Weapon DLC: $10 Arsenal Pack (A plea for more weapons!)
We've been long overdue for an expansion to our available Vanilla weaponry, and with my great satisfaction with the Decorative DLC pack, I feel an additional DLC pack for a weapon expansion would be a great way to implement this. There would be multiple new types of weapons, many of which were available as mods at once time, but have since become deprecated.
I'll make this super easy and break down my ideas by ship class.
Small Ship
Shotgun
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. 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. Would have a 5x1x1 Footprint. (Inspiration based on the popular CSD Autocannon mod, which is unfortunately deprecated.)
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 7x1x1 footprint. (Based on the CSD Battlecannon mod, which is also deprecated)
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, fires a spray of small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint.
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.
Large Ships
Shotgun Turret
>Turret version of the Shotgun. Effective at anti-fighter and point defense.
Autocannon
>Large version of the small ship Autocannon, with 2 barrels for double the rate of fire. Has a 3x1x1 footprint on 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.
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.
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) variant.
A DLC of this caliber could easily go for $10, and would be very popular among those that like to make military vehicles and do PvP battles. Again, many of these may already exist as mods, but many of them are deprecated, and others simply do not work or fit the Space Engineers aesthetic. I know this has a Gatling Gun's chance against large Ship Heavy Armor of actually being implemented, but it's still worth suggesting. And for those who like to use "Engineered" weapons like large scale homing missiles or gravity driven shrapnel guns, don't worry, those will still be extremely powerful and are still absolutely valid, but these new weapons would be for people like me that just want to fly around and blow stuff up.
Yes, on weapons. Combat in general hasn't been touched since they were implemented. Some more variety wouldn't hurt. Lasers, defence shields (the mod), maybe an autocannon of some sort, and a nice well thought out balance pass on everything.
But a big fat NO on it being a DLC. God no. This game should never had had DLCs to begin with.
Yes, on weapons. Combat in general hasn't been touched since they were implemented. Some more variety wouldn't hurt. Lasers, defence shields (the mod), maybe an autocannon of some sort, and a nice well thought out balance pass on everything.
But a big fat NO on it being a DLC. God no. This game should never had had DLCs to begin with.
You know what? I'll make a new post here to talk about your specific suggestions.
You have some good ones, like shotguns, flak, and homing missiles. I personally think our vanilla missiles should come with homing to begin with, since they are already notoriously inaccurate and wasteful.
But you really should stay away from anything resembling sniping. High accuracy, long range and hard hitting weapons really detracts from combat. Turns the it into a mind-numbing click2win. It's a trap I see weapon mods fall into CONSTANTLY. It's such an easy trap to fall into.
And your suggested size dementions are pretty laughable, no offense... 7x1x1 ain't big for small grids. Now 7x3x4, and making the ammo require large conveyors, THAT would be big.
Bomb launches and the like, I've thought about this. We can already achieve this with merge blocks and warheads. Its affected by gravity and everything, and can even be automated.
---
And I guess I'll add my own suggestion while I'm here: Modular weapons. You start with a weapon base, which is fully functional on its own. And you casm add stuff like a long barrel (accuracy at the cost of fire rate), a gatling barrel (less accuracy for faster firing), an ammo box attachment, capacitor, etc. You get the idea.
You know what? I'll make a new post here to talk about your specific suggestions.
You have some good ones, like shotguns, flak, and homing missiles. I personally think our vanilla missiles should come with homing to begin with, since they are already notoriously inaccurate and wasteful.
But you really should stay away from anything resembling sniping. High accuracy, long range and hard hitting weapons really detracts from combat. Turns the it into a mind-numbing click2win. It's a trap I see weapon mods fall into CONSTANTLY. It's such an easy trap to fall into.
And your suggested size dementions are pretty laughable, no offense... 7x1x1 ain't big for small grids. Now 7x3x4, and making the ammo require large conveyors, THAT would be big.
Bomb launches and the like, I've thought about this. We can already achieve this with merge blocks and warheads. Its affected by gravity and everything, and can even be automated.
---
And I guess I'll add my own suggestion while I'm here: Modular weapons. You start with a weapon base, which is fully functional on its own. And you casm add stuff like a long barrel (accuracy at the cost of fire rate), a gatling barrel (less accuracy for faster firing), an ammo box attachment, capacitor, etc. You get the idea.
yes for weapons
no for paid dlc
for the simple reason of balance.
yes for weapons
no for paid dlc
for the simple reason of balance.
Where's the button to say no to this idea and vote against such?
DLC should not be charging us for functionality to the game. Decorations only. Its bad enough they charge us for vending blocks, now you want them to charge us for every update to the game that should have happened by now?
Where's the button to say no to this idea and vote against such?
DLC should not be charging us for functionality to the game. Decorations only. Its bad enough they charge us for vending blocks, now you want them to charge us for every update to the game that should have happened by now?
