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Homeworld 2 ships can be evenly divided by size, the smallest of which are the strikecraft: fighters and corvettes. Medium sized ships are the frigates. Large ships are the capital ships and the super large are the motherships. Both the Hiigarans and Vaygr have similar ships in each class with some minor differences. The Hiigarans have extra frigates while the Vaygr have additional fighters and corvettes. Extra ship classes include the Utility class ships and the additional weapons platforms.
[edit]Strikecraft
A swarm of Hiigaran fighters
Strikecraft are the cheapest, lightest, fastest, and most numerous ships in the game. Like many of the new generation RTS games, Homeworld 2 lets the player control small squadrons of units rather than many discrete individuals. Strikecraft enjoy a free reinforcement philosophy: when badly battered squadrons dock, the surviving ships are not just repaired, but lost wing men are replaced free of charge. Ships still dogfight and circle as individuals like they always have, but now each squadron is a mini-formation.
As squadrons lose members, their effectiveness drops sharply. If a squadron has been whittled down to a single ship, it's nearly useless for it to remain in combat and should be docked. A player who can remember to periodically dock Strikecraft forces before they get completely destroyed can get great tactical values and conserve RUs at the same time. For all the anti-Strikecraft weapons systems in the game, the best defence against Strikecraft is still Strikecraft.
Fighters
Fighters are Homeworld 2's infantry; light, fast, cheap and numerous. They execute hit and run passes, strafing their target before flying off to attack from another angle. They rely on their small size, maneuverability, and speed to stay alive. The effectiveness of each Fighter squadron is progressively degraded as they take losses, but since these can be replaced when docked it's a little easier and cheaper to maintain Fighter forces than other types of shipping - provided that the player remembers to pull them out in time.
The key to their success is in their numbers. They're the cheapest warship class to set up and develop. Their high mobility is ideal for intercepting enemy units far across the map or getting help to remote outposts in a timely fashion. Their only drawback is their lack of armour and the need for frequent docking to maintain their effectiveness.
All Fighters have 30 hit points each and are equipped with Light Armour. There are no armour upgrades for Fighters, but their speed upgrades are impressive. As a general rule, most weapon systems miss them far more often than not, but any kind of hit is usually instant death for a Fighter - or at least brings it to Death's door. They can only be manufactured at a production vessel with a Fighter Facility
A lot of things can destroy Fighters: Interceptors and Assault Craft are naturally the best anti-Fighter units in the game; Gunships and Missile Corvettes can easily overpower them unless seriously outnumbered; Assault Frigates and the Light Platforms are a worry in numbers; Torpedo Frigates are a real problem, and Flak Frigates probably the most effective unit against the fighters.
Corvettes
Vaygr Missile Corvette
Corvettes are small gunboats, slower than Fighters and easier to hit but still agile, packing heavier armour and heavier weapons. Most Corvettes make use of turrets, and can cruise around the target, subjecting it to a constant barrage from all angles without the need to line up attack runs. Corvettes add weight to Strikecraft swarms, providing some heavier muscle where Fighters find themselves outclassed. In Homeworld 2 Corvettes are no longer the missing link between Strikecraft and Capital craft; they're now classified as a subspecies of Strikecraft. They tend to outlast Fighters thanks to their armour, but are slower to move and docking them can take a bit of time. They are susceptible to any anti-Strikecraft systems and Frigates. Corvettes can only be produced at a production vessel with a Corvette Facility. Individual Corvettes have about 400 Hit Points, upgradable to 640 points, and have Light Armour. They rely on their stronger armour to survive.
[edit]Frigates
A flak Frigate in formation with several fighters
Frigates are the mid sized ships of Homeworld 2, built and deployed as individuals. They can slowly repair themselves, but they can't dock for repairs. However, Frigates can be repaired with Resource Collectors. In the original game, Frigates formed the mainstay of the fleet, and Corvettes were the missing link between Strikecraft and Capital ships. In Homeworld 2, Frigates are now relegated to the role of the corvette, filling in the link between the small ships to the large.
