Space Engineers

Space Engineers

Serpent Arms ( Survival Overhaul Release) ( Discontinued
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Update: 30 Apr, 2022 @ 4:42pm

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# Additions

- SA Gauss-Cannon (LargeGrid)
Serpent Arms, Gauss-Based Weapon System; Fires Light Gauss Ammunition
Range: 3km
Salvo: 5
Magazine: 120 , Reload of 120 seconds.
Shield Pen: 25%
* A fixed-mount version of the Cesis Gauss, currently with a higher burst count.


- SA Micro Gauss-Cannon (SmallGrid)
Serpent Arms, Gauss-Based Weapon System; Fires Micro Gauss Ammunition
Range: 3km
Salvo: 3
Magazine: 40 , Reload of 120 seconds.
Shield Pen: 10%
* A small-grid Gauss weapon with its own ammunition relatively similar in damage to the large-grid Version

These two are on the same block pair', allowing you to switch to the grid size automatically.

Blueprints | Added to Assembler (Basic, Full)
- Consumable Tab
- EliteConsumable Tab
- Ammo Tab


Added Micro Gauss Ammunition (Micro Gauss-Cannon)
- Micro Gauss Case
Iron | 6
Nickel | 6



Added Missile Ammunition (Mangler)
- Mangler High Explosive
Iron | 8
Nickel | 7
Magnesium | 50

- Mangler Standard
Iron | 8
Nickel | 7
Magnesium | 30


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# Changes

2 Weapons Re-Enabled & Modified :

- SA Mangler Launcher (Standard) (SmallGrid)
Serpent Arms, Gauss-Based Launch System, launches the Mangler Class of Missiles.
Range: 5km
Salvo: 3
Magazine: 3 , Reload of 5 seconds.
Grids: 100% Large , 100% Small
Speciality : Precise Blast with Shield-Piercing Ability
Heavy Armor: 0.25
Shield Pen: 25%
AMS HP per Missile: 2
* A Small grid shield-piercing missile, intended to allow smaller grids to engage large grid threats, note that it currently a high power draw



- SA Mangler Launcher (High Explosive) (SmallGrid)
Serpent Arms, Gauss-Based Launch System, launches the Mangler Class of Missiles.
Range: 5km
Salvo: 3
Magazine: 3 , Reload of 5 seconds.
Grids: 100% Large , 100% Small
Speciality : High Explosive Blast
Heavy Armor: 0.55
Shield Pen: 0%
AMS HP per Missile: 2
* A Small grid High-Damage missile with notable agility, note that it currently a high power draw




Update: 29 Apr, 2022 @ 10:58pm

Survival Overhaul Release

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# Summary
- Added & tested Conveyor Support for all enabled weaponry
- Hidden inactive weaponry (Mangler, Kashi Mortar)
- Added Recipies for all Ammunitions
- Added 2 New Weapons, a Chaff Launcher and a Missile Turret
- Rebuilt & Completed Weapon Descriptions to match current stats
- New Textures
- New Collision models & hightlight nodes
- Weapons registered as "HeavyArmour" for damage modifiers, instead of "NonArmour"

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# Additions

- Twine Missile Turret
Serpent Arms, Gauss-Based Weapon System; Long-Range Missile Pattern
Range: 5km
Salvo: 8 , 2 launches per Tube per Salvo fired in Pairs
Magazines Loaded 8 : 1 per Magazine, Reload of 6.6 seconds.
Heavy Armor Modifier : 0.55 (45% Reduced Damage)
AMS HP per Missile: 2
* A Light missile Turret, allowing the main SA Build to supply at least one turreted missile without the expansion packs.

- Chaff Launcher
Serpent Arms, Gauss-Based Launch System, replicates and launches two kinds of chaff projectiles.
Salvo: 3 , 3~ Second Delay
Ammunition : Self-Generated
Chaff Missile : High-HP Projectile, draws fire from AMS units in proximity
Chaff Jammer : Radiates Tracking-Scrambling pulse around itself once deployed for several seconds, robbing missiles of target data
* With the increase of missiles post main release, an dynamic defensive approach seemed warranted in the stock SA Build.


