Space Engineers

Space Engineers

Tyranid Weaponry: Hive-Fleet Grendel (WIP) (WEAPONCORE)
65 Comments
Const 10 Mar @ 8:37am 
the spore emitters feel too strong against drones to be anti-missile roles
most WC missiles don't have more than 50 HP lol
Teshin626 25 Oct, 2024 @ 12:31pm 
Just the weapons I needed to throw on too Hombre's Symbiote Ships

Keep up the good work, looks great
_Nazarov7576_  [author] 3 Oct, 2024 @ 4:05am 
Attention! The mod was broken for some time (silly me), now it isn't. I hope...
tubular 21 Sep, 2024 @ 1:51pm 
ohhhhhh, more weapon health, I like that. This'll be a fun update to test out!
_Nazarov7576_  [author] 25 Jul, 2024 @ 11:59pm 
Update 25.07.2024, list of rebalances

Pyro-acid: reduced projectile speed on all variants, reduced the damage of the second explosions by half, reduced the damage bonus against components from 300% to 200%, reduced shield pen factor from 0.25 to 0.15.

Bio-plasma: complete rework. Now fires a streams of homing plasma arcs to overload the shields. MASSIVELY reduced damage and penetration capabilities. Added homing capabilities. Removed damage bonuses against armor. Effective range reduced. Reduced the rate of fire.

Leech Spewer: reduced overwhelming penetration capabilities, 2x decrease to rate of fire, effective range reduced.

Predator cannon: damage penalty against heavy armor is changed from 0.5 to 0.25.

Bio-Torpedo: EMP effect is swapped for gyroscope disabling, duration of the effect reduced by half. Increased rate of fire.

Overall changes: all weapons now have 20% more health.
Arara 14 Jul, 2024 @ 9:05am 
Why do this include MES version ? :sefacepalm:
Arith 25 May, 2024 @ 8:50am 
Given the lack of shielding on the bioships, any weapon that disables systems is most effective
Arith 25 May, 2024 @ 8:49am 
I found a way to deal with these things with less risk, in quarrinas st module one, the poloron cannon disables ship systems, this is very nice when fighting these, as I don't end up flying a 20th of a ship.
Arith 24 May, 2024 @ 8:08am 
Personally I like the shield penetration, it gives me reason to fight them and fear them, I installed them in an st world and have been inspired to fit my ships with armor capable of withstanding a hit, normally I leave my shields on because I haven't had anything overload them before, I love the challenge
bradleyslawman 30 Apr, 2024 @ 3:17pm 
Cant you make a version where shield penetration is off for when people play single player it is a very good mod but annoying for that reason
Field Democracy Officer 30 Apr, 2024 @ 3:21am 
It's too broken to play with. First of all all of the nids just instalock to your position in ship and obliterate you penetrating up to 5 blocks and bypasses the shields with no problem. I even checked the ammo.cs list to see the modifier shield bypass and all of them (almost) were set to 1f (100% penetration) which again is broken. The mod is nice, I like the design,ships, but for the bypass shield really not cool especially when all of them do it and they just instalock at your position(I know this is a normal behaviour but paired with 1f bypass is overkill). // BypassModifier = 1.0f, // Is set to most of weapons. A more cool and reasonable way it would be that ony the biggest and very few selected weapons bio cannons to be able to penetrate 50% and deal more damage against shields and the rest to be set to 0% and deal 5 times more damage against shields so you can have atleast a chance and not being sniped in your ship. Hope this will not be taken personal but as a small advice.
Nice Nature from Umamusume 25 Apr, 2024 @ 6:33am 
@Nazarov oh I think my point didn't get across there, my problem was I didn't find them anything but somewhat annoying- I can clap them with torpedoes but letting them close and seeing them tickling broken engines through reasonable protection but ultimately not really achieving much made me wonder if you'd be looking to tweak those

given the description I had the assumption they'd be stopped by heavy armor, but once they've broken through the armor they'd be gutting all the systems past it, not effectively ignoring it the armor- once I saw how they worked it was just humorously "ok cool shoot something I don't need, like my main engines" since i have some banks of ascent thrusters that let me dodge if i need to

maybe a better way of putting it is my engine nacelle is the tank ship and it's performing wonderfully but after a bit i was curious about making them more interesting to build/play around rather than writing one engine off and sipping coffee until the guns stop
_Nazarov7576_  [author] 24 Apr, 2024 @ 1:59am 
@Kekona

The Leech Spewer weapon has the lowest range of all tyranid auxiliary weapons. It's meant to be extra punishing in close-combat, and you should use long-ranged modded weapons to dispatch of Spewers. There's many 10km missile launchers or 20km railguns to do it comfortably and reliably.

