Firepower Update: Weapon Expansion (An update of a previous Suggestion)
Previously I had suggested that this be a PAID DLC, but have rethought the idea in that it would need to be a content update rather than a pay-to-win DLC. Unable to edit that post, I am making a new one, here.
As Space Engineers continues development, we continue to see new features and mechanics implemented to expand our gameplay experience, but have received very little in regards to Ship-to-ship combat, the main selling point of the game. This suggestion is to outline several proposed additions to our arsenal of mounted guns and turrets, allowing for much greater flexibility and customization when it comes to designing warships, and more fun and exciting combat in single player and PvP.
I'll make this super easy and break down my ideas by ship class.
Small Ship
Light Machine Gun *NEW!*
>A basic weapon for light security drones, the 1x1x1 LMG is essentially an Assault Rifle or Interior Turret mounted to fire in a single direction. Effectively a smaller, weaker version of the Gatling Gun, it can replace the larger weapon on compact designs that need a weapon for defense, but are not directly designed for combat.
Shotgun
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. For hit and run attacks against light armor, and anti-engineer combat. Would have a 4x1x1 Footprint.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. A heavier sidegrade for anti-large ship combat. Would have a 4x2x1 Footprint.
Heavy Cannon
>Long range high power cannon. Fires a powerful, high velocity round, but has a low rate of fire and high recoil, making it difficult to use on lighter craft and ineffective in close combat. A bulky 6x2x2 footprint.
Flak Cannon
>Old school anti-air artillery brought into space. Fires a shell that explodes into a temporary "Flak" particle effect that damages any grid that flies into it. Shells explode after a short distance, but are great at area denial.
Scatter Rocket Launcher
>Wide range rocket launcher for small ships, rapidly fires small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint. Scatter rockets do low damage, and have a small blast radius, but make up for it with the sheer number of rockets.
Homing Missile Launcher
>Fires small homing missiles that track targets. Lower rate of fire than standard rocket launcher, and must be reloaded manually, but its tracking ability makes it a powerful weapon against almost any target. Would have a UI effect for indicating a lock on. Can be shot down by point defense. Has a 5x1x1 footprint.
Bomb Launcher
>Drops a powerful Bomb that is affected by Gravity (But not Artificial Gravity). Has a wide blast radius and is strong against heavy armor, but can be shot down by point defense. Most effective on planets. Has a 3x3x2 footprint.
Torpedo Launcher
>Single shot heavy missile launcher, fires a slow, powerful rocket that is affected by Gravity (But not Artificial Gravity) Torpedos take longer to shoot down by point defense, but are easily evaded by more mobile craft.
Interior Turret
>It is time. Please allow us to install Interior Turrets on Small Ships, connecting them to Small Conveyors.
Laser Vulcan *NEW!*
>A directed energy weapon that rapidly fires small bolts of energy. Does not use ammunition, but requires ample power, making it taxing on generators and batteries. Can overheat with sustained fire. Overheating applies damage to the weapon, and can make it malfunction and stop firing if it sustains enough damage. Would have a UI effect to indicate heat buildup (A small red circle around the crosshair that fills up as heat increases) Would have a 3x1x1 Footprint.
Laser Cannon *NEW!*
>A directed energy weapon that fires a long beam of energy. Semi-automatic, can be charged by holding down the fire button to increase damage, but charging causes it to overheat, dealing damage to the weapon. Has the same heat UI effect as the Vulcan. does not use ammo, but drains power from batteries/reactors extremely quickly. Would have a 5x1x1 Footprint.
Laser Cutter *NEW!*
>Emits a short "blade" of energy for cutting through armor. Does not shoot a projectile, but extends a blade from the barrel of the weapon to attack as a “melee” weapon. Effectively a weaponized Grinder that doesn't gather resources, requires much more energy, and does much greater damage. Can only fire for about a second before overheating. Would have a 4x1x1 footprint.
Stun Gun *NEW!*
>Non-lethal, close range energy weapon that fires a jolt of electricity to temporarily stun Engineers or disable ship equipment. Deals no damage, but prevents Engineers from using their jetpacks, and shuts down the single targeted Small Block for a few seconds. Would have a 2x1x1 Footprint. Doesn't overheat, but has a short recharge time between uses.
Laser weapons do not apply impulse to targets, and do not have recoil. The overheat mechanic applies to every Laser weapon, to balance them not requiring ammunition. A Laser damaged through overheating must be repaired normally with a Welder. Laser Turrets would have auto-regulators in place to prevent them from overheating, but would be hazardous to use en masse due to their much greater energy usage outside of control of the player.
Large Ships
Autocannon
>Large version of the small ship Autocannon, with 4 barrels for double the rate of fire. Has a 3x1x1 footprint on the large grid. Effectively becomes the Gatling Gun of the Large Grid.
Autocannon Turret
>Turret version of the Small Ship Autocannon. A reliable primary weapon effective against a wide range of targets.
Heavy Cannon
>Powerful "Forward Gun" for Large Ships. Abysmal rate of fire, but incredible destructive power. Has a 6x1x1 footprint on the Large Grid.
Heavy Cannon Turret
>Turreted version of the Heavy Cannon. Has a larger footprint than standard Large Grid Turrets. The "main cannons" for your capital ships.
Flak Turret
>Turreted version of the Flak Cannon. Effective against small fighters and at point defense. Greater rate of fire using 4 individual Flak Cannons on the single turret.
Scatter Rocket Turret
>Turreted version of the Scatter Rocket Launcher. Has two missile pods that fire in a wider spread.
Homing Missile Turret
>Turreted version of the Homing Missile Launcher. Takes longer to lock on than the Small Grid variant, but fires automatically.
Multi-Missile Launcher *NEW!*
>Mounted version of the homing missile launcher, designed to fire missiles directly, or have them arc towards the target. Has a 1x2x1 Footprint, the missiles firing from the long side. Locks on where the user's camera is looking, rather than based on where a turret aims. Can attain lock on through Camera views as well, for immersion purposes.
Bomb Bay
>Large version of the Bomb Launcher. Drops bombs at a much higher rate than the Small Grid variant. Has a 1x1x1 block footprint.
Torpedo Launcher
>Large version of the Torpedo Launcher, can be reloaded via conveyors, but still has a low rate of fire.
Laser Vulcan Turret *NEW!*
>Turret version of the small ship Laser Vulcan. Double the rate of fire, but automatically regulates heat, so it shuts down regularly to dissipate heat, leading to a predictable "burst" style firing pattern.
Laser Cannon Turret *NEW!*
>Turret version of the Small Ship Laser Cannon. Fires a single laser, but doesn't charge up, and automatically regulates heat, giving it a low fire rate. Requires a large amount of power, making mounting multiple turrets dangerous.
Heavy Laser Cannon Turret *NEW!*
>More powerful Laser Cannon Turret that fires a charged up beam. Even lower rate of fire, but greater destructive power. Uses massive amounts of power per shot.
Engineer Weapons
Pistol
>A simple, easy to produce means of self defense, replaces the Assault Rifle as the default weapon. Semi-automatic. Would have Automatic, Silenced (Muffled sound), and Elite (Higher rate of fire and damage) variants.
Shotgun
>A powerful close range pump-action shotgun for repelling boarding parties and hunting Spiders. Has Sawn Off (Shorter barrel, wide spread), Hunting (Long barrel, narrow spread), and Slug (Fires single, big shot) variants.
