Hiigaran Capital Craft
Hiigaran
Capital Craft are wonderfully simple to use and work with, and
ideal for Homeworld 2 beginners to cut their teeth on. The Destroyer
and Battlecruiser are solid workhorses that can
blast their way through most things from most angles, and can be left
up to their own devices without too much trouble or needing to know any
clever strategies or tactics. Unlike the indirect missiles of the Vaygr
Capital ships, the Hiigaran Capital warships are packed full of powerful
turrets that can merrily blaze away at all kinds of threats the instant
anything hostile comes near. This is in keeping with the Hiigarans' heavier
and more multi-roled shipping. None of these big units seem to have any
glaring Achille's Heels on them either. They perform exactly as advertised,
without any unpleasant surprises or unexpected disadvantages in the field.
Even the Destroyer's turrets can pick off Strikecraft
- although not as efficently as a few squadrons of Interceptors,
of course.
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Hiigaran Carrier Capital Class Production Ship
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As mentioned before, this is more the advanced and better Carrier
between the two forces. More accurately, the upmarket version that
comes with more features, health points and cost. You get one free
at the start of every netgame. It packs more armour than the Vaygr
version, and enjoys three Production slots
to the Vaygr's one, but in terms of point defences, number of available
Modules, speed and manoeuvrability, its identical to its rival.
It comes standard with four point defence weapons, that can (eventually)
nail a (small) Strikecraft force, but it can't hold its own unless
its furiously building reinforcements. It is still worth its weight
in gold: extremely versatile, wonderfully compact, and pretty mobile.
The only problem of having three production slots is that, like
all production ships, you are still limited to only build one ship
at a time. The original Homeworld's
multi-streamed production queues have been abolished. You can kit
this thing up almost as a fully fledged mini-Mothership, but the
perils of sticking all your eggs into such a fragile basket should
be obvious. With only two Module slots to work with, you quickly
run out of space to adequate "develop" this Carrier.
The Carrier is the Capital ship with
the emphasis on servicing your ships. If anything, the Hiigaran
Carrier's probably the most efficient ship servicer in the
game: unlike every other vessel equipped with a Docking
Bay, it can process a two streams of Fighters and Corvettes
at the same time.
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Prerequisites
Research Module
Capital Facility |
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Perks
2 Carrier Armour Upgrades
2 Carrier Engine Upgrades
Carrier Manufacturing Upgrade
3 Production Slots
2 Module Slots
1 Sensor Slot
20 Berth Docking Bay
Can take 5 repairers |
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Pros
One free with every netgame!
Excellent all-purpose production vessel
Can service two streams of Strikecraft simultaneously |
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Cons
Pricey, but you get what you pay for
Can't build Capital shipping
Easily destroyed
Point defences are pretty crap, when you get down to
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Hiigaran Destroyer Capital Class Knee-Capper
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With its squared off nose and torpedo launchers in the place of old
anchors, the Hiigaran Destroyer's hull
looks just like a vintage World War I destroyer. Unfortunately,
it doesn't
come with Ion Beams as its predecessors
once did, but it does come with an impressive battery of Heavy
Kinetic Cannons, which, happily enough, can not only damage
Capital craft, but can also pick off Corvettes and with enough
crossfire,
unlucky Fighters as well. Each turret lobs 535
points of harm a good 4500m, so
a wall of Destroyers represents a substantial stream of continuous
firepower,
augmented with the occasional 3000 point Heavy
Torpedo from each of their twin launchers. It has been nerfed
against Subsystems: its turrets only inflict 30%
damage. You'll hardly notice.
This is the Hiigaran's all purpose brawler - so take full advantage
of it. Deploy it as the foundation stone for your forces. For its
class, its light, fast, and, just like the Frigates, prone to getting
battered and bruised a lot. But its tough hide is more than likely
to see it outlive its escorts in many battles. It can repair itself,
but very slowly: it has three "latch points" for a trio
of Resource Collectors to augment repairs.
It has only one Innate Subsystem: its
Engines, which can be easily immobilised
by any organised foe with a few squads of Bombers.
Fortunately, their weapons are unaffected until the bitter end and
they will automatically repair themselves to become mobile again.
Unlike all other Capital ships in the game, the Hiigaran
Destroyer has absolutely no point defences, although the
turrets will blow away an unlucky Fighter on occsaion. The Vaygr
Destroyer outguns this thing with its big battery of four heavy
missiles - but the Hiigaran Destroyer works as an "instant
gratification" unit that can take on nearly every class of
ship in the game, and while the Vaygr let off their missiles every
twenty seconds, this warship is merrily plugging away all the time.
