Space Engineers

Space Engineers

77 ratings
[DX9 Only] Star Trek Disruptors & Phasers Cannons - Rebalanced
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
1.008 MB
24 Jan, 2015 @ 6:58pm
5 Feb, 2015 @ 2:38pm
7 Change Notes ( view )

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[DX9 Only] Star Trek Disruptors & Phasers Cannons - Rebalanced

Description
This mod is an attempt to rebalance the Star Trek Disruptors Pack by aaagamer that can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=345096709

The mods are interchangeable, you can download this one and use it without breaking any of your existent saves or ships. Be careful however, I am not sure what can happen if you load both mods at the same time, so make sure only one is active.

The idea is to make these an improvement over the vanilla Gatling guns but at a cost. The small ship version have a range of 2 km, tame recoil, light spread (expect for the Federation ones) and slightly over double and a half times the effective DPS of a Gatling gun. The large ships versions have a range of 3 km, over double the DPS of their small counterparts.
Much like Gatling guns, these cannons are not very good against armor and take some time to punch through large Heavy Armor blocks. However, their long range can let you snipe exposed elements of enemy ships provided you have a steady aim.

This is the first time I mess around with Space Engineers mods and plan on further tuning the stats or even expanding the selection of weapons. I claim no credit for the models, sounds, or any of the actual work that went into making this mod a reality. I just messed around with the values. So far I have not used any custom models or sounds, all of them have been implemented by aaagamer.

UPDATE 01:
*Adjusted Tracer values to provide a smaller but higher res tracer.
*Adjusted resource requirements for ammunition used
*Adjusted damage to all guns, you should notice more damage and force being applied to the target
*Removed muzzle flash for all non-phaser weapons. I am looking into a way to change the color of the flash to match with the weapon trail color
*Adjusted ROF on Jem Hadar weapons to better match the sound (increased DMG to compensate)

UPDATE 02:
*Further adjusted weapon values to make each weapon feel different but equally effective as the rest.
*NEW: Klingon Type-3S Small Disruptor (Small ships). A precise weapon fit for any stealth fighter. Based on the Gatling gun model (colorable) it features a somewhat slow but powerful green laser at a moderate rate of fire and range. Currently uses same sound as its bigger cousin the Type 3D, but I am looking into changing it. It can also be used in your Star Wars builds if you can't find anything better. :D

UPDATE 03:
*Changed inventory sizes for all guns and all ammunition.
*Colored Klingon Type-3 Disruptor to default gray. I still have to figure out a way to make the models colorable on the fly.
*NEW: L-s1 Laser Cannon (Main weapon of the TIE Fighters from Star Wars). Featuring the classic sound you will all recognise, this is may be something some of you might have been looking for. Based on the Gatlin gun model, it is colorable and conveyor ready. The main reason I did this is so I can safely explore the icon creation and sound creation without having to worry about core functionality of the gun. Enjoy.

UPDATE 04:
*Added the new damaged state effects to the guns.
*Added ammunition depleted warning sound. It might be misleading as it says "Heat level Critical" but there is actually no heat involved: you ran out of ammo. I think it’s cool since all these are supposed to be energy based, so they might be limited by heat (because if you ship's energy grid fails the computer will have bigger things to warn you about). If people start getting confused about this, I will change it.

What's next: still messing around with modelling so I can implement torpedoes. Currently looking into a way to make them use custom effects, as all missile projectiles seem to inherit the missile exhaust and trail effects. The other option is to cheat the system and make torpedoes out of the normal projectile guns archetype, but I don’t know if there is a way to scale the tracer effect into different shapes. If I figure that out, it will be easy to make decent looking torpedoes but they will not have an AOE dmg.


Please report any inconsistencies or suspicious behaviour you encounter using this mod! I will try and improve it as I can.

86 Comments
Nick The Duck King 1 Dec, 2020 @ 2:29pm 
weapons don't work :(
VS-lockon 2 Mar, 2020 @ 10:31am 
i wish aaagamer was back
maverick 15 Dec, 2019 @ 5:26pm 
dman all of the good mods are outdated the need to be fixed or be updated to latest verion
markoatonc 1 Apr, 2019 @ 10:02am 
any idea what happened to aaagamer's mods? they are all gone without a trace, not even legacy downloads.
SvenskyStinkyWinky 29 Jul, 2018 @ 5:17am 
when will dx 11 come out?
Nomad  [author] 7 Jul, 2018 @ 9:23am 
@Notorious You have my blessings.
Faceless 7 Jul, 2018 @ 9:05am 
I like everyones opinion. This is something I am working on and like some input!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1434321584

This is a Turret Not a static.
VS-lockon 1 Jun, 2018 @ 2:15pm 
can some up date this like be for
CaptPatrick01 3 Feb, 2018 @ 10:20pm 
What happened to the DX11 version? It just upped and disappeared from the workshop a while ago with no explanation. It had a bunch of phasers in it as well, as well as a red Klingon disruptor beam that just a month before the mod vanished, had its broken earrape sound effect fixed.
S.S.Mogeko 24 Nov, 2017 @ 11:13am 
Update?