Space Engineers

Space Engineers

Tactical Rebalance: Vanilla Weapons
35 Comments
Amos Burton 15 Jan @ 10:04pm 
question, do you know a way to increase weapon power requirement. looking at balancing turrets this way.
🕊 Peace&Death ⚰ 9 Oct, 2024 @ 5:12pm 
Its well. But where bulletholes!!??
HS_DRAGON ✞ 31 Jul, 2024 @ 10:30am 
In the middle of 2024 and this type of Mod is still really necessary, the developers are accommodated with the original, broken and unfair system!
HS_DRAGON ✞ 31 Jul, 2024 @ 10:30am 
Have you figured out how to increase the range of weapons?
Have you tried to get it from other Mods that already have this option?
I used a Mod that had this but it was abandoned, the creator doesn't want to update it anymore...
Violet 23 Aug, 2021 @ 5:57pm 
I installed this mod, and I'm happy with the rebalance, but it seems to break weapon audio - I'm firing my small grid gatling turret, but there's no sound.
MagnusEffect  [author] 21 Jan, 2021 @ 9:51pm 
it's been awhile since i played, but i think so
TheGaminODST 21 Jan, 2021 @ 8:23pm 
Does it affect interior turrets?
those things are now OP af lmao
MagnusEffect  [author] 1 Feb, 2020 @ 7:28pm 
as far as I know, yes
Axebeard 1 Feb, 2020 @ 1:22pm 
I'm assuming this mod still works since it just adjusts vanilla numbers?
Squid 30 Jul, 2018 @ 5:20pm 
Commenting as a bystander to this discussion, it might be worth pointing out that having infinite ammo on a fighter, firing from non reloadable rocket launchers would certainly skew the results a bit. Limited ammo is one of fighters biggest weaknesses compared to large ship to which both ammo capacity and weight ratio are non issues.

On an actual server or survival situation, you'd have got four volleys of rockets off, and then be relying on gattling alone. Does still show the strength a fighter would have in hit and run tactics though. It didn't look like the capital ship was really capable of opposing you to any degree that couldn't be escaped and recovered from.
zentzlb 28 Dec, 2017 @ 8:32am 
finally got around to it. the world is fully vanilla aside from the wep mod and an AI pirate mod. The large grid has 6 gats and 4 missile turrets and is AI controlled. I think the results are pretty conclusive. https://www.youtube.com/watch?v=a02sKS45_u4&feature=youtu.be
zentzlb 7 Dec, 2017 @ 10:48am 
That would be and interesting addition. But as it stands currently for mp servers, putting small turrets on large ships is highly impractical. I think the point is that there is no point in having a large grid on a server dedicated for combat when it takes a massive ammount of recources and time to build and then can get wrecked by a single fighter. I haven done the vanilla world test yet, but when I get around to it ill post the footage.
MagnusEffect  [author] 7 Dec, 2017 @ 9:00am 
Also something to keep in mind: in the description I explained how this mod is intended to promote "combat roles". To further explain, if you are concerned about a large ship being overwhelmed by smaller ships, you should use smaller ships to give escort coverage or you should have a few small turrets on your large ship for point defense. Small turrets have a much higher rotational speeds (roughly x2 faster than the large versions I believe). There are many methods for getting small blocks on to large ships available. Eventually, I would like to include a dedicated large block version of the small turret, but haven't had time to do that.

As briefly stated in the description, this mod makes large turrets more focuses on dealing damage to other large ships while small turrets are better for engaging small ships, missiles, meteors, etc.
MagnusEffect  [author] 7 Dec, 2017 @ 12:18am 
Yeah, that could definitely be a factor. WIth faster top speeds (or more powerful thrusters) I could totally see how that might change things for you. Anything that lets you make tighter turns at faster speeds will definitely make it easier to dodge large turrets.
zentzlb 6 Dec, 2017 @ 7:10pm 
I was using a 200 m/s speed limit because it is what the server uses but I can redo the tests with 100 m/s limit and see if the result are the same.
MagnusEffect  [author] 6 Dec, 2017 @ 5:59pm 
Are you using vanilla thrusters and speed limitations?
zentzlb 6 Dec, 2017 @ 1:03pm 
Being completely honest I really like the concept behind this mod and would have moved on if I didnt believe it had potential. If you intend to have the mod lead to increased specialization such as having large grids do great in long range enounters but poorer when fighters get in close, perhaps increase the range on the vanilla turrets would be the fix? Just a thought.
zentzlb 6 Dec, 2017 @ 1:03pm 
I have sympathy my finals are next week. But if you dont believe me I can either take you to my creative world and show you or I can just post a youtube video of this. The problem is turrets cant track fighters who dip into the .8 km turret range because by the time the turrets traverse to face the fighter it has already pounded on the large grid and left the turret range. Granted the test I did was not on a pilotted large grid because I was doing this by myself, but I stripped all the turrets off of a 22 turret large grid with a very cheap fighter. Even without this mod in a standard vanilla world well built fighters outmatch 10 turret corvettes (these were being pilotted).

MagnusEffect  [author] 6 Dec, 2017 @ 10:32am 
There are so many variables as to why and how we reached our different conclusions I don't even know where to start with your statement. But if you honestly can't see the "point" of building large ships even with this mod, then I'm not going to try to change your mind. It sounds like you've already decided. I didn't increase velocity further because it would pretty much kill any prospects for dogfighting with vanilla thrusters (this mod was intended to still work in vanilla). I don't know what you did for testing, but these changes were not made casually.