Sniper Rifle
>A long range bolt-action sniping weapon with a built in scope for picking off drones and ship pilots at long distance. Comes in Semi-Automatic (Faster rate of fire, less accuracy) Bipod (Greater accuracy while crouched) and .50cal (Single shot, deals heavy damage to Light Armor) variants.
Rocket Launcher
>A portable Anti-vehicle rocket launcher. Fires a single standard rocket and takes while to reload. Only has a Homing (Can lock onto and homes in on targets, but missile flies slower) variant.
Crowbar *NEW!*
>A handy engineer's tool repurposed as an emergency melee weapon. Has a quick swing speed, but light damage.
Pipe Wrench *NEW!*
>A handy tool repurposed as an emergency melee weapon. Slow to swing, but heavy damage.
Armored Spacesuit *NEW!*
>A reinforced space suit designed for combat. Offers greater defense and health to the wearer, but has less inventory space, and lower jetpack acceleration makes it trickier to maneuver with.
Medkit *NEW!*
>Portable medical equipment for restoring health to a fellow astronaut. Takes 3 seconds to apply, requiring both medic and target to stand still. Target astronaut regains a 15% of their health immediately, and then recovers more health over time for a short while afterwards, regaining a total of 50% of their health.
Suit Battery *NEW!*
>Portable Suit Battery to recharge energy to a fellow astronaut. Portable battery can recharge 50% of an Astronaut's suit. Recharging takes 3 seconds, turning the Battery into an Empty Battery. Empty Batteries can be recharged when sitting in a cockpit or Passenger seat, or when put into the inventory of a ship.
I understand this is quite a demanding list, but I feel any number of these would make a great addition to the ever expanding game of Space Engineers. Whaddyathink?
Overall, just way too many weapons. Seriously, we don't need an extra sidegrade in a game more focused around building, and definitely not a massive clutterfunk of lasers.
Small Ship
Light Machine Gun *NEW!*
>A basic weapon for light security drones, the 1x1x1 LMG is essentially an Assault Rifle or Interior Turret mounted to fire in a single direction. Effectively a smaller, weaker version of the Gatling Gun, it can replace the larger weapon on compact designs that need a weapon for defense, but are not directly designed for combat.
Too small, too spammable (imagine three on a boarding minidrone), and doesn't really have a useful niche. It shouldn't be possible to just stick a gun on your miner and have easy self-defense. Either you actually invest in guns on your ship, or go without.
Shotgun
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. For hit and run attacks against light armor, and anti-engineer combat. Would have a 4x1x1 Footprint.
Probably the most useless thing here. Small ship vs. suit is dominated by turrets, as it's almost impossible to hit a suit by aiming the whole ship. If you're close enough for the shotgun to be effective, you aren't hitting anything because they're spinning around your ship with a grinder.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. A heavier sidegrade for anti-large ship combat. Would have a 4x2x1 Footprint.
Would be an ok idea, but adds item/block clutter. There's already anti-large weapons, this isn't really needed.
Heavy Cannon
>Long range high power cannon. Fires a powerful, high velocity round, but has a low rate of fire and high recoil, making it difficult to use on lighter craft and ineffective in close combat. A bulky 6x2x2 footprint.
We already have rockets. It would have to be pretty extreme to actually be different from that (railgun is my preferred idea), but it would be pretty necessary if it manages to work like that.
Flak Cannon
>Old school anti-air artillery brought into space. Fires a shell that explodes into a temporary "Flak" particle effect that damages any grid that flies into it. Shells explode after a short distance, but are great at area denial.
What's the role of this? Flak takes out projectiles and suits, but neither are too much of a threat to small ships. Additionally, you aren't going to be aiming directly at either of these. OK as a turret, to mirror a larger version, but bad otherwise.
Scatter Rocket Launcher
>Wide range rocket launcher for small ships, rapidly fires small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint. Scatter rockets do low damage, and have a small blast radius, but make up for it with the sheer number of rockets.
There are four types of explosives. This is by far the most pointless. Weapon/ammo clutter, no good role (When would you ever want to just touch all the enemy armor? When are you going to get close enough that it's anywhere near as efficient as the others?), and rocket shotguns aren't half as cool as they sound anyways.
Homing Missile Launcher
>Fires small homing missiles that track targets. Lower rate of fire than standard rocket launcher, and must be reloaded manually, but its tracking ability makes it a powerful weapon against almost any target. Would have a UI effect for indicating a lock on. Can be shot down by point defense. Has a 5x1x1 footprint.
Good idea. It creates a more interesting small-to-small dynamic, and serves as an effective alternative to a normal RL.
Bomb Launcher
>Drops a powerful Bomb that is affected by Gravity (But not Artificial Gravity). Has a wide blast radius and is strong against heavy armor, but can be shot down by point defense. Most effective on planets. Has a 3x3x2 footprint.
Grid torpedoes. Kinda pointless.
Torpedo Launcher
>Single shot heavy missile launcher, fires a slow, powerful rocket that is affected by Gravity (But not Artificial Gravity) Torpedos take longer to shoot down by point defense, but are easily evaded by more mobile craft.
See above.
Interior Turret
>It is time. Please allow us to install Interior Turrets on Small Ships, connecting them to Small Conveyors.
Yes.
Laser Vulcan *NEW!*
>A directed energy weapon that rapidly fires small bolts of energy. Does not use ammunition, but requires ample power, making it taxing on generators and batteries. Can overheat with sustained fire. Overheating applies damage to the weapon, and can make it malfunction and stop firing if it sustains enough damage. Would have a UI effect to indicate heat buildup (A small red circle around the crosshair that fills up as heat increases) Would have a 3x1x1 Footprint.
Apart from being just a gatling with batteries instead of storage/conveyors, and essentially being a flickering laser, it's also an extra laser weapon.
Laser Cannon *NEW!*
>A directed energy weapon that fires a long beam of energy. Semi-automatic, can be charged by holding down the fire button to increase damage, but charging causes it to overheat, dealing damage to the weapon. Has the same heat UI effect as the Vulcan. does not use ammo, but drains power from batteries/reactors extremely quickly. Would have a 5x1x1 Footprint.
This concept gets stuck between the gatty and larger cannon. Also, that's not how lasers work. Just have it do hitscan damage and constantly fire while being used with high power draw. Better that a gatty in a dogfight, but more expensive and much harder to spam because of power requirements.
Laser Cutter *NEW!*
>Emits a short "blade" of energy for cutting through armor. Does not shoot a projectile, but extends a blade from the barrel of the weapon to attack as a “melee” weapon. Effectively a weaponized Grinder that doesn't gather resources, requires much more energy, and does much greater damage. Can only fire for about a second before overheating. Would have a 4x1x1 footprint.
I actually agree with this. A smaller grinder-type block for effective boarding drones would be great.
Stun Gun *NEW!*
>Non-lethal, close range energy weapon that fires a jolt of electricity to temporarily stun Engineers or disable ship equipment. Deals no damage, but prevents Engineers from using their jetpacks, and shuts down the single targeted Small Block for a few seconds. Would have a 2x1x1 Footprint. Doesn't overheat, but has a short recharge time between uses.
Pointless. Why have this when you could have a gatty?
Laser weapons do not apply impulse to targets, and do not have recoil. [Good, makes a great distinction] The overheat mechanic applies to every Laser weapon, to balance them not requiring ammunition. A Laser damaged through overheating must be repaired normally with a Welder. [noob tears, noob tears everywhere!] Laser Turrets would have auto-regulators in place to prevent them from overheating, but would be hazardous to use en masse due to their much greater energy usage outside of control of the player.