Blueprints | Added to Assembler (Basic, Full)
- Consumable Tab
- EliteConsumable Tab
- Ammo Tab

Added Gauss Ammunition (Cesis, Kesi)
- Light Gauss Case (GR-I)
Iron | 15
Nickel | 15

-Flashfire-Gauss Case
Iron | 10
Nickel | 15
Uranium | 1


Added Heavy Gauss Ammunition (ER Gauss)
- Heavy-Gauss Case
Iron | 20
Nickel | 30

- Heavy-Gauss Phoenix Case
Iron | 20
Nickel | 30
Uranium | 10


Added Grimlock Ammunition (Grimlock)

- Grimlock Standard
Iron | 65
Nickel | 35
Silver | 15
Magnesium | 30

- Grimlock Kinetic-Kill
Iron | 90
Nickel | 35
Silver | 15
Magnesium | 30

- Grimlock Gravity-Fissure
Iron | 90
Nickel | 75
Silver | 35
Magnesium | 30


Added Twine Ammunition (Twine)

- Twine Missile,
Iron | 8
Nickel | 7
Magnesium | 30

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# Changes

General
- Added Reload Audio to weapons (Triggers on weapon begining reload cycle)
- Added Empty Audio to weapons (Triggers on ammunition depletion and unreachable)
- Added new Audio to weapons
- Added new Impact \ Hit Particles
- Added new Animations to weapons
- Added new Particle effects for Select Weapons and Animation cycles
- Added Conveyors


Reaper ER-Gauss Turret
- Grid-Damage Modifier switched from 50% to 100% against small-grids
- Fire Delay between Shots dramatically reduced down , Reload reduced to 15 seconds
- Damage Modifiers scaled back to 1.0 for non HeavyArmour modifiers, with reduction from 2.5 to 1.25 against HeavyArmor
- Phoenix Rounds, set to increase heat cost per shot by 2x compared to standard round
- Primary Fire Rate limiter switched from heavy delay between shots to Heat level
- Damage Modifier when struck, changed from "NonArmour" to "HeavyArmour"
- Model replaced with new Style' with Heat Sensitive emissives, and overheat animation with particle-support
- New Fire animation', with notable particle usage
* Made the Weapon more consistant in damage capabilities, and more predictable in damage on targets with the stablized modifiers.

Kesi Gauss Turret
- AMS Value per Projectile raised from 75 to 100, allowing it to effectively remove most medium & light missiles in a single shot
- Fire Cycle switched from single-fire to 10-round bursts, from the 120 magazine
- Fire Rate limiter switched from burst-size to Heat level
- Rotation & Elevation rate switched from slow to incredibly-fast
- Animation Trigger changed from "Firing" to "BurstReload"
- Damage Modifier when struck, changed from "NonArmour" to "HeavyArmour"
- Model replaced with new Style' with Heat Sensitive emissives
* Reworked the weapon from slow-firing anti-torpedo to a more rapid-fire torpedo solution that isn't as helpless

Ceis Gauss Turret
- Fire Cycle changed from Long Delay per shot to a Single second
- Fire Rate Limiter changed from Fire Delay to Heat Level
- Flashfire Ammunition Shelved, for use by unreleased Weapon system to reduce spam of hitscan projectiles and flexibility of AP Turret
- Shield Penetration Value changed from 50% to 25%
- Armor Damage Modifiers scaled back to 1.0, with HeavyArmor damage scaled to 0.85 instead of amplified
- Damage Modifier when struck, changed from "NonArmour" to "HeavyArmour"
- Model replaced with new Style', with built-in Heat-Sensitive emissives and terminal access
* Reworked the weapon into a more consistently firing weapon that wasn't merely an inferior ER or Micro ER

