Som-Taaw Overview of building, SUs, and economy | Homeworld Cat Hardcore Testing Series

Поделиться
HTML-код
  • Опубликовано: 4 июл 2024
  • Hey Guys! This video is all about checking out the Som-Taaw's changes to thier SU system, SU cost for ships, RU costs, and harvester economy! I hope you enjoy it!
    My Discord: / discord
    My Instagram: / captainsoban
    My Twitter: / captainsoban08
    Check out my Second Channel: / @captainsobansothergames5
  • ИгрыИгры

Комментарии • 7

  • @Gravemindefiler
    @Gravemindefiler 4 месяца назад

    Not gonna lie...now that I look at the barebone mothers hip I can't unsee the gravity hammer from Halo 3 lol

  • @macdjord
    @macdjord 4 месяца назад +3

    Be careful giving the Kun-Lan significantly less core health than other motherships. This isn't HW2; nobody _targets_ individual modules. Sure, some portion of incoming damage will hit them by accident, but not much. It doesn't matter how much health the modules have if the ship explodes underneath them.
    Also, a weapon that takes over an hour minimum to deploy... how long do your games usually last? 'Cause frankly I suspect very few games will come anywhere close to long enough for that seige cannon to even potentially be used.

    • @Shipprofile08
      @Shipprofile08  4 месяца назад

      Well you have motivation to target the modules now. Research takes 8X longer so destroying a research module will significantly set back the Som-Taaw, The hanger provides significant amounts of SU for the fleet and is expensive to rebuild. Those adjustments will help incentivize to cripple the Kun-Lann instead of straight up destroying it. Most matches should take 2-4 hours to complete. I’ve never really liked how quick vanilla matches were lol. This is to add weight to your decisions on what to construct, research, and add importance to your tactics because loosing something matters which is the point of hardcore.

  • @zone5117
    @zone5117 4 месяца назад

    i would see a good passive for Som-Taaw ships, the more modules the ship has the less damage they take, tho depending on how powerful that passive is, it can be Super Busted or nigh useless.

  • @isaacsnediker-morscheck3382
    @isaacsnediker-morscheck3382 4 месяца назад +2

    Does this mod adjust the tracking speed of capital ship weapons? In vanilla cataclysm large frigate and super capital weapons had increased tracking values over HW 1, which allowed large ships to consistently kill fighters. It completely skewed the balance away from building any strike craft once frigates and then super capitals became available.

    • @Shipprofile08
      @Shipprofile08  4 месяца назад

      Interesting, I’ll have to take a look at that. I’ve changed super capital projectile weapons bullet travel to be slower to match the vanilla mod, but haven’t touched turret tracking.

    • @isaacsnediker-morscheck3382
      @isaacsnediker-morscheck3382 4 месяца назад

      @@Shipprofile08 I imagine it’s a combination of factors, projectile speed might be the biggest factor for some, turret tracking for others. I know ion cannons in particular are really good at frying strike craft in cataclysm. It would definitely require testing to figure out a good balance.