If you wanna fight a Spewer in close-combat, you may think of heavier armor or additional "tank" AI ship which will soak some damage from leeches.

P.S. also, if you build a Borg Cube, it may work against Spewers and such weapons, but will be HEAVILY punished by other anti-heavy guns like Pyro-acid, Bio-Plasma or Tentacles.
Nice Nature from Umamusume 24 Apr, 2024 @ 12:04am 
I can see some of the argument for less shield ignoring weapons but I still like the threat of them and it keeps things spooky, though if you're looking for a specific example maaaaaybe tweak the leech spewer a bit and weapons similar to it- it's the only one so far that made me want to actually look at the stats

engagements were ending with very light damage to my ship but the main engines melted, the important areas of the hull have welders as do the engines, but as far as I can tell shield bypass -> splashing onto the heavy armor next to the engine with a 2m zero-falloff aoe with 10m pen just made the strategy 'break the engine and have it tickle the nonfunctional engine and heavy armor until it dies' but admittedly i need to fight them more to see what i can reasonably do otherwise

i could build a borg cube and not worry when ironically that might be what you're actually intending to punish with how the weapon works
LuijdiP 3 Apr, 2024 @ 9:30pm 
Hi @nazarov, I think about creating bio armor models to build, I have blender experience but no experience in modding would you want to help? (Sent you friend invitation)
_Nazarov7576_  [author] 31 Mar, 2024 @ 12:18am 
@Froslass

What particular shield-bypassing weapons are needed to be balanced in your opinion? Some of my guns bypass shields just partially, dealing only a fraction of damage through them, while others ignores them completely, to force players into certain strategies and dodging/kiting instead of just tanking.
Froslass 30 Mar, 2024 @ 1:15pm 
Could we get a version that doesnt ignore shields?
_Nazarov7576_  [author] 28 Mar, 2024 @ 11:46pm 
@shermanrogers

I honestly doubt it😅 There're people in Workshop who could do that way better than me
shermanrogers 28 Mar, 2024 @ 7:21pm 
Crazy question: Would you might add Tau fleet later on?
Dewep 22 Mar, 2024 @ 6:22pm 
@_Nazarov7576_

Even though I kept eye on the tyranids that spawned, the projectile was too fast so I couldn't see it. It was like a scene from a cartoon where I kept going forward with only steering wheel in hand. It may be that bio-torpedo since it was from 5 km away. But I think the leech spewer could also use a little nerf since it has a combination of massive damage, penetration, accuracy and firerate.
_Nazarov7576_  [author] 20 Mar, 2024 @ 4:05pm 
@Dewep

Can you describe the weapon or projectile it shot, so i can see how i can bakance it properly?
Dewep 20 Mar, 2024 @ 2:08pm 
I have the same complaint as the othe guy, my entire small grid ship just got deleted in one shot through shields from 5 km away, from my experience every one of these weapons I've come across go through shields and seem to rip through multiple layers of heavy armor blocks.
_Nazarov7576_  [author] 19 Mar, 2024 @ 7:53am 
...and, overall, i recommend building a decoys/decoy ships, focus on dodging the attacks and engaging them from long range with all those 20-100km modded railguns or missiles. There's no "overkill" when fighting Tyranids! :з
_Nazarov7576_  [author] 19 Mar, 2024 @ 7:48am 
@VOD
Yes, some of the weapons are capable of deling some damage through shields (from 15 th 50%), while other weapons, mostly close-rsnged ones, ognores shields completely. I'm still balancing this out, so any feedback would be nice.
VOD 19 Mar, 2024 @ 7:32am 
thes things are a huge pain to deal with cuz ther bio weps go through shields X_X
Zero_Sen 27 Feb, 2024 @ 3:01pm 
this, plus the Hive Fleet Proper, are just straight up nightmare fuel compared to almost everything in SE that has come before it.