Grimlock Launcher
- Kinetic-Kill Ammunition AMS HP raised from 4 to 5
- Standard Ammunition AMS HP raised from 6 to 8
- Kinetic-Kill Ammunition max velocity increased to 1150m\s from 1000m\s
- Standard Ammunition max velocity increased to 1000m\s from 900m\s
- Standard Ammunition turn rate increased from 50% of thruster acceleration to 80%
- Small-Grid Damage modifier reduced to 25% from 50%
- Reload stablized to 60 Seconds
- Kinetic-Kill changed to single-projectile high-damage instead of multi-staged high-damage projectile chain
- Standard Ammunition changed to single-projectile explosions rather than shrapnel-based explosions
- Animation updated to account for each Missile hardpoint by itself, despite being twin-fired
- Range changed from 15km to 10km
- Gravity Fissure Ammunition properly has Thruster-Type EMP pulses, per the overhaul of that EWAR Type
- Damage Modifier when struck, changed from "NonArmour" to "HeavyArmour"
- Optimized displayed missiles while weapon is loaded to not affect poly limit by removing the non-visual mesh of the missile models
* Combination of numerous prototype attempts into a more predictable stable missile



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# Fixes

- Fixed Missing Collision models for the Turrets
- BlockCat holding inactive Weapons
- Fixed inactive weapons being visible and searchable (IDs Were not removed from system, preventing block deletion)
- Cleaned up CS files to latest WeaponCore CoreParts Build
- Cleaned up Naming Conventions in CS Files
- Optimized Particle SBC, and generated new format pattern for Particle ID and Particle SubtypeID

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# Notes

- NG of the latest textures are still being developed, and have shading issues
- Production Costs for ammunition are still being investigated for balance
- Icons to be replaced with modern visuals, when their style is finalized (for the series, not just this release)

Update: 26 Sep, 2021 @ 2:05pm

ER Gauss
- Phoenix Round Power Drain Math, from 0.1 to 0.05
- Damage increase from 92500 to 95000
- Added Slight 5m Splash, of 2500 Damage
- Internal Damage Modifier from 1.45x to 2.45x
- Shield Damage Modifier from 3x to 5x

Update: 26 Sep, 2021 @ 1:33pm

Update: 26 Sep, 2021 @ 1:09pm

- Raised Power Multiplier from 1% to 10%

Update: 26 Sep, 2021 @ 11:54am

Main Branch, Heavy-Metal-I
- Ceis Target Impulse, Reduced from 90 to 40 Units a shot
- Ceis II Target Impulse, Reduced from 90 to 50 Units a shot
- ER Gauss Target Impulse, Reduced from 200, to 100 Units a shot
- Grimlock-II Damage increased by 2k per Shrapnel Submunition
- ER Gauss (I, IIC, IICRF), Improved Rotation & Elevation Speeds, increasing reactivity
- Gauss Energy Drain Reduced across board (Cesis, ER, ER IIC, ER IIC RF)
- Ceis II, Fire-Rate Restored to be double the Mark-I Ceis
- Turret Armour Improvements, via Resistance Increases, Experimental.
- Turret HP Improvements, increased weight as byproduct

Update: 15 Sep, 2021 @ 5:33pm

Update: 15 Sep, 2021 @ 3:50pm

Update: 15 Sep, 2021 @ 3:29pm

Grimlock
- Range Increased to 10km from 8km
- Gravity Fissure, Reworked to High-Burst 5-Second duration Thruster Disabler
- Standard (Red), Adjusted from 35% Shield Pen to 70%, with 5 Additional Shrapnel Projectiles
- Projectile Velocity Increased across Board in General, in cases from 750-Max to 1150-Max
- Kinetic-Kill Shrapnel Projectile Damage Increased


ER Gauss (Reaper)
- Damage Increase from 22500 to 67500 (3x)
- Energy Drain Adjusted, to hopefully Keep the original reductions

Ceis
- Damage Increase
- Flashfire, Fixed into intended beam-state with high damage, damage-fall-off, and shield-modifier (no Pen)

Update: 31 Jul, 2021 @ 5:33pm

Energy Drain Reductions:
- ER Reaper
- Ceis
- Kesi