Large Ships
Autocannon
>Large version of the small ship Autocannon, with 4 barrels for double the rate of fire. Has a 3x1x1 footprint on the large grid. Effectively becomes the Gatling Gun of the Large Grid.
Same as small Autocannon. Unnecessary sidegrade.
Autocannon Turret
>Turret version of the Small Ship Autocannon. A reliable primary weapon effective against a wide range of targets.
See above.
Heavy Cannon
>Powerful "Forward Gun" for Large Ships. Abysmal rate of fire, but incredible destructive power. Has a 6x1x1 footprint on the Large Grid.
Again, I like the term "Railgun" to make it more distinct and sci-fi. But good idea.
Heavy Cannon Turret
>Turreted version of the Heavy Cannon. Has a larger footprint than standard Large Grid Turrets. The "main cannons" for your capital ships.
See above.
Flak Turret
>Turreted version of the Flak Cannon. Effective against small fighters and at point defense. Greater rate of fire using 4 individual Flak Cannons on the single turret.
YES. A counter for suits and missiles.
Scatter Rocket Turret
>Turreted version of the Scatter Rocket Launcher. Has two missile pods that fire in a wider spread.
See small rocket shotgun, but even worse because you almost never close with a large ship.
Homing Missile Turret
>Turreted version of the Homing Missile Launcher. Takes longer to lock on than the Small Grid variant, but fires automatically.
See small ship entry. Good idea for making small ship combat interesting.
Multi-Missile Launcher *NEW!*
>Mounted version of the homing missile launcher, designed to fire missiles directly, or have them arc towards the target. Has a 1x2x1 Footprint, the missiles firing from the long side. Locks on where the user's camera is looking, rather than based on where a turret aims. Can attain lock on through Camera views as well, for immersion purposes.
Nope. Grid missiles are better for this, and you'd have to turn the whole ship for it to be useful.
Bomb Bay
>Large version of the Bomb Launcher. Drops bombs at a much higher rate than the Small Grid variant. Has a 1x1x1 block footprint.
Grid missiles.
Torpedo Launcher
>Large version of the Torpedo Launcher, can be reloaded via conveyors, but still has a low rate of fire.
Grid missiles.
Laser Vulcan Turret *NEW!*
>Turret version of the small ship Laser Vulcan. Double the rate of fire, but automatically regulates heat, so it shuts down regularly to dissipate heat, leading to a predictable "burst" style firing pattern.
Same with the small vulcan. Just halfway between a laser turret and a gatty, so it's kind of pointless.
Laser Cannon Turret *NEW!*
>Turret version of the Small Ship Laser Cannon. Fires a single laser, but doesn't charge up, and automatically regulates heat, giving it a low fire rate. Requires a large amount of power, making mounting multiple turrets dangerous.
Maybe? It's like the small ship laser cannon, but it makes small ships obsolete because of how much power generation you can pack into a large ship.
Heavy Laser Cannon Turret *NEW!*
>More powerful Laser Cannon Turret that fires a charged up beam. Even lower rate of fire, but greater destructive power. Uses massive amounts of power per shot.
Pointless sidegrade.
Engineer Weapons
Pistol
>A simple, easy to produce means of self defense, replaces the Assault Rifle as the default weapon. Semi-automatic. Would have Automatic, Silenced (Muffled sound), and Elite (Higher rate of fire and damage) variants.
Ok, and only ok. Basic weapon is kinda good, but weapon clutter is kinda bad.
Shotgun
>A powerful close range pump-action shotgun for repelling boarding parties and hunting Spiders. Has Sawn Off (Shorter barrel, wide spread), Hunting (Long barrel, narrow spread), and Slug (Fires single, big shot) variants.
Sniper Rifle
>A long range bolt-action sniping weapon with a built in scope for picking off drones and ship pilots at long distance. Comes in Semi-Automatic (Faster rate of fire, less accuracy) Bipod (Greater accuracy while crouched) and .50cal (Single shot, deals heavy damage to Light Armor) variants.
[Shotgun + Sniper]
We have the AR for primary suit-to-suit combat. Both of these are primarily useful in suit-to-suit. SE is about building things. So these weapons are just clutter.
Rocket Launcher
>A portable Anti-vehicle rocket launcher. Fires a single standard rocket and takes while to reload. Only has a Homing (Can lock onto and homes in on targets, but missile flies slower) variant.
Yes. Suit-to-ship needs this.
Crowbar *NEW!*
>A handy engineer's tool repurposed as an emergency melee weapon. Has a quick swing speed, but light damage.
Pipe Wrench *NEW!*
>A handy tool repurposed as an emergency melee weapon. Slow to swing, but heavy damage.
[Crowbar + Pipe Wrench]
Same as [Shotgun + Sniper], but with the Grinder instead.
Armored Spacesuit *NEW!*
>A reinforced space suit designed for combat. Offers greater defense and health to the wearer, but has less inventory space, and lower jetpack acceleration makes it trickier to maneuver with.
It's probably better to have this as part of a full suit overhaul instead of a jury-rigged one-off.
Medkit *NEW!*
>Portable medical equipment for restoring health to a fellow astronaut. Takes 3 seconds to apply, requiring both medic and target to stand still. Target astronaut regains a 15% of their health immediately, and then recovers more health over time for a short while afterwards, regaining a total of 50% of their health.
Suit Battery *NEW!*
>Portable Suit Battery to recharge energy to a fellow astronaut. Portable battery can recharge 50% of an Astronaut's suit. Recharging takes 3 seconds, turning the Battery into an Empty Battery. Empty Batteries can be recharged when sitting in a cockpit or Passenger seat, or when put into the inventory of a ship.
[Medkit + Suit Battery]
Don't we already have these? Both are good ideas, but I think they already exist.
Overall, this is a mixed bag. Just try to remember that combat isn't the focus of SE, so maximizing variety with minimal cost is the one thing that's most required.
Overall, just way too many weapons. Seriously, we don't need an extra sidegrade in a game more focused around building, and definitely not a massive clutterfunk of lasers.
Small Ship
Light Machine Gun *NEW!*
>A basic weapon for light security drones, the 1x1x1 LMG is essentially an Assault Rifle or Interior Turret mounted to fire in a single direction. Effectively a smaller, weaker version of the Gatling Gun, it can replace the larger weapon on compact designs that need a weapon for defense, but are not directly designed for combat.
Too small, too spammable (imagine three on a boarding minidrone), and doesn't really have a useful niche. It shouldn't be possible to just stick a gun on your miner and have easy self-defense. Either you actually invest in guns on your ship, or go without.
Shotgun
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. For hit and run attacks against light armor, and anti-engineer combat. Would have a 4x1x1 Footprint.
Probably the most useless thing here. Small ship vs. suit is dominated by turrets, as it's almost impossible to hit a suit by aiming the whole ship. If you're close enough for the shotgun to be effective, you aren't hitting anything because they're spinning around your ship with a grinder.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. A heavier sidegrade for anti-large ship combat. Would have a 4x2x1 Footprint.
Would be an ok idea, but adds item/block clutter. There's already anti-large weapons, this isn't really needed.
Heavy Cannon
>Long range high power cannon. Fires a powerful, high velocity round, but has a low rate of fire and high recoil, making it difficult to use on lighter craft and ineffective in close combat. A bulky 6x2x2 footprint.
We already have rockets. It would have to be pretty extreme to actually be different from that (railgun is my preferred idea), but it would be pretty necessary if it manages to work like that.
