Space Engineers

Space Engineers

Akiad Militech (CoreParts)
Akiad  [developer] 7 Mar, 2021 @ 5:42pm
Suggestions/Requests
I am actively working on this mod and am creating new models. If you have any suggestions or would like a new feature/weapon added, please put them here!
< >
Showing 1-15 of 38 comments
Egglanoir 19 Mar, 2021 @ 11:53am 
How many weapons are designed to deal with shields? If the answer is none, I think having some anti-shield weapons and ammo types could be a good addition
Akiad  [developer] 19 Mar, 2021 @ 2:22pm 
@Egglanoir currently none of the weapons are specifically designed for shields, although I believe the Receptor is particularly effective against them due to it being an energy weapon. I do have some ideas for weapons like you have described though, one of the next energy weapons I am making is going to be a shield disrupter or a localized EMP. If possible, what I may create will be an EMP bomb that shuts down a shield, but is slow-moving and easy for turrets to shoot down.
Egglanoir 20 Mar, 2021 @ 10:27am 
@Akiad You could consider giving the receptor ammo a shield damage multiplier to boost its effectiveness against them, just because they are energy weapons doesn't inherently boost its effectiveness against them, unless they modulate to compensate more for kinetic damage. This of course if you want to design them to work better against shields

After doing a quick check at your mod's files, it seems to have a 1x damage modifier against shields You could boost the multiplier to 2x or more times to make it more effective against shields. (I probably wouldn't increase it more than 10x though)

I mean if you really wanted to, you could make it also have an alternative ammo type which is more for disabling ship systems and shields, but I am just throwing thoughts out there, and this assumes you want to make it better against shields in the first place.
tonedart2424802 25 Mar, 2021 @ 9:59am 
Maybe consider creating a gatling gun ball turret like the ones seen on the side of star wars LAATs. Just a thought.
HardStrike 26 Mar, 2021 @ 7:55pm 
I thought about anti shield as well, me and the guys have been running tests to see which would be more effective against them, how much ammo would you need and so on since we play with PVE mods and NPC shield providers, if you have the know how, maybe make some sort of Ion cannon or EMP missile that deal massive damage to shields and close to no damage on armor blocks, and could require more than average power to reload as well for "balance".

My second suggestion would be fast firing plasma cannons, of course, you cant go wrong with a light show.
The new cannon is great and quite powerful against large grids, but something that would fire quicker but deal less damage would be great when dog fighting, would overheat less, and missing some shots would not be too penalising.
Akiad  [developer] 27 Mar, 2021 @ 1:58pm 
@HardStrike ask and you shall receive. Just added the new "Arbalest Plasma Repeater".
HardStrike 27 Mar, 2021 @ 3:30pm 
HAH! Those are great, pretty nice to look at when you fire the broadsword along with them lol
I was expecting a quicker fire rate, but this is perfect.

Now as for actual feed back, i dont really have any negatives besides one little issue, and that is the sound, i tried putting 4 on my fighter and for some reason the combined sound is really loud compared to other weapons.

Of course it just released and i understand that, good job! Now i wont have to worry about blowing my ammo anymore lol


Also: I noticed this earlier and could be the cause of something else, but the weapons leave some sort of trail? Light? They leave something behind that just floats there, i took a picture but i dont think i can send it here.
i dont think this is a problem but they dont seem to go away, and the more you shoot the more that floats around, quite odd.
Last edited by HardStrike; 27 Mar, 2021 @ 3:47pm
Akiad  [developer] 27 Mar, 2021 @ 3:56pm 
@HardStrike I need to implement a sound limit on the weapons, essentially right now they just stack indefinitely. I felt it was better to put it out and then patch it. As for the particle remains that seem to hover, I believe this to be a WC issue, as I see it with other mods quite a lot. They don't seem to spawn with every shot, but they appear quite often. I will do some more research into it and see if there is something I can do to prevent it.
HardStrike 28 Mar, 2021 @ 10:23am 
Been thinking about this since yesterday, but what do you think of bombs?
A block that opens and drops bombs, or a single rack containing a bomb?

I have no idea if its doable, but ive noticed that the sigma launcher has a massive drop after a certain amount of distance in planets, so it gave me the idea.

If its even possible to make, the idea would be that bombs deal massive damage.
Ideal for one pass haul ass situations, which me and the guys encounter alot in our games.

it would be good for planets since gravity would basically do the job, but in space it could be an issue, or maybe not if the bomb is pushed out slightly.

No idea, just a thought, i realise not many weapon pack has this, although i have seen it in AWG.

But it would give bomber builds an actual bombing role, which i think would be cool.

Additional note: Thresher missiles do not reload themselves if connected to a conveyor system. I dont know if it was designed that way or it needed fixing, decided to let you know either way.
Last edited by HardStrike; 28 Mar, 2021 @ 11:43am
Egglanoir 30 Mar, 2021 @ 6:41am 
Personally, I would make bombs actually fire downwards with a slight downwards velocity (maybe up to 100m/s), this way they can still work in 0g, but I would also make them be affected by gravity, so in gravity, they would fall faster.

I may even suggest a 10x effect on them in gravity fields, which could make them really good at hitting targets, especially in space when a ship uses gravity generators. Also with it so high, they will usually compensate better for when you are going faster than 100m/s instead of just flinging them. (Because who doesn't like going faster?)
I really like this pack and the energy weapons but I feel like the energy weapons don't use enough power or should required advanced components to build like superconductors, Just a suggestion.
G3Nuke 3 Apr, 2021 @ 5:29pm 
It would be really awesome if there were a vertical launch ammo variety with high tracking for the thresher missiles, I really like these things and would like to put them on a rover.
Templar 10 Apr, 2021 @ 1:05am 
If you could get it to target through terrain I vote for a Sigma turret. Rocket launcher trucks could be cool. Watching them arcing over hills etc.
Akiad  [developer] 10 Apr, 2021 @ 7:20am 
@Templar indirect fire is currently impossible with WeaponCore, unless guided by the player. Trust me I have tried haha. There is currently a feature request for this, but as of yet no news. I have tried to make the Sigma and Ares work as indirect fire with hinges, and it seems to work fairly well when player-controlled.
Akiad  [developer] 10 Apr, 2021 @ 7:22am 
@G3Nuke switching to a vertical fire method would require a model change in order to orient the muzzle upwards, rather than forwards. So while a vertical launch weapon is possible, it would have to be an entirely new weapon/version. If people want it, I may create "Vertical Fire" options for each of the Threshers, but there would be no way to switch back and forth.
< >
Showing 1-15 of 38 comments
Per page: 1530 50