Space Engineers

Space Engineers

NorthWind Weapons
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Update: 4 May, 2021 @ 6:44pm

Added 300mm Gun Turret, this large turret specializes in dealing with more agile faster ships. Can fire APHE, HE and Guided rounds, Guided rounds are a weaker version of the HE with basic homing abilities. Max AI range of 4km.

Added 400mm Gun Turret, large battleship turret that specializes in attacking heavy ships and fortifications. Can fire APHE, HE and Cluster rounds. Cluster rounds split into 50 submunitions about 300m from the target, timed fuse on the cluster rounds only works with AI control not manual aiming. Max AI range of 5km.

Added APHE rounds to the 203mm Gun turret (Howitzer can not fire them)

Reworked Railguns, Railgun turrets now fire somewhat faster but overheat faster, however the cooldown is shorter. They also have the ability to do bonus damage to shields at point blank range. The plasma surrounding the shot causes extra energy damage to shields (can be seen by the lightning effect) this plasma dissipates very quickly so it has allot of range falloff.

New optimized particle effects for most weapons, they should look better and be easier on performance.

Adjusted damage to PD weapons to account for changes to how PD works in WC.

The Discoball laser will now only target smart projectiles.

Adjusted damage balance for most weapons in some way or another, to many to list but balance across all weapons should be better.

Changes to flak timing, it will be somewhat more accurate and more likely to explode in front of the target as well as behind instead of always behind.

All none special shells for large cannons and railguns now have a max projectile range of 8km, turret AI range has not been changed, to take advantage of this you will need to manually aim. I hope this dosnt effect balance to much but it does make battles look cooler and gives the ability to snipe from longer range if your a very good shot.

Update: 6 Feb, 2021 @ 11:47pm

A quick test/fix for an ammo switching problem on the 30mm Rotary cannon in MP. I dont know if it will work.

Update: 30 Jan, 2021 @ 7:43pm

Small update with a few fixes.
Fixed 100mm shell casing not being scrapped in refinery.
Changed 203mm turret to fire 2 shots in a short burst then reload.
Improvements to the railgun muzzle effects.
Lots of small tweaks all over the place probably... who knows.

Update: 24 Jan, 2021 @ 8:57am

Patch with a few minor fixes.
fixed airtightness with the 203mm turret.
fixed incorrect AI range for the 203mm turret (was 2500m should have been 3500m)
fixed incorrect explosion particle size for 100mm and 203mm flak (203mm howitzer shells and 30mm is still wrong because they use hit effects and there is still a problem with that, waiting on keen to fix)
adjusted shield damage for HE rounds, they should do about 2x vs shields now.
slight adjustment to the placement restriction on the CIWS, it should be a little bit tighter.

Be Warned, the placement restriction is being reactivated in WC very soon and if you placed turrets in invalid locations they will be removed!

Update: 20 Jan, 2021 @ 7:51am

The Flak Update.

Added 100mm Gun Turret, a dual purpose gun that can fire impact or proximity fused HE shells (uses the same 100mm ammo mag) can be used as a flak turret.

Added 203mm Gun Turret, same as above only bigger. Both guns can target projectiles and the projectiles from the 203mm can be destroyed.

New Railgun tracer VFX

New C-RAM ammo for the 30mm weapons, this is a dedicated anti projectile ammo, it does very little damage to grids but is very good vs projectiles. Also improved tracers for the standard and DU rounds and added a new sound effect for the explosive rounds in the ammo belts.

Railgun rebalance, All railguns have better accuracy now but the spread of there shrapnel is less. Fixed railguns now have lower heat caps and are slower at cooling off then turrets. You will need to be more careful of heat management with them, this effectively gives them a lower ROF then the turrets. Railguns will now do less damage to shields.

Probably lots of other little tweaks I cant remember.

Update: 29 Dec, 2020 @ 6:28am

Attempted fix/workaround for ammo pulling bug, might not work with the 30mm weapons when they have DU ammo loaded.

few small tweaks to anti missile damage.

Update: 12 Nov, 2020 @ 6:22pm

DiscoBall damage fix.

Update: 3 Nov, 2020 @ 5:58pm

Fixed mount points for the 203mm and 30mm fixed weapons. they should be much easier to place now and centered on the conveyor.
Adjusted damage and loading time for 203mm howitzer, small nerf to damage and longer reload.
Fixed names of 203mm ammo so you can see what speed of shot you have loaded when cycling ammo. (I forgot to fix ammo name for 30mm, will do that next time)

Update: 19 Oct, 2020 @ 9:34am

Made some adjustments to the damage for the 203 and 30mm, DPS stats might have changed but the real damage is about the same, what has changed is the ammo should be less OP vs modded armor. (there is only a limited amount I can do about this problem, modded armor will still be somewhat weak because it is not effected by the WC damage modifiers.) I also reduced the size of the 203mm explosion VFX, it was a bit on the big size.

Update: 19 Oct, 2020 @ 4:41am

fix for strange green smoke on 30mm impact (I dont know where it came from or how I fixed it but I think its gone!)
removed reload from fixed 30mm, keeping it for the turret for balance reasons.