Flak Cannon
>Old school anti-air artillery brought into space. Fires a shell that explodes into a temporary "Flak" particle effect that damages any grid that flies into it. Shells explode after a short distance, but are great at area denial.
What's the role of this? Flak takes out projectiles and suits, but neither are too much of a threat to small ships. Additionally, you aren't going to be aiming directly at either of these. OK as a turret, to mirror a larger version, but bad otherwise.
Scatter Rocket Launcher
>Wide range rocket launcher for small ships, rapidly fires small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint. Scatter rockets do low damage, and have a small blast radius, but make up for it with the sheer number of rockets.
There are four types of explosives. This is by far the most pointless. Weapon/ammo clutter, no good role (When would you ever want to just touch all the enemy armor? When are you going to get close enough that it's anywhere near as efficient as the others?), and rocket shotguns aren't half as cool as they sound anyways.
Homing Missile Launcher
>Fires small homing missiles that track targets. Lower rate of fire than standard rocket launcher, and must be reloaded manually, but its tracking ability makes it a powerful weapon against almost any target. Would have a UI effect for indicating a lock on. Can be shot down by point defense. Has a 5x1x1 footprint.
Good idea. It creates a more interesting small-to-small dynamic, and serves as an effective alternative to a normal RL.
Bomb Launcher
>Drops a powerful Bomb that is affected by Gravity (But not Artificial Gravity). Has a wide blast radius and is strong against heavy armor, but can be shot down by point defense. Most effective on planets. Has a 3x3x2 footprint.
Grid torpedoes. Kinda pointless.
Torpedo Launcher
>Single shot heavy missile launcher, fires a slow, powerful rocket that is affected by Gravity (But not Artificial Gravity) Torpedos take longer to shoot down by point defense, but are easily evaded by more mobile craft.
See above.
Interior Turret
>It is time. Please allow us to install Interior Turrets on Small Ships, connecting them to Small Conveyors.
Yes.
Laser Vulcan *NEW!*
>A directed energy weapon that rapidly fires small bolts of energy. Does not use ammunition, but requires ample power, making it taxing on generators and batteries. Can overheat with sustained fire. Overheating applies damage to the weapon, and can make it malfunction and stop firing if it sustains enough damage. Would have a UI effect to indicate heat buildup (A small red circle around the crosshair that fills up as heat increases) Would have a 3x1x1 Footprint.
Apart from being just a gatling with batteries instead of storage/conveyors, and essentially being a flickering laser, it's also an extra laser weapon.
Laser Cannon *NEW!*
>A directed energy weapon that fires a long beam of energy. Semi-automatic, can be charged by holding down the fire button to increase damage, but charging causes it to overheat, dealing damage to the weapon. Has the same heat UI effect as the Vulcan. does not use ammo, but drains power from batteries/reactors extremely quickly. Would have a 5x1x1 Footprint.
This concept gets stuck between the gatty and larger cannon. Also, that's not how lasers work. Just have it do hitscan damage and constantly fire while being used with high power draw. Better that a gatty in a dogfight, but more expensive and much harder to spam because of power requirements.
Laser Cutter *NEW!*
>Emits a short "blade" of energy for cutting through armor. Does not shoot a projectile, but extends a blade from the barrel of the weapon to attack as a “melee” weapon. Effectively a weaponized Grinder that doesn't gather resources, requires much more energy, and does much greater damage. Can only fire for about a second before overheating. Would have a 4x1x1 footprint.
I actually agree with this. A smaller grinder-type block for effective boarding drones would be great.
Stun Gun *NEW!*
>Non-lethal, close range energy weapon that fires a jolt of electricity to temporarily stun Engineers or disable ship equipment. Deals no damage, but prevents Engineers from using their jetpacks, and shuts down the single targeted Small Block for a few seconds. Would have a 2x1x1 Footprint. Doesn't overheat, but has a short recharge time between uses.
Pointless. Why have this when you could have a gatty?
Laser weapons do not apply impulse to targets, and do not have recoil. [Good, makes a great distinction] The overheat mechanic applies to every Laser weapon, to balance them not requiring ammunition. A Laser damaged through overheating must be repaired normally with a Welder. [noob tears, noob tears everywhere!] Laser Turrets would have auto-regulators in place to prevent them from overheating, but would be hazardous to use en masse due to their much greater energy usage outside of control of the player.
Large Ships
Autocannon
>Large version of the small ship Autocannon, with 4 barrels for double the rate of fire. Has a 3x1x1 footprint on the large grid. Effectively becomes the Gatling Gun of the Large Grid.
Same as small Autocannon. Unnecessary sidegrade.
Autocannon Turret
>Turret version of the Small Ship Autocannon. A reliable primary weapon effective against a wide range of targets.
See above.
Heavy Cannon
>Powerful "Forward Gun" for Large Ships. Abysmal rate of fire, but incredible destructive power. Has a 6x1x1 footprint on the Large Grid.
Again, I like the term "Railgun" to make it more distinct and sci-fi. But good idea.
Heavy Cannon Turret
>Turreted version of the Heavy Cannon. Has a larger footprint than standard Large Grid Turrets. The "main cannons" for your capital ships.
See above.
Flak Turret
>Turreted version of the Flak Cannon. Effective against small fighters and at point defense. Greater rate of fire using 4 individual Flak Cannons on the single turret.
YES. A counter for suits and missiles.
Scatter Rocket Turret
>Turreted version of the Scatter Rocket Launcher. Has two missile pods that fire in a wider spread.
See small rocket shotgun, but even worse because you almost never close with a large ship.
Homing Missile Turret
>Turreted version of the Homing Missile Launcher. Takes longer to lock on than the Small Grid variant, but fires automatically.
See small ship entry. Good idea for making small ship combat interesting.
Multi-Missile Launcher *NEW!*
>Mounted version of the homing missile launcher, designed to fire missiles directly, or have them arc towards the target. Has a 1x2x1 Footprint, the missiles firing from the long side. Locks on where the user's camera is looking, rather than based on where a turret aims. Can attain lock on through Camera views as well, for immersion purposes.
Nope. Grid missiles are better for this, and you'd have to turn the whole ship for it to be useful.
Bomb Bay
>Large version of the Bomb Launcher. Drops bombs at a much higher rate than the Small Grid variant. Has a 1x1x1 block footprint.
Grid missiles.
Torpedo Launcher
>Large version of the Torpedo Launcher, can be reloaded via conveyors, but still has a low rate of fire.
Grid missiles.
Laser Vulcan Turret *NEW!*
>Turret version of the small ship Laser Vulcan. Double the rate of fire, but automatically regulates heat, so it shuts down regularly to dissipate heat, leading to a predictable "burst" style firing pattern.
Same with the small vulcan. Just halfway between a laser turret and a gatty, so it's kind of pointless.
Laser Cannon Turret *NEW!*
>Turret version of the Small Ship Laser Cannon. Fires a single laser, but doesn't charge up, and automatically regulates heat, giving it a low fire rate. Requires a large amount of power, making mounting multiple turrets dangerous.
Maybe? It's like the small ship laser cannon, but it makes small ships obsolete because of how much power generation you can pack into a large ship.
Heavy Laser Cannon Turret *NEW!*
>More powerful Laser Cannon Turret that fires a charged up beam. Even lower rate of fire, but greater destructive power. Uses massive amounts of power per shot.
Pointless sidegrade.
Engineer Weapons
Pistol
>A simple, easy to produce means of self defense, replaces the Assault Rifle as the default weapon. Semi-automatic. Would have Automatic, Silenced (Muffled sound), and Elite (Higher rate of fire and damage) variants.
