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CAT - Reduced Recoil (Reduced Weapons Recoil)
   
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Type: Mod
Mod category: Modpack, Other
Tags: NoScripts
File Size
Posted
90.621 KB
30 May, 2021 @ 6:55pm
1 Change Note ( view )

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CAT - Reduced Recoil (Reduced Weapons Recoil)

Description
CAT - Reduced Recoil v1

The short: Reduced the recoil on hand weapons (how far gun moves when shooting)

The long:
Simply not everyone in SE plays it for the PVP or even PVE, yet some still enjoy elements of this even tho it’s not their main focus for the game.

I felt that the latest patch introducing weapons recoil was a great addition, but far too strong for some players not as FPS orientated, myself included. It is a sandbox build game after all.
Don’t get me wrong I love hard games, I just found recoil annoying more than enhancing.

For players that may feel the same way, this light mod is for you.
I will update it based on people’s feedback to make sure it remains balanced so please comment below after playing.

So What Does It Do?
1. Reduces the recoil effect by 50% on all hand weapons, (it felt very effective in testing.)
2. Rebalances interior turrets to do about 15 damage. Reason below.

I felt interior turrets were toned down a little too much to help players that now had recoil to work with in the patch update. You can actually effectively tank them at 5 damage that’s a little silly.
So I bumped it up to about 15, I believe less than the old damage (around 20-30?) to rebalance the fact they are now easier to hit and to bring back a little fun risk factor without making them to OP as they perhaps were before the warfare1 patch (or too weak as defensive turrets after the patch).

Now getting hit is something you want to avoid again, but it won’t leave you dead unless your slow about it lol.


So, let’s see what you all think and I will adjust accordingly.
9 Comments
☼king wu 16 Mar, 2023 @ 10:47am 
KSH take notes
shumbalion  [author] 15 Oct, 2021 @ 5:42pm 
Well if your gona contact them yourself anyways, you might as well simply just ask them nicely for it ;)
It would be a lot simpler for all if they did, since it’s there mod you want a patch for anyways. =D
Steelkitten7 15 Oct, 2021 @ 3:47pm 
Okay, just tested it. Vanilla weapons appear to have no recoil, which is good. That mod automatically solves the problem for any machinima makers using solely vanilla weapons, or use vanilla weapons at all. I don't see any obvious issues with the no recoil mod in testing.

However, it does seem like the weapons that NorthyPark and Doctor Octaganapus made have independent recoil separate from the vanilla recoil values. So yeah, your suggestion that a no recoil patch for those mods would likely be correct.

I don't know how likely either of them are to respond to Steam messages or comments, but I know that Doctor Octaganapus is on the official Keen Software House Discord, if you'd like for me to start messaging him and seeing if he can get Northy in on the conversation as well.
Steelkitten7 15 Oct, 2021 @ 3:34pm 
Forgot one of the weapons in that list, the Kriss Vector Submachine Gun is also in use. About to test recoil mod.
Steelkitten7 15 Oct, 2021 @ 3:29pm 
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2557767999

Here is the link to the collection of weapons that they have updated to work with Warfare 1. Because I know that this might not be an easy task, and that you may have to talk with NorthyPark and Doctor Octaganapus, the only weapons I'm actually using are the following:

M1014 Shotgun
M92G Beretta Elite 2 Pistol
Remington 870 Tactical Shotgun
Barrett M107A1
VHS Bullpup Rifle Version 4.0
M60E3
IWI Tavor TAR-21 Version 2.0

I'll go ahead and test if the Vanilla one you've created will cancel out the recoil of any of these weapons, and I'll get back to you real quick with the results.
shumbalion  [author] 15 Oct, 2021 @ 12:27pm 
Hmm I do not know this mod, I have made a quick one for vanilla and that’s working fine.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2628738941
I suspect a no recoil patch ‘can’ be made for the other mod tho. This will unlikely change anything in the other mod. I would need to look at it and check permissions before I make a modification patch however. Feel free to link to that mod here so I can find it. It largely depends on how they have created it.
Steelkitten7 15 Oct, 2021 @ 3:51am 
Zero recoil would be preferable, but honestly, just having it low enough that the weapons in the MAWK weapon pack (specifically the 17 that have had their individual mods updated to work with Warfare 1) won't recoil into the ceiling would be amazing. This said, I don't know if recoil is universal between modded weapons and vanilla weapons, or if something would have to happen with the MAWK weapons between Doctor Octaganapus and NorthyPark.
shumbalion  [author] 15 Oct, 2021 @ 1:47am 
Interesting, it should be possible.
I’ll give it a go considering how alarmingly popular this one was :) I had plans to release another version as well. I guess you need 100% off, I was also thinking about playing around with a very very low recoil option as well, just so the effect is visible but not so it effects targeting. It may also work for you? I’ll try get something out within a few days for you.
Steelkitten7 14 Oct, 2021 @ 5:41pm 
Do you happen to know of a way to turn off recoil entirely? I use the replay tool in SE for a machinima I'm working on, and when I "tell" a recorded character in the game to shoot, the recording of the character ends up shooting into the ceiling because it can't account for recoil.