Vaygr Capital Craft
The
all purpose Hiigaran Frigate and Capital shipping
can exert some powerful advantages, thanks to their extensive use of
turrets that can fire in all directions. The Vaygr
Destroyer and Battlecruiser pack nastier
weapons than their Hiigaran rivals, but are weighed to only demolish
big targets, relying entirely on their Strikecraft and Frigates to protect
them from smaller attackers.
Once upon atime, I used to think the Hiigaran
Capital warships were the last words in a Homeworld 2 multiplayer
game. The Vaygr Capital warships were nimble,
but having acrobats armed with very slow firing weapons seemed completely
pointless. Then one night in a CPU game I hyperspaced a brand new,
fully decked out and upgraded Hiigaran
Battlecruiser on top of an enemy Vaygr Carrier -
right in front of two Vaygr Battlecruisers hidden
in a dust cloud. To my amazement, these two massive ships blew away
my perfectly healthy Battlecruiser within a matter of seconds with
a spray of red fireballs and twin streams of nasty missiles. With my
heavy hitter out of the way, the AI hyperspaced to all my production
vessels and completely destroyed me in less than three minutes. Its
very simple: in order for those Vaygr warships to live up to their
fearsome
reputation, it is
essential that you get your tactics right.
Any dingbat can order the Hiigarans around - their turrets save you the
trouble of having to think. The Vaygr Capital warships,
on the other hand, require good tacticians to make sure they're pointing
the right way and not being sprung by any unpleasant surprises from the
sides or rear. Just don't let them get flanked or swarmed and they'll
unleash serious mayhem on the opposition.
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Vaygr Carrier
Capital Class Production Ship |
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The first thing beginners
learn about the Vaygr Carrier is that
it has only one Production slot.
It feels like a pale imitation of the Hiigaran
version: its the bargain basement carrier. Only one docking
bay, one Production slot and, it's oh so easily destroyed. Most
attackers don't bother snipping off its Subsystems - its just easier
(and more merciful) just to demolish the whole ship and get it over
with. Vaygr commanders should have a small shoal of these things,
each dedicated to producing its one type of shipping. Fortunately,
you can build them the instant a Capital Facility
comes online.
They're cheap, and one on one, clearly inferior to the Hiigaran
Carrier. But this can be a little misleading: they can be better
value in numbers. You're distributing your vulnerability around, and
two or three carriers gives you more modules and the old principle
of safety in numbers. Again, managing more than one vessel is tricky,
and while the Hiigaran's one-stop-shop might be very convenient for
beginners, having two or three Carriers
lets you build two or three sets of ships at the same time. More advanced
players have the option of tailoring the Vaygr forces more precisely
to their strategies.
The Carrier is the production ship with
the emphasis on servicing your ships. If you can, process your Strikecraft
through a pair or trio of these ships and they'll plow through repairs
and replacements in a flash. Even though your Strikecraft line up
in scattered rows amongst all the Carriers, their Strike-Force orders
will still be preserved. The minute you reissue any orders to your
Strike forces they'll promptly reform and do their duty. |
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Prerequisites
Capital Facility |
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Perks
2 Capital Armour Upgrades
2 Capital Engine Upgrades
Carrier Manufacturing Upgrade
1 Production Slot
2 Module Slots
1 Sensor Slots
10 Berth Docking Bay
Can take 5 repairers |
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Pros
One free with every netgame!
You can build the Capital Facility almost immediately
and churn them out - well, you have to, really.
Pretty cheap... |
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Cons
...did we say cheap? You get what you pay for!
Only ONE production slot!
Can't build Capital shipping.
Easily destroyed by even a modest force.
Upgrades cost an arm and a leg.
Far, far less armour than the Hiigaran version |
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Vaygr Destroyer Capital Class Knee-Capper |
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This is definitely one of the more interesting ship designs in the
game. The Vaygr Destroyer sports an asymmetric,
V for Vaygr shaped cross-section and some of the sexiest texturing
around. These solid warhorses deliver some serious blows, demolishing
larger and slower targets. However, at the same time they are extremely
vulnerable to shoals of smaller vessels and require escorts. They
get four powerful Fusion Missiles, each
delivering 2900 points of damage at 4500m
range, and two massive twin Fletchette Turrets
that fire 450 point slugs over the same
distance. The turrets themselves are smaller than the Hiigaran
Destroyer's, and have real problems hitting Strikecraft
(1% accuracy!). Weight for weight, a Fusion Missile is only a tad
weaker than the Hiigaran Destroyer's Torpedo Launcher.
Overall though, the Vaygr Destroyer packs
more punch - you just have to be a little patient with its missiles,
reloading as they do once every 20 seconds in a big salvo. Their missiles
also have difficulty chasing down fast fleeing targets like Resource
Collectors. An don't bother aiming Fusion Missiles at Subsystems:
they'll only do 20% damage.
This is definitely another Vaygr specialist, designed only for
destroying targets Frigate sized and up,
or removing those pesky Platforms blocking
your fleet. Its just as likely to unload all its missiles against
a target with one hit point left, wasting them all, as not; and
Fusion Missiles don't acquire a fresh
target if the first one dies prematurely. This ship does get some
slightly above average point defences, but its still vulnerable
to hijacking and can't really do much against massed Strikecraft
except weather the storm and hope its armour holds long enough for
the cavalry to show. Its armour, speed and build times are identical
to the Hiigaran version. The
Vaygr can get their Destroyer up a mite faster than the Hiigaran's,
thanks to the easy access of their Capital Facility
and single Research Module. Itt can repair
itself, but very slowly: there are three "latch points"
for a trio of Resource Collectors to augment
repairs. Take advantage of them.