Ok, and only ok. Basic weapon is kinda good, but weapon clutter is kinda bad.
Shotgun
>A powerful close range pump-action shotgun for repelling boarding parties and hunting Spiders. Has Sawn Off (Shorter barrel, wide spread), Hunting (Long barrel, narrow spread), and Slug (Fires single, big shot) variants.
Sniper Rifle
>A long range bolt-action sniping weapon with a built in scope for picking off drones and ship pilots at long distance. Comes in Semi-Automatic (Faster rate of fire, less accuracy) Bipod (Greater accuracy while crouched) and .50cal (Single shot, deals heavy damage to Light Armor) variants.
[Shotgun + Sniper]
We have the AR for primary suit-to-suit combat. Both of these are primarily useful in suit-to-suit. SE is about building things. So these weapons are just clutter.
Rocket Launcher
>A portable Anti-vehicle rocket launcher. Fires a single standard rocket and takes while to reload. Only has a Homing (Can lock onto and homes in on targets, but missile flies slower) variant.
Yes. Suit-to-ship needs this.
Crowbar *NEW!*
>A handy engineer's tool repurposed as an emergency melee weapon. Has a quick swing speed, but light damage.
Pipe Wrench *NEW!*
>A handy tool repurposed as an emergency melee weapon. Slow to swing, but heavy damage.
[Crowbar + Pipe Wrench]
Same as [Shotgun + Sniper], but with the Grinder instead.
Armored Spacesuit *NEW!*
>A reinforced space suit designed for combat. Offers greater defense and health to the wearer, but has less inventory space, and lower jetpack acceleration makes it trickier to maneuver with.
It's probably better to have this as part of a full suit overhaul instead of a jury-rigged one-off.
Medkit *NEW!*
>Portable medical equipment for restoring health to a fellow astronaut. Takes 3 seconds to apply, requiring both medic and target to stand still. Target astronaut regains a 15% of their health immediately, and then recovers more health over time for a short while afterwards, regaining a total of 50% of their health.
Suit Battery *NEW!*
>Portable Suit Battery to recharge energy to a fellow astronaut. Portable battery can recharge 50% of an Astronaut's suit. Recharging takes 3 seconds, turning the Battery into an Empty Battery. Empty Batteries can be recharged when sitting in a cockpit or Passenger seat, or when put into the inventory of a ship.
[Medkit + Suit Battery]
Don't we already have these? Both are good ideas, but I think they already exist.
Overall, this is a mixed bag. Just try to remember that combat isn't the focus of SE, so maximizing variety with minimal cost is the one thing that's most required.
i really like the idea
i really like the idea
Also guided missiles, new warheads, cannons/mortars ie 120mm smoothboor
Tank tracks
Helicopter parts
The ability to make large grid and small grid connect
Also guided missiles, new warheads, cannons/mortars ie 120mm smoothboor
Tank tracks
Helicopter parts
The ability to make large grid and small grid connect
Some examples are the leopard 2a7, abrams or the eurofighter or f35 aswell for helicopters eurocopter tiger or apache
Some examples are the leopard 2a7, abrams or the eurofighter or f35 aswell for helicopters eurocopter tiger or apache
Overall, just way too many weapons. Seriously, we don't need an extra sidegrade in a game more focused around building, and definitely not a massive clutterfunk of lasers.
Small Ship
Light Machine Gun *NEW!*
>A basic weapon for light security drones, the 1x1x1 LMG is essentially an Assault Rifle or Interior Turret mounted to fire in a single direction. Effectively a smaller, weaker version of the Gatling Gun, it can replace the larger weapon on compact designs that need a weapon for defense, but are not directly designed for combat.
Too small, too spammable (imagine three on a boarding minidrone), and doesn't really have a useful niche. It shouldn't be possible to just stick a gun on your miner and have easy self-defense. Either you actually invest in guns on your ship, or go without.
Shotgun
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. For hit and run attacks against light armor, and anti-engineer combat. Would have a 4x1x1 Footprint.
Probably the most useless thing here. Small ship vs. suit is dominated by turrets, as it's almost impossible to hit a suit by aiming the whole ship. If you're close enough for the shotgun to be effective, you aren't hitting anything because they're spinning around your ship with a grinder.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. A heavier sidegrade for anti-large ship combat. Would have a 4x2x1 Footprint.
Would be an ok idea, but adds item/block clutter. There's already anti-large weapons, this isn't really needed.
Heavy Cannon
>Long range high power cannon. Fires a powerful, high velocity round, but has a low rate of fire and high recoil, making it difficult to use on lighter craft and ineffective in close combat. A bulky 6x2x2 footprint.
We already have rockets. It would have to be pretty extreme to actually be different from that (railgun is my preferred idea), but it would be pretty necessary if it manages to work like that.
Flak Cannon
>Old school anti-air artillery brought into space. Fires a shell that explodes into a temporary "Flak" particle effect that damages any grid that flies into it. Shells explode after a short distance, but are great at area denial.
What's the role of this? Flak takes out projectiles and suits, but neither are too much of a threat to small ships. Additionally, you aren't going to be aiming directly at either of these. OK as a turret, to mirror a larger version, but bad otherwise.
Scatter Rocket Launcher
>Wide range rocket launcher for small ships, rapidly fires small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint. Scatter rockets do low damage, and have a small blast radius, but make up for it with the sheer number of rockets.
There are four types of explosives. This is by far the most pointless. Weapon/ammo clutter, no good role (When would you ever want to just touch all the enemy armor? When are you going to get close enough that it's anywhere near as efficient as the others?), and rocket shotguns aren't half as cool as they sound anyways.
Homing Missile Launcher
>Fires small homing missiles that track targets. Lower rate of fire than standard rocket launcher, and must be reloaded manually, but its tracking ability makes it a powerful weapon against almost any target. Would have a UI effect for indicating a lock on. Can be shot down by point defense. Has a 5x1x1 footprint.
Good idea. It creates a more interesting small-to-small dynamic, and serves as an effective alternative to a normal RL.
Bomb Launcher
>Drops a powerful Bomb that is affected by Gravity (But not Artificial Gravity). Has a wide blast radius and is strong against heavy armor, but can be shot down by point defense. Most effective on planets. Has a 3x3x2 footprint.
Grid torpedoes. Kinda pointless.
Torpedo Launcher
>Single shot heavy missile launcher, fires a slow, powerful rocket that is affected by Gravity (But not Artificial Gravity) Torpedos take longer to shoot down by point defense, but are easily evaded by more mobile craft.
See above.
Interior Turret
>It is time. Please allow us to install Interior Turrets on Small Ships, connecting them to Small Conveyors.
Yes.
Laser Vulcan *NEW!*
>A directed energy weapon that rapidly fires small bolts of energy. Does not use ammunition, but requires ample power, making it taxing on generators and batteries. Can overheat with sustained fire. Overheating applies damage to the weapon, and can make it malfunction and stop firing if it sustains enough damage. Would have a UI effect to indicate heat buildup (A small red circle around the crosshair that fills up as heat increases) Would have a 3x1x1 Footprint.
Apart from being just a gatling with batteries instead of storage/conveyors, and essentially being a flickering laser, it's also an extra laser weapon.
Laser Cannon *NEW!*
>A directed energy weapon that fires a long beam of energy. Semi-automatic, can be charged by holding down the fire button to increase damage, but charging causes it to overheat, dealing damage to the weapon. Has the same heat UI effect as the Vulcan. does not use ammo, but drains power from batteries/reactors extremely quickly. Would have a 5x1x1 Footprint.
