Learn advanced tactics for Homeworld: Deserts of Kharak, including pilot view, capital ship armor multipliers, and resource management.
Walkthrough:
- To activate pilot view, add the
/pilotviewcommand-line parameter to your Homeworld executable shortcut (e.g.,C:\Sierra\Homeworld\homeworld.exe /pilotview). - Once in-game, focus on a single ship and press 'W' to activate pilot view. This can also be used on enemy ships.
- Screenshots with scroll lock are saved in the Homeworld directory.
- Missile Destroyers (MDs) can target mines if you force attack them.
- The Scuttle ability increases a ship's blast radius five times its size, heavily damaging everything within. Being destroyed causes negligible damage to nearby ships.
- Hyperram (hyperspace into an enemy Mothership (MS)) deals 400% damage to yourself and only 40% of the target ship's hit points. This prevents players from forcing draws by hypering MS into your MS.
- Be cautious of smaller ships being hyper rammed when fleets jump in; keep salvagers a safe distance away to avoid losing them.
- In multiplayer with zero resources (Rus) and few ships, your Ru count will slowly increase up to a maximum of 500 Ru. This provides a small chance to rebuild, but 500 Ru buys limited fleet options (e.g., 14 scouts, 9 interceptors, one assault frigate, one support frigate, or 5 bombers).
- The maximum Ru is 65,000. You are unlikely to mine this amount in a single-player (SP) game unless you have maximum resourcers and consume everything in large resource fields, which require individual targeting for harvesting.
- You can reach high Ru counts through ship retirement, with frigates yielding approximately 300 Ru each. Capturing over 250 frigates can yield over 75,000 Ru, exceeding the cap and potentially being unspendable due to fleet restrictions.
- Fleet intel in mission 5 may mention thinner armor on capital ship tops, bottoms, and sides. The rear, specifically towards the engines, is the most vulnerable.
- Armor multipliers for capital ships are approximately: Front 90%, Side 130%, Bottom 130%, Top 130%, Rear 160%. These multipliers affect the damage dealt by weapons, not the armor's effectiveness directly. For example, a weapon dealing 10 damage might do 9 damage from the front, 13 from the sides, and 16 from the rear.
- Motherships (MS) are not affected by these armor multipliers and take the same damage from all angles.
- The rear of capital ships is the most effective to attack, but achieving this position can be difficult as ships will maneuver to engage you.
- Turanic raiders produce a sound similar to Imperial probes in Star Wars: The Empire Strikes Back.
- Homeworld ships are considered capital ships, being self-sustaining. However, Homeworld: Deserts of Kharak (HWC) ships require support points for each vessel, unlike true capital ships.
- The final council ship was originally designed as a harassing vessel that would jump in, deal heavy damage, and jump out. Its initial star-shaped design with six twisted arms was rejected due to clipping issues.
- Faction beam colors: Kadeshi have blue ion cannon beams, Turanics have blue beams, Kushan have red beams, and Bentusi have white beams.
- To break up groups of ships, select a single ship and assign it the group number of the group you wish to cancel. Then, reselect the desired ships and reassign them to that group number. This prevents ships from being in multiple groups and is useful for mixed formations or flanking maneuvers.
- To prevent Missile Destroyers (MDs) from attacking asteroids containing resources (Rus), set them to evasive stance or cancel their orders and then set to evasive.
- Super scouts or
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