HW1RM M13 Fix: Autogun Nerf

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Author: ShadowDragon8685

Last revision: 17 Jun, 2015 at 00:56 UTC

File size: 76.8 KB

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Description:

Think Mission 13, the Karos Graveyard, is frustrating because there’s nothing to do but send in wave after wave of fighters?

There are fixes for that problem. This fix administers a straight-up nerf-bat beating to the junk guns in the Karos Graveyard, making them less insane, so they no longer destroy 1-4 strike craft per engagement before your ships are even in firing range. Specifically, both the Large and Small Junk Autoguns have:

1. Had their absolutely absurd range reduced by 1/3rd. They will still out-range your corvettes by an hilarious margin, but it’s no longer completely insane.

2. Had their damage halved. They should no longer one-shot fighters and two-shot corvettes.

3. No longer lead their targets, nor check for friendlies in the line of fire. This won’t mean much of anything against the one you’re running at head-on, but against the ones that open up to support the one you’re attacking head-on, it means a lot.

4. Additionally, the autoguns’ accuracy has been reduced significantly, such that random good luck should now play a real factor.

This mod will make it fairly easy to just straight-up invade the Karos Junkyard with strike craft, because the junk autoguns are now shooting like they’re actually made out of junk, instead of like ridiculous capital ship turrets.

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Yes, I know you can just use Z-Axis elevation to fly at the very roof or ceiling of the Karos Graveyard map to bypass all the guns. I consider this an exploit, as it was an implementation failure in the original homeworld. Please do note that the field of autoguns does not extend an infinite distance to the sides, nor does the autogun field extend beyond the junkyard "office."

This is a limitation of the map, one which was present in the original Homeworld. If the autogun field only exists in this one narrow corridor away from the junkyard office, it would be insane to fly through the corridor when you could simply fly around it, or jump to the other side of the guns. Therefore I consider that an illegitimate way of completing this map, and I made this mod for those who, like me, would prefer a reasonable fight rather than the ridiculous attrition-grind that Karos Graveyard normally is.