Space Engineers

Space Engineers

OKI Weapons Pack [Deprecated]
Showing 1-6 of 6 entries
Update: 29 Sep, 2017 @ 8:56am

1.5
After testing of the new weapon stats, things are looking good. So it's time to rebalance ammo costs to match the combat performance of the new guns.

23mm is balanced straight off the damage per resource cost of gatlings. The two should operate as sidegrades for each other, each having a particular niche that they fill for ship defense and fighter weapons.
-23mm (old -> new)
--50 iron -> 25 iron
--6.25 nickel -> 3 nickel
--3.75 magnesium -> 2 magnesium

50mm was actually using erroneously high ammo costs meant for an alpha version of 50mm that did 750 damage (this was later reduced to 250 before this pack was released, but the ammo cost was not correctly divided by 3 to match the reduced damage). Given the new damage value of 650, 50mm is actually seeing a cost reduction despite its damage increase.
-50mm (old -> new)
--20 iron -> 15 iron
--2.5 nickel -> 1.5 nickel
--1.5 magnesium -> 1 magnesium

122mm was rebalanced in the previous patch, when its weapon type was changed from projectile to missile, so there are no changes for its costs in this patch.

230mm was in a pretty good place before, and to not upset things too much it is simply receiving an approximately 20% cost increase to match its 20% damage increase.
-230mm (old -> new)
--25 iron -> 30 iron
--3 nickel -> 3.5 nickel
--2 magnesium -> 2.5 magnesium
--0.5 uranium -> 0.5 uranium

Update: 19 Aug, 2017 @ 5:45am

1.4
-Added a more visible projectile tracer to 25mm to make it easier to lead with.

50mm has been underperforming. The niche that it was originally designed for did not appear to work out in practice, so the 50mm has been repurposed into a higher damage, anti-fighter/anti-corvette weapon that should excel at destroying small grids and lightly armored large grids.

-50mm damage increased from 250 to 650
-50mm quad turret accuracy increased from 0.6 to 0.4
-50mm quad turret RPM reduced from 720 to 240
-50mm quad turret reload increased from 1000 to 1500

The above changes reduced the true RPM from 180 to 96 for the quad 50mm

-50mm fixed gun accuracy reduced from 0.1 to 0.3
-50mm single turret accuracy reduced from 0.2 to 0.3
-50mm single turret AI range reduced from 900m to 800m
-50mm tank turret rate of fire reduced from 300 to 150
-50mm tank turret accuracy increased from 0.4 to 0.35
-50mm tank turret reload increased from 1500 to 2000

The above changes reduced the true RPM from 120 to 75 for the 50mm tank turet

The 122mm has similarly been overshadowed by the 230mm in most circumstances. To try and provide the 122mm with a niche that is not quickly and easily overcome simply by gathering more resources, it has been repurposed as an alternative to the vanilla 200mm rocket.

New 122mm ammo:
122x640mm DP Shell
Damage: 1275
Explosion Radius: 2
Max Traj: 1200
Speed: 400
Shots per Magazine: 3
Magazines per Blueprint: 1
Materials: 30 Iron, 3.3 nickel, 1.8 Mag, 0.1 gold, 0.1 silicon
Volume: 30 liters


-Steel plate buffers have been rebalanced for all weapons, with most becoming tougher to take down. See the table below for the new buffer/base for all weapons.

Large Grid
Superheavy Turrets (600/200)
230mm Quad Turret

Heavy Turrets (300/100)
230mm Turret
230 Casemate

Medium Turrets (150/50)
Quad 50
122mm Turret
122mm Casemate
230mm Cannon

Light Turrets (60/20)
23mm Quad Turret


Small Grid
Superheavy (150/50)
122 Tank Turret

Heavy (75/25)
23mm Tank Turret
50mm Tank Turren
122mm Cannon

Medium (36/12)
23mm Dual Turret
50mm Single Turret

Light (24/8)
50mm cannon

Ultralight (9/3)
23mm Cannon

Update: 2 Aug, 2017 @ 6:57am

1.3
-Altered patch numbering system, previous patches in this log updated.
-Updated 5.56x45mm ammo with new Headshot and HeadshotDamage definitions

Because of recent changes to how "smallgatlinggun"-type blocks work, I have had to convert all fixed weapons to "smallmissilelauncher"-type blocks. There should be no functional difference for users.

-Fixed Cannons/Guns don't fire bug

Keen have increased gatling gun damage from 60 per shot to 150 per shot. In testing, I found this damage too high. However, I do want to create more disparity and choice between 23mm and 25mm. As such, I am improving the accuracy and reducing the damage of 23mm and reducing the velocity (back to normal) and increasing the damage of 25mm. This should help slot them into point defense and a chunkier, slower multi-purpose weapon.

-25mm velocity decreased from 600 to 400
-25mm damage increased from 60 to 75
-23mm damage decreased from 64 to 55
-23mm large grid turret accuracy increased from 0.3 to 0.15
-23mm small grid turret accuracy increased from 0.25 to 0.15
-23mm tank turret accuracy increased from 0.35 to 0.2

230mm has been underperforming against very heavily armored large grids, so it's receiving several buffs. Damage has been increased slightly so that large heavy armor cubes are broken in 3 shots instead of 4. RoF has gone up by approximately 20%, and accuracy has also been increased slightly for better applied damage.

-230mm damage increased from 5000 to 6000
-230mm fixed gun accuracy increased from 0.3 to 0.25
-230mm fixed gun rate of fire increased from 10 to 12
-230mm single turret accuracy increased from 0.4 to 0.35
-230mm single turret rate of fire increased from 10 to 12
-230mm casemate accuracy increased from 0.4 to 0.35
-230mm casemate rate of fire increased from 12 to 15
-230mm quad battery accuracy increased from 0.5 to 0.45
-230mm quad battery reload reduced from 5500 to 4660 (true RPM increase of 32 RPM to 36 RPM)

The upcoming 1.4 patch should completely rebalance 50mm and 122mm to help them find better niches, as they are both currently underperforming.

Update: 20 Apr, 2017 @ 9:23am

1.2
-Fixed 23mm magazine capacity

Update: 4 Apr, 2017 @ 11:15pm

1.1
-Removed Vanilla Rocket Changes
-Buffed 50mm Large Grid turret tracking from 0.00075 to 0.001 (el+az)

Update: 2 Apr, 2017 @ 11:14pm

1.0
Initial Release