When a gang of these guys gets going, serious unhappiness quickly
follows - provided there's some nice big chunky targets to dismember.
Like the Hiigaran Destroyer, it has only
one Innate Subsystem: its Engines. Vaygr
Destroyers are easily nobbled by any cool headed foe with a brace
of Bombers, although the Vaygr Destroyer feels like it recovers
more quickly than the Hiigaran version. A little patience is required
waiting for that impressive missile battery to fire: the Vaygr Destroyer
will pummel most Capital ships quite nicely and completely smash
through Frigates, but it lacks the instant response you get from
a broadside of Hiigaran turrets. Nevertheless, those warheads will
still fly even after the Destroyer's death.
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Prerequisites
Research Module
Capital Facility
Destroyer tech |
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Perks
2 Capital Armour Upgrades
2 Capital Engine Upgrades
Can take 3 repairers |
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Pros
Tackles Frigates with appalling ease.
Extremely durable, especially with the Vaygr Capital
Armour upgrades.
The fastest and most manoeuvrable Capital ship, especially
with the Vaygr Capital Engine upgrades.
Harder hitting than the Hiigaran version.
Point defences better than Hiigaran version |
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Cons
Fusion missiles have trouble chasing down fast targets,
like Corvettes or fleeing Resource Collectors.
Fusion Missiles have 20 second reload time.
Its vulnerable to concentrated Strikecraft swarms,
despite its thick hide.
Bombers immobilise it's exposed Engines just like that!
Slower firing than the Hiigaran version.
Useless against Subsystems: just blow the target away
from under 'em instead!
Fletchette turrets only 1% accurate against Strikecraft! |
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Vaygr Battlecruiser Long Range Capital Powerhouse |
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The Vaygr Battlecruiser feels strongly
inspired by Space
Battleship Yamato from Star Blazers
(Japanimation TV series, 1976). It packs the biggest and nastiest
arsenal in the game, but its specialised nature leaves it extremely
vulnerable to Strikecraft swarms and hijacking. Like its Hiigaran
rival, it gets its own Docking Bay
that can house five Strikecraft squadrons and two
Module slots to play with. It can service a lot more ships
than it can hold, but not efficiently. Its Docks frequently form
long queues - not a situation you want in a major battle.
Its primary weapon system is a massive, dorsal silo that launches
a string of eight Heavy Fusion Missiles,
each delivering 5000 points of destruction
at maximum range: 6000m. This battery
is weighted towards Capital and Mothership class targets - it only
scores 60% damage against Frigates,
and it doesn't even bother with Strikecraft. Heavy Fusion Missiles
won't reacquire a fresh target if the first one dies before they
reach it. The other issue is that it launches all eight warheads
at a time, usually at a single target: great against Motherships;
a real waste against Resource Collectors. There's also a thirty
second reload time, so try not to rush things. The missile battery
is a thin sliver of a Subsystem that
can be disabled, but for once its tricky to select and target in
a busy battle.
Its second weapon is the Trinity Cannon,
a huge triple barrelled energy gun that fires three red bolts in
a single salvo, extracting awesome damage - 17,500
points per pulse - over extreme range. Its like a monster
version of the Laser Corvette.
Unfortunately, the Trinity Cannon is hamstrung by being fixed to
the nose of the ship with an incredibly narrow cone of fire. It
can only shoot forwards, and it can miss. It has a long reload time
as well, and is just as likely to take potshots at passing Resource
Collectors (missing on numerous occasions) instead of concentrating
on other Capital warships. Since all the Capital shipping in Homeworld
2 never tilt that much when moving vertically, this can be a real
worry. This warhorse is extrermely vulnerable to anything major
attacking it from directly above, below or from the side.
The Vaygr Battlecruiser is really an
overgrown trebuchet. Like the medieval castle busters of old, you
keep it at the rear and bombard the enemy from afar. If you do decide
to push it forward, you're relying on its armour to absorb enemy
fire whilst your other forces are freed up to engage the enemy.
But the Vaygr Battlecruiser will always be on the back foot the
moment it has to defend itself. It does get some substantial armour
and enjoys twice the point defences of most Capital warships: a
set of four Lance Fighter beams
and a set of four regular point defences (try and get some overlapping
crossfire with multiple battleships for some sort-of satisfactory
point defences) but it completely lacks any mid-sized weapons. It
is agile for its massive size and can outmanoeuvre its Hiigaran
counterpart, but in spite of all this it's exceptionally vulnerable
to a big Strikecraft cloud and can be readily flanked. And being
slow firing its extremely vulnerable to Marine
Frigates. Don't ever leave this big fella unattended. |
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Prerequisites
Research Module
Hyperspace Gate tech
Hyperspace Module
Shipyard
Shipyard Capital Facility
Battlecruiser tech |
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Perks
2 Capital Armour Upgrades
2 Capital Engine Upgrades
2 Module Slots
5 Berth Docking Bay
Can take 5 repairers |
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Pros
Counters Frigates, Destroyers and Motherships with
appalling ease.
If used correctly, can comfortably blast Battlecruisers.
Extremely durable, especially with the Vaygr Capital
Armour upgrades.
The Trinity Cannon is exceptionally devastating, and
also penetrates the Hiigaran's Field Frigate's force field.
Colossal range.
Harder hitting than the Hiigaran version.
More nimble than the Hiigaran version |
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Cons
Its main missile battery is a single Subsystem
and reloads every 30 seconds.
Easy to sidestep the Trinity Cannon, unless you're
a Mothership or a Platform.
Bombers immobilise it's exposed Subsystems just like
that!
Slower firing than the Hiigaran version.
Very expensive, and with lots of prerequisites.
Susceptible to hijacking if left alone.
Cannot deal with Strikecraft swarms on its own |
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