Space Engineers

Space Engineers

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Tactical Rebalance: Vanilla Weapons
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
482.096 KB
4 Oct, 2015 @ 2:16am
19 Nov, 2015 @ 9:02pm
3 Change Notes ( view )

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Tactical Rebalance: Vanilla Weapons

In 1 collection by MagnusEffect
Space Engineers Modded Blocks
132 items
Description
This mod mostly adjusts two things with all vanilla weapons:
+Increases the velocity of all ordinance by 33% (now 400 m/s)
+Decreases the speed of turret rotation by (roughly) 80-85%

The reasons for this change:
+Increasing velocity of ordinance makes long range attacks more viable.
+Decreasing turret rotation makes maneuvering and positioning much more important; turrets are less effective at short range.
+Both the increase in velocity and deceased turret rotation makes traditional fixed guns more viable for dogfighting; put your pilot skills to good use!

General explaination of changes:
+Tracers improved for easier aiming!
+Velocity of ALL rounds has been improved from 300 -> 400 m/s.
+Fixed Guns fire ~25% faster than Large Turrets (have highest damage/second now).
+Large Turrets fire 200% faster than Small Turrets, but rotate twice as slow.
+Small Turrets rotate 200% faster than Large Turrets (but still significantly slower than normal).
+Missiles have a bit more noticeable spread now; while the change is not drastic, they are not recommended for shooting nimble fighters.

The end result is a more interesting combat environment:
+Combat changes now better encourages "combat roles" and tactical gameplay; Warship, AA-Gunship, Bomber, Fighter, etc.
+Gatling Turrets (especially Small Turrets) are more effective at intercepting missiles at long range.
+Small Ships can gain an upper-hand on Large Ships by rushing in close to overwhelm their slower turrets.
+Small Ships can use other ships, debris, and asteroids as cover to get inside effective Turret range.
+Large Ships have a definitive advantage at longer ranges (as they should).
+The best way to protect Large Ships from being overwhelmed by fighters is to have escorts! (important for PvP).

Things this mod does NOT do:
+Add new weapons or ammo.
+Change turret targeting range (800m); this will change if we can ever get NPC turrets to engage past ~800m.
+Change max range of rounds (800m); again, this will change if we can ever get NPC turrets to engage past ~800m.

NOTE: If the mod community ever figures out how to edit NPC turret range to get it past 800m, I will take a look at buffing velocity, auto-turret range, and max range again.

Tactical Weapon Expansions (WIP)
OKI's Ship Guns & Turrets - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=594063764
OKI's Mech/Tank Guns & Turrets - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=595616055
35 Comments
Amos Burton 15 Jan @ 10:04pm 
question, do you know a way to increase weapon power requirement. looking at balancing turrets this way.
🕊 Peace&Death ⚰ 9 Oct, 2024 @ 5:12pm 
Its well. But where bulletholes!!??
HS_DRAGON ✞ 31 Jul, 2024 @ 10:30am 
In the middle of 2024 and this type of Mod is still really necessary, the developers are accommodated with the original, broken and unfair system!
HS_DRAGON ✞ 31 Jul, 2024 @ 10:30am 
Have you figured out how to increase the range of weapons?
Have you tried to get it from other Mods that already have this option?
I used a Mod that had this but it was abandoned, the creator doesn't want to update it anymore...
Violet 23 Aug, 2021 @ 5:57pm 
I installed this mod, and I'm happy with the rebalance, but it seems to break weapon audio - I'm firing my small grid gatling turret, but there's no sound.
MagnusEffect  [author] 21 Jan, 2021 @ 9:51pm 
it's been awhile since i played, but i think so
TheGaminODST 21 Jan, 2021 @ 8:23pm 
Does it affect interior turrets?
those things are now OP af lmao
MagnusEffect  [author] 1 Feb, 2020 @ 7:28pm 
as far as I know, yes
Axebeard 1 Feb, 2020 @ 1:22pm 
I'm assuming this mod still works since it just adjusts vanilla numbers?
Squid 30 Jul, 2018 @ 5:20pm 
Commenting as a bystander to this discussion, it might be worth pointing out that having infinite ammo on a fighter, firing from non reloadable rocket launchers would certainly skew the results a bit. Limited ammo is one of fighters biggest weaknesses compared to large ship to which both ammo capacity and weight ratio are non issues.

On an actual server or survival situation, you'd have got four volleys of rockets off, and then be relying on gattling alone. Does still show the strength a fighter would have in hit and run tactics though. It didn't look like the capital ship was really capable of opposing you to any degree that couldn't be escaped and recovered from.