Carry on and keep up the great work.
Palpatine 26 Feb, 2024 @ 5:51pm 
Oh my god. You have done so well, great job!
Bob 4ek 24 Feb, 2024 @ 10:37am 
_Nazarov7576_  [author] 24 Feb, 2024 @ 8:18am 
@Bob 4ek

Yes, it would be great)
Bob 4ek 24 Feb, 2024 @ 7:56am 
If you know Russian, I can give you a link to our Discord server)
_Nazarov7576_  [author] 24 Feb, 2024 @ 7:31am 
@Bob 4ek

Thanks for the offer, for now i only need some model improvements. If you guys csn help me with that — i'll be grateful beyond measure)
Bob 4ek 24 Feb, 2024 @ 7:13am 
We have a few good modders in stock who would take on the mod if you give permission
_Nazarov7576_  [author] 27 Aug, 2023 @ 2:56pm 
Nope. Not working
_Nazarov7576_  [author] 27 Aug, 2023 @ 1:41pm 
Strange. The video isn't available
_Nazarov7576_  [author] 27 Aug, 2023 @ 5:27am 
Yeah, i still occasionally play it and make some stuff for a couple of weeks. Rn i'm trying to figure out how to make a smooth walker design that won't jump into the outer space on each step)
♡ Ãȹɨɳɑ ♡ 26 Aug, 2023 @ 1:10am 
I was also a little disappointed in SE. But I keep coming back to this game. There is ugliness and beauty in it, reflecting the whole essence of our world.:steamhappy:
_Nazarov7576_  [author] 25 Aug, 2023 @ 4:45pm 
I'm here. I kinda halted the development of this one 'cause i got disappointed in the SE AI update, but this this stuff is certainly isn't abandoned. Btw the errors are mostly a sound things which i do not know how to fix cuz i'm a sh*t modder xd
♡ Ãȹɨɳɑ ♡ 24 Aug, 2023 @ 10:38am 
The best weapon mod I've ever seen. It is a pity that it produces a lot of errors. Looks like the author completely abandoned his creation. Please update version.
Sentient_Worm 1 May, 2023 @ 10:35am 
I saw a necron and another tyranid theamed mod while looking around but nothing for the armor blocks
_Nazarov7576_  [author] 1 May, 2023 @ 1:03am 
@Sentient_Worm I doubt there's any mods like this in the whole Workshop
Sentient_Worm 30 Apr, 2023 @ 9:27pm 
Do you know of any "organic" armor to use to make a properly themed ship?
Sentient_Worm 30 Apr, 2023 @ 3:58pm 
I'll let the server maniac know. I'm sure he would love to build some ships with the weapons and pit em against his drone carrier and death blossom
_Nazarov7576_  [author] 30 Apr, 2023 @ 3:12pm 
@Sentient_Worm Yes, but with one and only condition: at least one video about your server routine should be recorded and published in the future.

Fistly, because the organic-themed mods on SE workshop needs a popularisation, and secondly - i want to see this stuff in action so badly))
Sentient_Worm 30 Apr, 2023 @ 2:25pm 
Thanks. Do you mind if I post an edited version for use on my server? I felt it would be best to ask you about that.
_Nazarov7576_  [author] 30 Apr, 2023 @ 2:23pm 
@Sentient_Worm Teeth will fire automatically when enemy faction's grid is right in front of it. Strangler tentacles are meant to be a default turret, and Spike point should be fired by using a timer's activation. Harpies didn't caused kags for me, but i didn't used them in enormous scales, bcs they're drones which will remain after "dying", possibly causing more problems, so be aware of it.

You can search the mod's files in "Workshop/Content" folder where you can modify the values.
Sentient_Worm 30 Apr, 2023 @ 12:38pm 
Friend of mine did some testing and said that the stranglers teeth and spikes wont fire. The harpies seem to cause lag when used on scales similar to what we would be going with.
Sentient_Worm 30 Apr, 2023 @ 9:44am 
Nazarov can you explain how to edit the damage and range of weapons?

I'm working on a server and would like to include this mod with some balancing done to the weapons. Would you be ok with that?
DrDalekHunterYT 11 Mar, 2023 @ 9:39am 
Otherwise this modpack is freaking awesome
DrDalekHunterYT 11 Mar, 2023 @ 9:39am 
You should add either teath that are ramming weapons or several sizes of jaws for mele
_Nazarov7576_  [author] 11 Mar, 2023 @ 1:23am 
@Darth441 Okay then, you know better how to handle it XD (i don't know much about StarCore) I suggested using my mod solely because of the functionality it will grant to the ships (spikes, tentacles, harpy swarms). So, go on, in the name of the Hive Mind!)