This concept gets stuck between the gatty and larger cannon. Also, that's not how lasers work. Just have it do hitscan damage and constantly fire while being used with high power draw. Better that a gatty in a dogfight, but more expensive and much harder to spam because of power requirements.
Laser Cutter *NEW!*
>Emits a short "blade" of energy for cutting through armor. Does not shoot a projectile, but extends a blade from the barrel of the weapon to attack as a “melee” weapon. Effectively a weaponized Grinder that doesn't gather resources, requires much more energy, and does much greater damage. Can only fire for about a second before overheating. Would have a 4x1x1 footprint.
I actually agree with this. A smaller grinder-type block for effective boarding drones would be great.
Stun Gun *NEW!*
>Non-lethal, close range energy weapon that fires a jolt of electricity to temporarily stun Engineers or disable ship equipment. Deals no damage, but prevents Engineers from using their jetpacks, and shuts down the single targeted Small Block for a few seconds. Would have a 2x1x1 Footprint. Doesn't overheat, but has a short recharge time between uses.
Pointless. Why have this when you could have a gatty?
Laser weapons do not apply impulse to targets, and do not have recoil. [Good, makes a great distinction] The overheat mechanic applies to every Laser weapon, to balance them not requiring ammunition. A Laser damaged through overheating must be repaired normally with a Welder. [noob tears, noob tears everywhere!] Laser Turrets would have auto-regulators in place to prevent them from overheating, but would be hazardous to use en masse due to their much greater energy usage outside of control of the player.
Large Ships
Autocannon
>Large version of the small ship Autocannon, with 4 barrels for double the rate of fire. Has a 3x1x1 footprint on the large grid. Effectively becomes the Gatling Gun of the Large Grid.
Same as small Autocannon. Unnecessary sidegrade.
Autocannon Turret
>Turret version of the Small Ship Autocannon. A reliable primary weapon effective against a wide range of targets.
See above.
Heavy Cannon
>Powerful "Forward Gun" for Large Ships. Abysmal rate of fire, but incredible destructive power. Has a 6x1x1 footprint on the Large Grid.
Again, I like the term "Railgun" to make it more distinct and sci-fi. But good idea.
Heavy Cannon Turret
>Turreted version of the Heavy Cannon. Has a larger footprint than standard Large Grid Turrets. The "main cannons" for your capital ships.
See above.
Flak Turret
>Turreted version of the Flak Cannon. Effective against small fighters and at point defense. Greater rate of fire using 4 individual Flak Cannons on the single turret.
YES. A counter for suits and missiles.
Scatter Rocket Turret
>Turreted version of the Scatter Rocket Launcher. Has two missile pods that fire in a wider spread.
See small rocket shotgun, but even worse because you almost never close with a large ship.
Homing Missile Turret
>Turreted version of the Homing Missile Launcher. Takes longer to lock on than the Small Grid variant, but fires automatically.
See small ship entry. Good idea for making small ship combat interesting.
Multi-Missile Launcher *NEW!*
>Mounted version of the homing missile launcher, designed to fire missiles directly, or have them arc towards the target. Has a 1x2x1 Footprint, the missiles firing from the long side. Locks on where the user's camera is looking, rather than based on where a turret aims. Can attain lock on through Camera views as well, for immersion purposes.
Nope. Grid missiles are better for this, and you'd have to turn the whole ship for it to be useful.
Bomb Bay
>Large version of the Bomb Launcher. Drops bombs at a much higher rate than the Small Grid variant. Has a 1x1x1 block footprint.
Grid missiles.
Torpedo Launcher
>Large version of the Torpedo Launcher, can be reloaded via conveyors, but still has a low rate of fire.
Grid missiles.
Laser Vulcan Turret *NEW!*
>Turret version of the small ship Laser Vulcan. Double the rate of fire, but automatically regulates heat, so it shuts down regularly to dissipate heat, leading to a predictable "burst" style firing pattern.
Same with the small vulcan. Just halfway between a laser turret and a gatty, so it's kind of pointless.
Laser Cannon Turret *NEW!*
>Turret version of the Small Ship Laser Cannon. Fires a single laser, but doesn't charge up, and automatically regulates heat, giving it a low fire rate. Requires a large amount of power, making mounting multiple turrets dangerous.
Maybe? It's like the small ship laser cannon, but it makes small ships obsolete because of how much power generation you can pack into a large ship.
Heavy Laser Cannon Turret *NEW!*
>More powerful Laser Cannon Turret that fires a charged up beam. Even lower rate of fire, but greater destructive power. Uses massive amounts of power per shot.
Pointless sidegrade.
Engineer Weapons
Pistol
>A simple, easy to produce means of self defense, replaces the Assault Rifle as the default weapon. Semi-automatic. Would have Automatic, Silenced (Muffled sound), and Elite (Higher rate of fire and damage) variants.
Ok, and only ok. Basic weapon is kinda good, but weapon clutter is kinda bad.
Shotgun
>A powerful close range pump-action shotgun for repelling boarding parties and hunting Spiders. Has Sawn Off (Shorter barrel, wide spread), Hunting (Long barrel, narrow spread), and Slug (Fires single, big shot) variants.
Sniper Rifle
>A long range bolt-action sniping weapon with a built in scope for picking off drones and ship pilots at long distance. Comes in Semi-Automatic (Faster rate of fire, less accuracy) Bipod (Greater accuracy while crouched) and .50cal (Single shot, deals heavy damage to Light Armor) variants.
[Shotgun + Sniper]
We have the AR for primary suit-to-suit combat. Both of these are primarily useful in suit-to-suit. SE is about building things. So these weapons are just clutter.
Rocket Launcher
>A portable Anti-vehicle rocket launcher. Fires a single standard rocket and takes while to reload. Only has a Homing (Can lock onto and homes in on targets, but missile flies slower) variant.
Yes. Suit-to-ship needs this.
Crowbar *NEW!*
>A handy engineer's tool repurposed as an emergency melee weapon. Has a quick swing speed, but light damage.
Pipe Wrench *NEW!*
>A handy tool repurposed as an emergency melee weapon. Slow to swing, but heavy damage.
[Crowbar + Pipe Wrench]
Same as [Shotgun + Sniper], but with the Grinder instead.
Armored Spacesuit *NEW!*
>A reinforced space suit designed for combat. Offers greater defense and health to the wearer, but has less inventory space, and lower jetpack acceleration makes it trickier to maneuver with.
It's probably better to have this as part of a full suit overhaul instead of a jury-rigged one-off.
Medkit *NEW!*
>Portable medical equipment for restoring health to a fellow astronaut. Takes 3 seconds to apply, requiring both medic and target to stand still. Target astronaut regains a 15% of their health immediately, and then recovers more health over time for a short while afterwards, regaining a total of 50% of their health.
Suit Battery *NEW!*
>Portable Suit Battery to recharge energy to a fellow astronaut. Portable battery can recharge 50% of an Astronaut's suit. Recharging takes 3 seconds, turning the Battery into an Empty Battery. Empty Batteries can be recharged when sitting in a cockpit or Passenger seat, or when put into the inventory of a ship.
[Medkit + Suit Battery]
Don't we already have these? Both are good ideas, but I think they already exist.
Overall, this is a mixed bag. Just try to remember that combat isn't the focus of SE, so maximizing variety with minimal cost is the one thing that's most required.