Don't get too carried away though, for a sizeable Strikecraft force
will bring down a Destroyer; and it can feel like its taking forever
for all those turrets to batter their way through other Capital
Warships - especially Battlecruisers.
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Prerequisites
Research Module
Capital Facility
Adv. Research Module
Destroyer Tech |
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Perks
2 Destroyer Armour Upgrades
2 Engine Engine Upgrades
Can take 3 repairers |
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Pros
Its a Homeworld Destroyer! Need we say more??
Counters Frigates with ease
Extremely durable and agile, especially upgraded
Great firing range and nice rate of fire
Able to successfully strike lots of ship classes without
penalties |
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Cons
All those turrets seem to take a while to batter down
other Capital targets
Brought to heel by Battlecruisers
No point defences - but that's not really an issue,
is it?
Can't hit Fighters; Engine Subsystem exposed to Bombers
Only inflicts 30% damage against Subsystems. Gee. |
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Hiigaran Battlecruiser Long Range Capital Powerhouse
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The monstrous Hiigaran Battlecruiser
is the epitome of the Capital warship and easily the undisputed
star of Homeworld 2. This ship
is the nearest thing to a completely self-sufficient vessel: it
can go anywhere, do anything it likes, and pretty much win the
day.
Its only weakness is its vulnerability to massed Strikecraft -
and of course, its main
rival.
Battlecruisers enjoy the longest weapon ranges in the game: a whopping
6000m. Either of its two twin Ion-Cannon
Turrets fry a target for 15,000 points
over the course of a single, lingering blast, while four regular
Kinetic Cannons, each delivering 650
points, can pummel everything in between from all angles,
also at extreme range.
It almost seems underpowered for such a titanic size. You'd expect
at least a few more regular turrets on the endless lines of the
thing. The Battlecruiser is big enough to have its own Docking
Bay, and while it can repair endless lines of Strikecraft,
can only house five Squadrons for a Hyperspace
jump. Its Docks frequently form long queues - not a situation you
want in a major battle. Being so large, it also has its own Engine
Subsystem; plus two Modules slots,
and even its primary weapons, the two Ion Turrets, are also separate
Subsystems - all vulnerable to Bomber incursions. The weapon modules
are much stronger than normal subsystems: each worth 50,000
health points.
Interestingly enough, its Ion Beams have
been softened to only do 50% damage against
Frigates - not that really helps any poor
Frigate: the Kinetic Turrets alone will quickly finish what's left.
A Battlecruiser's uberweapons only inflict 30%
damage on Subsystems. But they'll
demolish the Mothership underneath in a matter of moments.
The only thing it lacks is sufficient point defences: Hiigaran
Battlecruisers use cut down Pulsar Beams
for hard hitting point defences, but there's only four of them and
they only do 50 points of damage. A single
shot will vaporise any Strikecraft: but its accuracy leaves a lot
to be desired. These weapons' inaccuracy will see the Strikecraft
cloud inflicting more damage on the behemoth than the other way
round. A serious cloud of Strikecraft can subject a Battlecruiser
to the Death of a Thousand Cuts - even when fully upgraded - and
suffer few injuries; or at the very least, knobble it. Also, despite
all the Engine upgrades, this beast is still very slow and sluggish,
relying on its many turrets and any escorts to protect it from all
sides. |
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Prerequisites
Research Module
Hyperspace Module
Shipyard
Shipyard Capital Facility
Adv. Research Module
Battlecruiser Tech |
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Perks
2 Battlecruiser Armour Upgrades
2 Battlecruiser Engine Upgrades
2 Ion Beam Turret Modules
2 Module Slots
5 Squadron Docking Bay
Can take 4 repairers |
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Pros
Counters Frigates and Destroyers with appalling ease
Extremely durable, especially with the Armour upgrades
Practically invulnerable when shot at through the Engines
Colossal range and immediate and devastating striking
power
Can engage threats from all angles |
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Cons
Very sluggish, even with the Engine upgrades
Very expensive, with many prerequisites
Glacial turn rates - thank heavens for turrets!
Can't hit Fighters; Subsystems exposed to Bombers
Only 50% main weapon damage against Frigates
Only 30% main weapon damage against Subsystems
Takes forever to repair |
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