I will give you one point though; the large turrets are not much help against meteor showers. I would like to review this whole mod over the christmas break. Would like to see what has changed and what can be improved... but it's finals for me in nursing school right now and so must wait.
zentzlb 6 Dec, 2017 @ 9:14am 
I greatly beg to differ. Fighters were already highly effective weapons before you nerfed the vanilla turrets. No, they werent an even match for a 20 turret large grid, but they could inflict disproportional damage to very well armed vessels compared to the rescources lost in rebuilding the fighter. Additionally fighters had important tactical roles in MP servers do to the fact they are so hard to see and were excellent tools for ambushing miners and scouting. With this "rebalance" you have effectively made fighters literally more effective in combat than larger 20+ turret destroyers. Thus I see no point in building any large grid combat ships with this mod. I know my opinion is unimportant but I would strongly recomend increasing both the ordinance velocity and turret traversing speed by at least 50%.
MagnusEffect  [author] 30 Jun, 2017 @ 1:24pm 
No prob, Cog. Glad to know it still works after all this time! :)
Coggernaut 29 Jun, 2017 @ 8:58pm 
My dude, thank you for balancing things
NightOwlModeler 23 May, 2016 @ 9:13pm 
Cool Oki turret mods... also please look into the Sentry Turrets and Compact Large Ship turrets... those are my go-to turrets over the vanilla ones with their silly 3x3x3 bounding box.
NOM
MagnusEffect  [author] 27 Apr, 2016 @ 10:33am 
No prob. I took a closer look at it and I like it, but I haven't heard from the author yet (although it has only been a day). I'm pretty sure modders tend to respond more to subscribers than other modders so if you want to see this happen, I recommend voicing your opinion (nicely) about it with them as well.
Alchemical Agent 27 Apr, 2016 @ 8:34am 
@MagnusEffect: The mod is more in line with expanding to fill the voids left in weapon types by the vanilla game (Interior Turret with conveyor port for reloading, etc.). It's balanced for the default weapons but wouldn't fit with your balance modifications. Thanks for considering it though.

Glad to hear you're still working on it!
MagnusEffect  [author] 26 Apr, 2016 @ 2:27pm 
@Alchemical Agent: I am not, but I can look into it. The purpose of this mod was to work seemless as possible within the limits of vanilla gameplay. If this other modder is attempting the same thing, perhaps us combining efforts would be better. Will let you know before anything happens.

Now in regards to this mod, with all the recent changes I've noticed some minor errors popping up among some of the weapons. For one, I think something changed with turrets because sound isn't working for the gatlings. I want to get this mod fully updated asap.

There is also the OKI weapon update mentioned above that I have mostly finished, but never actually released. Will be working on that too. Stay tuned for more.
Alchemical Agent 26 Apr, 2016 @ 10:49am 
@MagnusEffect Are you familiar with the Additional Balanced Weapons mod? Having it balanced with your new numbers would be a great addition to the game.
MagnusEffect  [author] 11 Jan, 2016 @ 1:25pm 
making good progress on the weapon expansion. shooting out emails now to original creators to give them a heads up.
simpliv 26 Dec, 2015 @ 1:08pm 
Oh, I understand the sentiment perfectly. My latest design I've uploaded to the workshop is a micro-like build where my goal was to make something cost-efficient, quick to produce, and look really snazzy in design, I just tend to prefer 1x1x3 turret mods for aesthetic purposes in single player.
MagnusEffect  [author] 26 Dec, 2015 @ 11:42am 
Here's the good news:
I actually plan to release a seperate mod very similar to this one, but featuring player designed turrets. This will give players more choices beyond the vanilla turrets, while retaining the tactical gameplay that this mod aims for. At least one of the turrets in that pack will be a 1x1 footprint turret designed for point defense (lighter dps, but faster rotation than the gatling turret... don't worry, i will make sure it is well balanced with this mod pack). Unfortunately, it has been delayed by real life (as is often the case), but I hope to have it working in the coming month.
MagnusEffect  [author] 26 Dec, 2015 @ 11:32am 
@simpliv:
Short answer is no, this mod will not work with anything the modifies *vanilla* turrets. It cannot be made compatible short of making the files standalone instead of replacing vanilla files. However, that is not the purpose of this mod.

I'm not out to tell people how to enjoy their game, but when I set about making this mod I was determined to leave as close to the vanilla experience while trying to improve the "tactical" aspects of gameplay; hence the name of the mod.

Changing the turret footprint to 1x1 would be a huge departure from the vanilla experience; for starters, it would allow people to literally cover their ship's hull in guns (ie. not very "tactical"). Again, that does not serve the purpose of this mod. To be honest, I personally prefer the 3x3 footprint because it forces players to think harder when coming up with effective designs. It has worked well for our servers anyway.
simpliv 19 Dec, 2015 @ 10:23pm 
Yeah, seems like modded vanilla turrets don't get overwritten by this mod's changes. Kind of a shame, but I can work with that.
simpliv 19 Dec, 2015 @ 2:25pm 
Does this work with mods that alter vanilla turrets? I use a mod that changes the vanilla turrets to a 1x1x3 model and I'm not sure I'm seeing this mod work with them. I'll probably compare with the mod on and off to see if anything does change.

The mod in question: Turret's Placement
President of Nauru 13 Dec, 2015 @ 1:59pm 
noice
MagnusEffect  [author] 16 Nov, 2015 @ 2:15pm 
major update! check change notes for details.