Space Engineers

Space Engineers

Aryx Weapon Enterprises Vol. 1 [WeaponCore]
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Update: 19 May, 2022 @ 4:53pm

Update: 19 May, 2022 @ 4:47pm

Update: 12 Apr, 2022 @ 7:00pm

Update: 12 Apr, 2022 @ 4:26pm

Update: 20 Mar, 2022 @ 5:31pm

Update: 20 Mar, 2022 @ 2:32pm

Update: 20 Mar, 2022 @ 2:16pm

**New Additions**
•Added the EDR-0F Predator 850mm Heavy Coilgun
-3x2x21, a heavy hitscan sniper. Very power hungry, but very punishing. Explosive impact of 5m.
•Added the TL500-A1 Hyperion Heavy Torpedo Launcher
-3x2x6, replacing the Variable Warhead Launcher (it was borked lol).
•Added the AC85 Echo Heavy Autocannon
-3x3x1, a single-barrel, 6km range high precision autocannon.
•Added the Antaeus Scout Railgun
-3x1x8 SG, a 115mm light railgun for small grids.
•Added a slanted MG50 Guardian PDC variant.
-1x1x2 LG. First of many to come

**Changes**
•Striker & Sabre particles adjusted to look more cinematic.
-Striker & Sabre impact particles changed.
•Variable Warhead soft-hidden. (was broken)
•Renamed the Atlas Superlaser to the Sunderer Lance
•Renamed MG50 Guardian PDC to MG50 Atlas PDC
•Remodelled the RL6 Hydra MLRS.
•Added dynamic lighting to devastators (will be expanded to all missiles in future).

**Fixes**
•Fixed invalid triangles on the Magnetar and Quasar.
•Fixed small grid flechette rocket size preventing conveyor loading.
•Fixed model errors on the SG flechette.
•Fixed collision errors on the Tsunami 480mm heavy cannon.

**Balance**
•Sentinel Smartgun buffed.
- range upped to 1.5km.
- damage upped from 420 to 450 per shot.
- armour damage shifted from 1.25x light to 1.25x global.
- energy ammo damage upped against shields by ~25%.
•All guided missile weapons buffed.
-Range upped to 10km.
-Evasion added to Sabres & Lancers
•Warrior Heavy Gatling buffed
- Tracking offset adjusted, can now hit SGs properly.
- Accuracy increased marginally.
•Hunter & predator coilgun nerfed
- Range dropped to 10km due to desync issues. (instagibbing shields).
•Heavy Cannons nerfed
- The typhoon & tempest were the kings of CQB and were comically OP. Their splash damage radius has been reduced marginally with an additional explosive damage reduction.

Update: 21 Feb, 2022 @ 2:15pm

Balance n' shit

**New Additions**
•Quasar Energy Cannon
-5x4x5, the Hurricane's eccentric sister.
•Tsunami 480mm Heavy Cannon
-3x3x7, a single-barrel 480mm casemate.

**Removals**
•Mark I Atlas Superlaser removed.
Reason: Was comically overpowered, cheap, and small, totalling to an impossible to balance weapon.

**Fixes**
•Remodelled the SG Flechette Launcher
•Remodelled Flechette & Disruptor Missiles
•Increased ammo cost for several weapons
-Torpedo ammo cost upped to fit with Annihilators.
-135mm flak is no longer cheaper than 60mm flak.
-other random stuff I can't remember lmao
•Prometheus no longer crashes the game when fired on planets.
•Buildstages on the Hurricane, Magnetar, Typhoon will be dropping next update, had model issues.
•Ariadne no longer gets stuck in a power cycling loop.
•Particles on torpedoes & shock cannons redone.

**Balance**
•Annihilator torps tuned down a bit to stop them from instagibbing a 300m long ship.
•Mace damage doubled.
•Atlas Laser damage massively increased, sound amended to original.
•Flak damage increased dramatically.
•Apollo railgun turn rate increased, now can fire 3 shots in semi-rapid succession before overheating.
•Flechettes & Disruptors damage increased substantially
•Ariadne & Ares railguns now have a 1.2m bore on their rounds, this makes them EXTREMELY lethal against small grids.
•Ares shield damage *should* be fixed. (don't quote me on this)
•Energy cost multiplier of Ares/Ariadne upped from 0.4 to 0.6 in case of "bitches be crazy" with shield damage.

Update: 8 Feb, 2022 @ 10:12am

Update: 5 Feb, 2022 @ 3:44pm

fixed the SG flechette for the 2390458923405th time