Overall, just way too many weapons. Seriously, we don't need an extra sidegrade in a game more focused around building, and definitely not a massive clutterfunk of lasers.
Small Ship
Light Machine Gun *NEW!*
>A basic weapon for light security drones, the 1x1x1 LMG is essentially an Assault Rifle or Interior Turret mounted to fire in a single direction. Effectively a smaller, weaker version of the Gatling Gun, it can replace the larger weapon on compact designs that need a weapon for defense, but are not directly designed for combat.
Too small, too spammable (imagine three on a boarding minidrone), and doesn't really have a useful niche. It shouldn't be possible to just stick a gun on your miner and have easy self-defense. Either you actually invest in guns on your ship, or go without.
Shotgun
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. For hit and run attacks against light armor, and anti-engineer combat. Would have a 4x1x1 Footprint.
Probably the most useless thing here. Small ship vs. suit is dominated by turrets, as it's almost impossible to hit a suit by aiming the whole ship. If you're close enough for the shotgun to be effective, you aren't hitting anything because they're spinning around your ship with a grinder.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. A heavier sidegrade for anti-large ship combat. Would have a 4x2x1 Footprint.
Would be an ok idea, but adds item/block clutter. There's already anti-large weapons, this isn't really needed.
Heavy Cannon
>Long range high power cannon. Fires a powerful, high velocity round, but has a low rate of fire and high recoil, making it difficult to use on lighter craft and ineffective in close combat. A bulky 6x2x2 footprint.
We already have rockets. It would have to be pretty extreme to actually be different from that (railgun is my preferred idea), but it would be pretty necessary if it manages to work like that.
Flak Cannon
>Old school anti-air artillery brought into space. Fires a shell that explodes into a temporary "Flak" particle effect that damages any grid that flies into it. Shells explode after a short distance, but are great at area denial.
What's the role of this? Flak takes out projectiles and suits, but neither are too much of a threat to small ships. Additionally, you aren't going to be aiming directly at either of these. OK as a turret, to mirror a larger version, but bad otherwise.
Scatter Rocket Launcher
>Wide range rocket launcher for small ships, rapidly fires small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint. Scatter rockets do low damage, and have a small blast radius, but make up for it with the sheer number of rockets.
There are four types of explosives. This is by far the most pointless. Weapon/ammo clutter, no good role (When would you ever want to just touch all the enemy armor? When are you going to get close enough that it's anywhere near as efficient as the others?), and rocket shotguns aren't half as cool as they sound anyways.
Homing Missile Launcher
>Fires small homing missiles that track targets. Lower rate of fire than standard rocket launcher, and must be reloaded manually, but its tracking ability makes it a powerful weapon against almost any target. Would have a UI effect for indicating a lock on. Can be shot down by point defense. Has a 5x1x1 footprint.
Good idea. It creates a more interesting small-to-small dynamic, and serves as an effective alternative to a normal RL.
Bomb Launcher
>Drops a powerful Bomb that is affected by Gravity (But not Artificial Gravity). Has a wide blast radius and is strong against heavy armor, but can be shot down by point defense. Most effective on planets. Has a 3x3x2 footprint.
Grid torpedoes. Kinda pointless.
Torpedo Launcher
>Single shot heavy missile launcher, fires a slow, powerful rocket that is affected by Gravity (But not Artificial Gravity) Torpedos take longer to shoot down by point defense, but are easily evaded by more mobile craft.
See above.
Interior Turret
>It is time. Please allow us to install Interior Turrets on Small Ships, connecting them to Small Conveyors.
Yes.
Laser Vulcan *NEW!*
>A directed energy weapon that rapidly fires small bolts of energy. Does not use ammunition, but requires ample power, making it taxing on generators and batteries. Can overheat with sustained fire. Overheating applies damage to the weapon, and can make it malfunction and stop firing if it sustains enough damage. Would have a UI effect to indicate heat buildup (A small red circle around the crosshair that fills up as heat increases) Would have a 3x1x1 Footprint.
Apart from being just a gatling with batteries instead of storage/conveyors, and essentially being a flickering laser, it's also an extra laser weapon.
Laser Cannon *NEW!*
>A directed energy weapon that fires a long beam of energy. Semi-automatic, can be charged by holding down the fire button to increase damage, but charging causes it to overheat, dealing damage to the weapon. Has the same heat UI effect as the Vulcan. does not use ammo, but drains power from batteries/reactors extremely quickly. Would have a 5x1x1 Footprint.
This concept gets stuck between the gatty and larger cannon. Also, that's not how lasers work. Just have it do hitscan damage and constantly fire while being used with high power draw. Better that a gatty in a dogfight, but more expensive and much harder to spam because of power requirements.
Laser Cutter *NEW!*
>Emits a short "blade" of energy for cutting through armor. Does not shoot a projectile, but extends a blade from the barrel of the weapon to attack as a “melee” weapon. Effectively a weaponized Grinder that doesn't gather resources, requires much more energy, and does much greater damage. Can only fire for about a second before overheating. Would have a 4x1x1 footprint.
I actually agree with this. A smaller grinder-type block for effective boarding drones would be great.
Stun Gun *NEW!*
>Non-lethal, close range energy weapon that fires a jolt of electricity to temporarily stun Engineers or disable ship equipment. Deals no damage, but prevents Engineers from using their jetpacks, and shuts down the single targeted Small Block for a few seconds. Would have a 2x1x1 Footprint. Doesn't overheat, but has a short recharge time between uses.
Pointless. Why have this when you could have a gatty?
Laser weapons do not apply impulse to targets, and do not have recoil. [Good, makes a great distinction] The overheat mechanic applies to every Laser weapon, to balance them not requiring ammunition. A Laser damaged through overheating must be repaired normally with a Welder. [noob tears, noob tears everywhere!] Laser Turrets would have auto-regulators in place to prevent them from overheating, but would be hazardous to use en masse due to their much greater energy usage outside of control of the player.
Large Ships
Autocannon
>Large version of the small ship Autocannon, with 4 barrels for double the rate of fire. Has a 3x1x1 footprint on the large grid. Effectively becomes the Gatling Gun of the Large Grid.
Same as small Autocannon. Unnecessary sidegrade.
Autocannon Turret
>Turret version of the Small Ship Autocannon. A reliable primary weapon effective against a wide range of targets.
See above.
Heavy Cannon
>Powerful "Forward Gun" for Large Ships. Abysmal rate of fire, but incredible destructive power. Has a 6x1x1 footprint on the Large Grid.
Again, I like the term "Railgun" to make it more distinct and sci-fi. But good idea.
Heavy Cannon Turret
>Turreted version of the Heavy Cannon. Has a larger footprint than standard Large Grid Turrets. The "main cannons" for your capital ships.
See above.
Flak Turret
>Turreted version of the Flak Cannon. Effective against small fighters and at point defense. Greater rate of fire using 4 individual Flak Cannons on the single turret.
YES. A counter for suits and missiles.
Scatter Rocket Turret
>Turreted version of the Scatter Rocket Launcher. Has two missile pods that fire in a wider spread.
See small rocket shotgun, but even worse because you almost never close with a large ship.
Homing Missile Turret
>Turreted version of the Homing Missile Launcher. Takes longer to lock on than the Small Grid variant, but fires automatically.
See small ship entry. Good idea for making small ship combat interesting.
Multi-Missile Launcher *NEW!*
>Mounted version of the homing missile launcher, designed to fire missiles directly, or have them arc towards the target. Has a 1x2x1 Footprint, the missiles firing from the long side. Locks on where the user's camera is looking, rather than based on where a turret aims. Can attain lock on through Camera views as well, for immersion purposes.
