![]() really good.) and are just updating the game with new textures, hud, higher sampled audio etc. (and work closely with the people that made the first one. They used a bunch of the old assets and old tools. But they aren't doing a new vision for the game. I'm taking a wait and see approach and I hope it turns out well. Gearbox has done a nice job for the most part with games handled in-house but the stuff they hand off has a much spottier track record Borderlands Vita, Duke Nukem Forever, Aliens: Colonial Marines, etc. I haven't had one in any other mission though.I've been excited but cautious about it. I had a ton of CTDs on mission 5, it ended up taking hours to finish because I kept losing all my progress. Is this how it worked in the original? I don't think the stances are working either, I remember when setting them to defensive the fighter used to do a little jiggle as they fought. I'll set them in an X formation, which they will keep during move commands, but as soon as the start fighting they all leave formation and fly around individually. Maybe I'm mis-remembering from Homeworld 2 but my fighters never stay in formation once combat starts. Is there another way to open the carrier's build menu, or is this a bug? The arrows in the build screen don't show anything other than the mothership. The carrier you can capture on mission 5 doesn't seem to be able to produce anything. I feel like the sound effects have been redone too - the bangs of fighters exploding sounds much nicer than I remember. This game is beautiful! I really like the updated backgrounds that keep the same style as the orginal. Depending on where the corvettes tend to dock on, they may or may not actually be vulnerable to the ship's weapons. A frigate with a corvette attached will spin around quite a lot, for instance, which is useful if it is an ion frigate, given that it then cannot actually shoot anything. They do throw it off, however, so having fewer than the usual number of corvettes attached can still be useful. They can also still move and fire until all of the required corvettes attach if you only have 4 on a battlecruiser it will still rotate and shoot (usually at the corvettes). They tend not to switch targets until the first target is dead, so they'll fruitlessly chase your fighters around and ignore the small fleet of corvettes sidling up to them. Note that the AI heavily prioritizes salvage corvettes as targets, so you need to have Evasive scouts/interceptors drawing their attention first. One for fighters/corvettes, two for frigates, three for destroyers, and I think it's either 5 or 6 for carriers and battlecruisers. Some shots of the box and shtuff (quick pics with the phone that apparently has an odd focus tendency I'll try to get some better - non flash - shots of the Mothership lit up). Which disappoints me a bit because I was hoping to get a couple of awesome action shots of the first enemy encounter. I tried to do a couple of recordings but it looks like Geforce Experience doesn't yet support it (I didn't know that recording had to explicitly support the games ) and there are a few screenshots that ended up as a black screen only (during the in-game cinematics so I suppose those are using a rendering pipeline that Steam can't hook into?). Pretty solid around 60FPS (there's the occaisional drop but nothing egregious) on a GTX 670. 8xAA 1200p with Enhanced everything, textures maxing at 4096 and Dual light emitters (whatever that means, but it's orange in the settings so it must be a performance hog, right?). Which means they did a damn fine job of increasing the detail without losing the spirit of the original visuals. I never was deep enough into the bowels of the game to tell you if they've changed anything but it looks exactly how I remember it. Got through Return to Kharak and god damn this is Homeworld. You only have to have a number of salvage corvettes proportional to the size of the ship you're capturing?
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