Although Capital warships can slice through individual frigates, in sufficient numbers frigates pose a significant threat. A task force of Hiigaran ion cannon frigates or Vaygr heavy missile frigates is easily a match for destroyers and a lone battlecruiser. The Hiigaran torpedo frigate is one of the most versatile ships in the game. Its torpedoes are ideal against corvettes and resource collectors. When its weapons are upgraded, the torpedo frigate is also a threat to capital ships. The Hiigaran flak frigate is ideal against smaller strikecraft. When all three frigate types are deployed appropriately, the Hiigaran frigate division is one of deadliest tools of the navy.
A Vaygr Heavy Missile Frigate unleashes its cargo
Frigates can only be produced on production ships that have a Frigate Facility. Most Frigates start off with 16,000 hit points, boosted to 25,600 points when fully upgraded. They sport Medium Armour, which means they can be hit by anything, although a Battlecruiser's main weaponry will only inflict 50% damage on one.
[edit]Capital ships
The Capital Class is the biggest vessel class in the fleet. They are the only class of ships to have subsystems. Two of the Capital class ships are capable of production, the Carrier and the Shipyard. Two types of warship also fall into the capital class: the Destroyer and the Battlecruiser. Capital class vessels can only be produced by Motherships and Shipyards, and the Shipyard is the only unit able to produce the Battlecrusier.
Capital warships deliver the main firepower of a fleet. Capital Warships can comfortably destroy production ships, weapon Platforms and Frigates, but in turn have great difficulty keeping Strikecraft swarms at bay. Force firing and numerical advantage is another method to deal with enemy Capital ships.
Carriers
Carriers are the smallest production ship with an emphasis on fleet service. They process and repair Strikecraft more efficiently than any other ship in the fleet. However, if undefended they will be quickly overwhelmed by anything more than a few Strikecraft. There is one free Carrier available at the start of a multiplayer game. Despite only having anti-Strikecraft point defenses, Carriers are some of the most valuable ships in the game. They act as mobile forward bases, a lighter and more athletic mini-Mothership. Like all production ships, a carrier increases the sensor range with a Sensor slot, but holds less Module and Production slots than the Mothership or Shipyard.
There are slight racial differences in the Carriers as well. Hiigaran carriers can handle all 3 production modules (fighter, corvette and frigate), where as Vaygr carriers can only handle one. The expanded production options given by the Hiigaran Carrier makes it more expensive, and only a few can be produced. Vaygr Carriers on the other hand are cheaper to produce, and are often seen in larger numbers.
Destroyer
Destroyer in action
The Destroyer is the smaller and cheaper of the two Capital warships. It's heavy on armor, guns and missiles, and shows off the most maneuverability and speed for a Capital chassis in the game. Destroyers frequently outlive their escorts, and despite their superior range they're often found in the thick of things, absorbing colossal amounts of damage on behalf of the fleet. Unlike every other ship in the game, Destroyers pivot on their z-axis 90 degrees to deliver classy broadsides to a target, moving forward in a sideways fashion to engage targets further away. They're about three to four times stronger than a Frigate, and they dominate the field unless the enemy fields more Destroyers, or has Battlecruisers.
Destroyers start off with 85,000 hit points, upgradeable to 136,000 and sport Heavy Armour. The Hiigaran Destroyers do 1034 points of damage while the Vagyr Destroyers have a slight advantage and do 1100 points of damage. There are no units in the game that score any special bonuses against it - except Bombers when they shoot its only Engine Subsystem out, effectively locking it in place. This is only a temporary setback though as the crew will repair the damage. They can repair themselves and can be attended to by a maximum of three Resource Collectors.
Battlecruisers
Hiigaran Battlecruiser
Battlecruisers are monstrous, singular units: the epitome of the Capital warship. Battlecruisers come with their own Docking Bay that can service and store five Strikecraft squadrons for defense, as well as two Module Subsystem slots. The Battlecruiser is the nearest thing in the game to a self sufficient, all purpose ship. The best counter-strategy to enemy Battlecruisers, really, is preventing them from being built.
The only drawbacks to a Battlecruiser are sheer expense and set up time. They're ponderously slow and have appalling maneuverability, and there's the many prerequisites they need before the player can start churning them out. It's not just the Battlecruiser tech to research, but all the prerequisites needed to produce the Shipyard, which is the only unit in the game that can build them. Once the player has made that investment, then producing Battlecruisers becomes much easier.
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