frigate specialises in small targets, the bulbous Ion Beam Frigate exclusively tackles the big end of town - probably the only finicky specialist in the Hiigaran arsenal. Some netgamers feel its sluggish ways are made completely redundant by Capital warships or swarming Strikecraft. Against Strikecraft, Ion Beam Frigates do absolutely nothing: they just sit there and take whatever comes at them - even if there are no other units in the vicinity. And they'll suffer bad losses from the heavier and longer ranged weaponry of a Capital warship.

They're slow to fire, a little awkward to move around and are readily trumped, but half a dozen of these will inflict serious damage on large targets at reasonable range. This Frigate is best used as a support weapon, and really needs to have something covering or at least a few distractions for the opposition for it to do its good work unmolested. Sprinkling these powerful units amongst your Frigate wall will certainly beef up its effectiveness and augment a Destroyer force, but you will need to keep an eye on them. Their beams last a few seconds, raking across any large targets that can't move out of the way. While they're good against Platforms, they'll take a serious pummeling in return from heavy gun Platforms.

Prerequisites

Research Module

Frigate Facility

Adv. Research Module

Perks

Ion Beam Frigate Armour Upgrades

2 Ion Beam Frigate Engine Upgrades

Pros

Mangles Frigates and Capital ships

Instant gratification weapon - no waiting for slow old missiles

Cons

Needs to get into firing position before it can start being useful

Outranged and seriously trumped by Capital craft

For all its power, not very good against Subsystems at all

Completely vulnerable to Strikecraft


Defence Field Frigate
Force Field Frigate
Defence Field Frigate
This special Frigate generates a large, spherical force field that blocks most kinds of enemy weapon fire. The field remains up for 20 seconds before requiring a 30-40 second recharge. The field is hollow: enemy ships can fly around inside it and shoot, but it blocks 90% (or thereabouts) of all incoming fire from the outside. Your forces within can still shoot out. The only problem is that being slower than other ships, it, and its protective field, tends to be left behind when your forces race off to engage the enemy. Some micromanagement is required to get them working - and they also get picked on by enemy ships. Effectively, it supports your fleet by temporarily reducing the damage being inflicted on it.

For the most part, the field will block all Strikecraft and Frigate fire, but I have noticed the large weapon systems on the Battlecruisers fire through the sphere as though it isn't there.

This is the most advanced Frigate in the Hiigaran navy, only becoming available when an Advanced Research Module is installed and the Defence Field tech is researched. Unfortunately, Defence Field Frigates don't score any Armour or Engine upgrades, and only have a pissy underside turret for minimal defence. They come with more armour than a regular Frigate, but they'll slow down any upgraded Frigate Strike-Forces, and can be blown away almost as an afterthought. I haven't seen these used too often in a battle - the micromanagement they require can be a bit of a handful once a full battle is underway (when you really need them). They rarely seem to be in the right spot at the right time and are always trailing the ships they're supposed to be protecting.

Prerequisites

Research Module

Frigate Facility

Adv. Research Module

Defence Field tech

Perks

none

Pros

Produces a huge spherical force field...

Cons

...for 20 seconds before its battery goes flat

30-40 seconds recharge time

Its very lightly armed

Its expensive

Its field doesn't stop Battlecruiser weaponry


Marine Frigate
Hijacking Frigate
With Salvaging removed from Homeworld 2 players must resort to the Hiigaran Marine Frigate to capture vessels. This is the equivalent of the Vaygr's Infiltrator Frigate, and has virtually the same vital statistics and skills. There's a severe cap on the number you can build, and the AI's always seem to blow these things away first regardless of what's going on around them. They're best used against lightly armed Capital craft - and exceptionally worthwhile when you run off with an opponent's Mothership! Unfortunately, capturing enemy production vessels doesn't let you manufacture the enemy's ships.

They do come with a light Kinetic Turret turret similar to a Flak Frigate (sans the splash damage) so they're not entirely useless in a fight, but with absolutely no upgrades to go with them you should either capture lightly armed vessels or give them lots of support. They do get more armour than a regular Frigate (20,000 hit points, to be precise) and they can fly at a pretty fair clip but they are invariably the first to be shot down and you will pobably have to micromanage them for best results or expect to be building a lot of replacements.

As the ship classes get larger, the time it takes to hijack a victim skyrockets. It can take long minutes to overpower a Mothership, giving your opponents plenty of time to respond and come to its rescue. Until the process of capturing or disabling is complete, the victim can still shoot back (pictured). Doubling up Marine Frigates does very little except decrease this takeover time by a tiny fraction - although its probably worth your while if your Frigates are in danger of being destroyed. Marine Frigates can steal anything Frigate sized or larger: grabbing a string of enemy Frigates isn't such a bad idea... assuming they survive.

Prerequisites

Research Module

Frigate Facility

Adv. Research Module

Perks

none

Pros

Hijacks Frigates, Capital craft and Motherships.

Cons

Always blown up first - well, after Resource Collectors, that is!

Its very lightly armed.

Its expensive.
Low, low unit cap.

It takes time to overpower a ship.
Ships that are being hijacked are still alive, kicking - and shooting back.


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Last modified Thu, Oct 14 2004 by Lindsay Fleay.