Nope. Grid missiles are better for this, and you'd have to turn the whole ship for it to be useful.
Bomb Bay
>Large version of the Bomb Launcher. Drops bombs at a much higher rate than the Small Grid variant. Has a 1x1x1 block footprint.
Grid missiles.
Torpedo Launcher
>Large version of the Torpedo Launcher, can be reloaded via conveyors, but still has a low rate of fire.
Grid missiles.
Laser Vulcan Turret *NEW!*
>Turret version of the small ship Laser Vulcan. Double the rate of fire, but automatically regulates heat, so it shuts down regularly to dissipate heat, leading to a predictable "burst" style firing pattern.
Same with the small vulcan. Just halfway between a laser turret and a gatty, so it's kind of pointless.
Laser Cannon Turret *NEW!*
>Turret version of the Small Ship Laser Cannon. Fires a single laser, but doesn't charge up, and automatically regulates heat, giving it a low fire rate. Requires a large amount of power, making mounting multiple turrets dangerous.
Maybe? It's like the small ship laser cannon, but it makes small ships obsolete because of how much power generation you can pack into a large ship.
Heavy Laser Cannon Turret *NEW!*
>More powerful Laser Cannon Turret that fires a charged up beam. Even lower rate of fire, but greater destructive power. Uses massive amounts of power per shot.
Pointless sidegrade.
Engineer Weapons
Pistol
>A simple, easy to produce means of self defense, replaces the Assault Rifle as the default weapon. Semi-automatic. Would have Automatic, Silenced (Muffled sound), and Elite (Higher rate of fire and damage) variants.
Ok, and only ok. Basic weapon is kinda good, but weapon clutter is kinda bad.
Shotgun
>A powerful close range pump-action shotgun for repelling boarding parties and hunting Spiders. Has Sawn Off (Shorter barrel, wide spread), Hunting (Long barrel, narrow spread), and Slug (Fires single, big shot) variants.
Sniper Rifle
>A long range bolt-action sniping weapon with a built in scope for picking off drones and ship pilots at long distance. Comes in Semi-Automatic (Faster rate of fire, less accuracy) Bipod (Greater accuracy while crouched) and .50cal (Single shot, deals heavy damage to Light Armor) variants.
[Shotgun + Sniper]
We have the AR for primary suit-to-suit combat. Both of these are primarily useful in suit-to-suit. SE is about building things. So these weapons are just clutter.
Rocket Launcher
>A portable Anti-vehicle rocket launcher. Fires a single standard rocket and takes while to reload. Only has a Homing (Can lock onto and homes in on targets, but missile flies slower) variant.
Yes. Suit-to-ship needs this.
Crowbar *NEW!*
>A handy engineer's tool repurposed as an emergency melee weapon. Has a quick swing speed, but light damage.
Pipe Wrench *NEW!*
>A handy tool repurposed as an emergency melee weapon. Slow to swing, but heavy damage.
[Crowbar + Pipe Wrench]
Same as [Shotgun + Sniper], but with the Grinder instead.
Armored Spacesuit *NEW!*
>A reinforced space suit designed for combat. Offers greater defense and health to the wearer, but has less inventory space, and lower jetpack acceleration makes it trickier to maneuver with.
It's probably better to have this as part of a full suit overhaul instead of a jury-rigged one-off.
Medkit *NEW!*
>Portable medical equipment for restoring health to a fellow astronaut. Takes 3 seconds to apply, requiring both medic and target to stand still. Target astronaut regains a 15% of their health immediately, and then recovers more health over time for a short while afterwards, regaining a total of 50% of their health.
Suit Battery *NEW!*
>Portable Suit Battery to recharge energy to a fellow astronaut. Portable battery can recharge 50% of an Astronaut's suit. Recharging takes 3 seconds, turning the Battery into an Empty Battery. Empty Batteries can be recharged when sitting in a cockpit or Passenger seat, or when put into the inventory of a ship.
[Medkit + Suit Battery]
Don't we already have these? Both are good ideas, but I think they already exist.
Overall, this is a mixed bag. Just try to remember that combat isn't the focus of SE, so maximizing variety with minimal cost is the one thing that's most required.
We don't want to turn this game into some focued PVP game.. some of us like a balance between PVP and PVE with using basic weapons that don't just over-kill and make the game that much more frustrating. The more added, the more folks can explote and hack the game and make weapons do 10 times the amount of damage or tweak things beyond their intended design.
Some folk just play all day and get so good at weaponry they just such the game fun out of the casual players. I like the standard issue gun... Maybe adding a rocket launcher with ability to carry some ammo for it for larger ships or something, but nothing off-the-wall entrenched.
We don't need another Fortnite or World Of Warcraft or Call of Duty with tons-'n-tons of weapons to add to the confusion & more things to possibly break during updates.The game is meant to unleash your creativity to make things, not have PVP fights that wreck everything with a couple shoots.If you want a PVP focused with lots of weapons, those games above are perfect for ya.
We don't want to turn this game into some focued PVP game.. some of us like a balance between PVP and PVE with using basic weapons that don't just over-kill and make the game that much more frustrating. The more added, the more folks can explote and hack the game and make weapons do 10 times the amount of damage or tweak things beyond their intended design.
Some folk just play all day and get so good at weaponry they just such the game fun out of the casual players. I like the standard issue gun... Maybe adding a rocket launcher with ability to carry some ammo for it for larger ships or something, but nothing off-the-wall entrenched.
We don't need another Fortnite or World Of Warcraft or Call of Duty with tons-'n-tons of weapons to add to the confusion & more things to possibly break during updates.The game is meant to unleash your creativity to make things, not have PVP fights that wreck everything with a couple shoots.If you want a PVP focused with lots of weapons, those games above are perfect for ya.
At present, you can do that right now. And there's less overhead to worry about with the current setup. less ammo to get mixed up with what works with what. The current weapon does pretty good damage in the grand scheme of things to ships.
And like mentioned , there are games that focus on PVP.
not every game has to be so involved with pvping that there wasn't much room for PVE.
I like the option of having 1 maybe 2 weapons of guns to shoot an enemy. Less clutter on the base / platforms.
Then you need one of each weapon to deal damage to a particular set of armor or particular set of ships and if you're missing me weapon, then they find a loophole to kill you.
when you have just a couple of weapons, you can build a ship that at least holds better in a fight.
If you are the attacker ship, then you have five different weapon shooting at you, the performance of the game and your possible ability to see anything as things are blowing up and flying off your ship can be blinding not allowing you to fight back.
At present, you can do that right now. And there's less overhead to worry about with the current setup. less ammo to get mixed up with what works with what. The current weapon does pretty good damage in the grand scheme of things to ships.
And like mentioned , there are games that focus on PVP.
not every game has to be so involved with pvping that there wasn't much room for PVE.
I like the option of having 1 maybe 2 weapons of guns to shoot an enemy. Less clutter on the base / platforms.
Then you need one of each weapon to deal damage to a particular set of armor or particular set of ships and if you're missing me weapon, then they find a loophole to kill you.
when you have just a couple of weapons, you can build a ship that at least holds better in a fight.
If you are the attacker ship, then you have five different weapon shooting at you, the performance of the game and your possible ability to see anything as things are blowing up and flying off your ship can be blinding not allowing you to fight back.
Also for xbox frostbite is coming out soon and some new guns may be in that for xbox
Also for xbox frostbite is coming out soon and some new guns may be in that for xbox
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