Space Engineers

Space Engineers

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APOCRYPHA - Abyssal Systems [EVE ONLINE - WEAPONCORE]
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Type: Mod
Mod category: Block
File Size
Posted
Updated
324.638 MB
25 Feb @ 2:37pm
5 May @ 11:58am
6 Change Notes ( view )

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APOCRYPHA - Abyssal Systems [EVE ONLINE - WEAPONCORE]

In 1 collection by Strategic Developments
APOCRYPHA - Modlist
37 items
Description
Apocryphal readings and nebulous signatures flash across the screen...

Introducing APOCRYPHA - Abyssal Systems, a moderately sized yet ever-expanding collection of voidborne weaponry aimed at providing unique ordnance to split the Void in two .


Inspired by the famed EVE Online [as most of my work is], this mod aims to soon encompass many of the unique capabilities and weaponry that EVE itself is so famous for.




Dominate the battlespace and specialize your warships with tailored weaponry, each excelling in different roles.
  • Autocannons are fantastic short-to-mid range brawling weapons, sporting high fire rates and good performance against all resistance types.
  • Artillery batteries are long-range, hard-hitting sledgehammers. While tricky to land, any successful shot is greatly rewarded.
  • Hybrid weapons encompass both blaster cannons and railguns - two sides of the same coin. Blasters offer incredible damage against all spectrums of resistances, but are very short-ranged. Railguns, however, can punch holes through armor at great range, but struggle up close.
  • Guided weapons are potent mid-to-long range options, highlighted by their ability to choose the type of damage they want to deal. Nova nuclear warheads deal heavy explosive damage, Inferno deals energy-based plasma damage, Mjolnir warheads are tailored to destroy shields, and Scourge missiles are purely kinetic penetrators.
  • Energy weapons are consistently reliable, with Pulse lasers being more effective up close, while Beam lasers deal that energy damage out at range.
  • Not much is known about Precursor weapons - but it is believed that these singularity-based devices deal a mix of explosive and energy damage.



Weapons List

AUTOCANNONS [Required Ammo: Autocannon Ammo "Green"]
  • 240mm Autocannon [3x3x3]
  • Quad-Barrel Heavy Autocannon

ARTILLERY [Required Ammo: Artillery Ammo "Red"]
  • 580mm Artillery Battery [3x3x2]
  • Dual-Barrel Kinetic Artillery [5x5x4]
  • Quad-Barrel Kinetic Artillery [5x5x4]
  • High-Angle Siege Artillery [7x7x5]
  • 1400mm Heavy Artillery [7x7x5]

HYBRIDS [Required Ammo: Accelerator Ammo "Blue"]
  • Dual 250mm Coilgun [3x3x2]
  • Heavy Railgun Turret [3x3x3]
  • Light Neutron Blaster [1x3x2]
  • Heavy Neutron Cannon [3x3x3]
  • Dual Heavy Neutron Cannon [5x5x4]
  • Light Neutron Blaster [1x3x2]
  • Heavy Neutron Cannon [3x3x3]
  • Dual Heavy Neutron Cannon [5x5x4]
  • Light Neutron Blaster [1x3x2]
  • Heavy Neutron Cannon [3x3x3]
  • Dual Heavy Neutron Cannon [5x5x4]

GUIDED WEAPONS [Required Ammo: Guided Ammo "Purple"]
  • Light Missile Launcher [3x3x3]
  • Heavy Assault Missile Launcher [5x5x4]

ENERGY WEAPONS [No Required Ammo]
  • Dual Light Pulse Laser [3x3x2]
  • Dual Heavy Pulse Laser[3x3x3]
  • Dual Heavy Beam Laser[3x3x3]
  • CONCORD Beam Laser[3x3x3]

PRECURSOR WEAPONS [No Required Ammo]
  • Entropic Disintegrator [3x3x3]


Many more weapons are planned, as this mod will see much use on my up-and-coming APOCRYPHA multiplayer server. If you have any questions, comments, concerns, or suggestions, come swing by the Discord!

Join my Discord for bugs, glitches, and balance concerns, or maybe just to stay in touch!
https://discord.gg/NdARSuuQEF

28 Comments
Aizen 7 hours ago 
Would you ever add the Ancient Coordinates to the NPC shops? A way to salvage them from ships that spawn with them? As it is, it's impossible to even reclaim them by hacking.
DreamingFrisk 11 Jul @ 2:31am 
Where can we see the roadmap for updates? or is there no timeline
JJ 18 Jun @ 10:54am 
how does one get the ancient coordinates for the precursor weapon?
Hoofie 12 Jun @ 9:45am 
The Quake ammo for the artillery guns seems to be a bit overtuned. And by a bit I mean 1 shot from the Dual-barrel artillery tears a 8x block wide\ 5x deep hole into reinforced heavy armor (Structural Reinf. + Heavier armor for WC), pretty much devastates everything within that 5 block radius.

As much as I like strong weapons, this is a bit over the top seeing how a single volley from the Quad artillery can completely dismantle a relatively large ship. I do like how impactful the guns are though, getting hit by them really rattles the ships they are shooting at, which feels great.

The other ammo types (Tremor/Phased p.) seems to be more in line with what you get from similar WC weapons like the Typhoon from Aryx. Might even be on the weaker side compared to that one.

A small tuning pass on the ammo types would be nice, right now some of the artillery guns feel like dual\quad barrel Nova cannons.


Other than that its been a fun mod to play around with, keep up the good work!
Strategic Developments  [author] 12 Jun @ 8:45am 
Lancer beam has since been added to the roadmap :)
Niam 12 Jun @ 3:01am 
Re:Static Weapons - Doomsdays are all static, and so is the Lancer beamer from the Lancer Dreadnoughts.
Xanfax 12 May @ 10:09pm 
amarr victor
Strategic Developments  [author] 5 May @ 10:13am 
More light weapons in the 3x3x2-3x3x3 range are planned. Static weapons are currently unplanned, as none are present in EVE Online and this mod is [currently] best used in tandem with other mods that provide fixed weapons. However, the future holds many surprises.
Singularity 4 May @ 11:25pm 
looks cool :cozyspaceengineersc:but cant realy fit them on my survival builds as i really like having compact and efficient ships.
are there any plans on adding smaller / more compact turrets, and static weapons?