Small Ship
Shotgun
The shotgun might be in a weird place. It's outclassed in range by gatties, and you're probably going to get melted if you try to go up against them. I suppose you could use them in boarding drones, but that's awkward at best. Plus, tons of bullets aren't good for sim speed. I'd give it a D rating. Not something that probably needs to be in the game, but it isn't outright broken.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. Would have a 5x1x1 Footprint. (Inspiration based on the popular CSD Autocannon mod, which is unfortunately deprecated.)
This would be good. I'd reduce projectile velocity, so that the weapon isn't just a more expensive and powerful gatling gun. I might set it to be 4x2x1 too, to make it visibly different from the gatling gun. This would make changing designs to include the autocannon a sidegrade instead of an awkward upgrade-ish thingy. B rating, not 100% necessary to make weapons interesting but a good alternative for gatties.
Heavy Cannon
6x2x2. Please. 7x1x1 is too small for an artillery piece, even if it is longer than the others. Great idea otherwise. I'd give it an A.
Flak Cannon
This seems more like a large turret-ish weapon rather than something you'd mount on a small ship. C.
Scatter Rocket Launcher
Seems pretty inefficient and kind of weird. How do you manage to make a spray of rockets?
Homing Missile Launcher
Yes. This is a great addition, especially with the manually loading idea. 4x1x1 though, because it's another sidegrade and redesigning whole ships around those is pretty annoying. A++.
Bomb Launcher
Torpedo Launcher
Both already more or less ingame as small ship torpedoes. F.
Interior Turret
Yes. If we needed one bullet-using turret on small ships, interior is better than gatling. It doesn't make sense to mount a large ship's gun emplacement on a small ship, and the awkwardness of the current turret shows. A.
Large Ships
Shotgun Turret
I could see this having a niche at blocking lots of missiles. Maybe. That said, it would be better to just make interior turrets connectable to conveyors instead of this, so we don't have two defensive AoE turrets. I'd rate it at a C.
Autocannon
I'm not 100% sure about this one. Half of me wants to make it the official sidegrade for the gatling gun, keeping it turreted for large ships, but I also want to have an awesome quad-barrel large ship autocannon. B? C?
Autocannon Turret
Yes.
Heavy Cannon
Yes.
Heavy Cannon Turret
Yes.
Flak Turret
Yes.
Scatter Rocket Turret
It still suffers from the same problems as the shotgun, but with rockets too. It's too easy to keep a distance or jump out if you can't keep away. And there are more things to shoot down missiles, so the problem is compounded. I'd rate it D.
Homing Missile Turret
Yes.
Bomb Bay
Torpedo Launcher
Again, we already have small grid torpedoes. Either they're weak in PvP because of the workshop, or we lose one of the coolest bits of SE. F.
Engineer Weapons
Pistol
Yes. Progression is needed. A definite A+.
Shotgun
No. We're Space Engineers, not Space Marines. We use turrets to do most of the dirty work. If you're fighting boarders in a suit, you did something wrong already. F.
Sniper Rifle
No. Similar problems, but also makes raiding boring when you can sit back and snipe at enemy turrets until you stroll in with a grinder. F-.
Rocket Launcher
Yes. We need something good for effective suit-to-grid combat. This would be perfect.
But the big problem with all of this is that it's a DLC. Servers would be split over it, and most of the good ones would choose to go with the DLC because it's a massive update that actually affects gameplay. This is why a lot of things here would never work in practice. SE doesn't have a good source of income outside of initial sales, so now they have to do something truly massive to bring more people in, make a whole new game, or start releasing DLC. And DLC would split the playerbase if they introduced something that was actually worth buying.
Small Ship
Shotgun
The shotgun might be in a weird place. It's outclassed in range by gatties, and you're probably going to get melted if you try to go up against them. I suppose you could use them in boarding drones, but that's awkward at best. Plus, tons of bullets aren't good for sim speed. I'd give it a D rating. Not something that probably needs to be in the game, but it isn't outright broken.
Autocannon
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. Would have a 5x1x1 Footprint. (Inspiration based on the popular CSD Autocannon mod, which is unfortunately deprecated.)
This would be good. I'd reduce projectile velocity, so that the weapon isn't just a more expensive and powerful gatling gun. I might set it to be 4x2x1 too, to make it visibly different from the gatling gun. This would make changing designs to include the autocannon a sidegrade instead of an awkward upgrade-ish thingy. B rating, not 100% necessary to make weapons interesting but a good alternative for gatties.
Heavy Cannon
6x2x2. Please. 7x1x1 is too small for an artillery piece, even if it is longer than the others. Great idea otherwise. I'd give it an A.
Flak Cannon
This seems more like a large turret-ish weapon rather than something you'd mount on a small ship. C.
Scatter Rocket Launcher
Seems pretty inefficient and kind of weird. How do you manage to make a spray of rockets?
Homing Missile Launcher
Yes. This is a great addition, especially with the manually loading idea. 4x1x1 though, because it's another sidegrade and redesigning whole ships around those is pretty annoying. A++.
Bomb Launcher
Torpedo Launcher
Both already more or less ingame as small ship torpedoes. F.
Interior Turret
Yes. If we needed one bullet-using turret on small ships, interior is better than gatling. It doesn't make sense to mount a large ship's gun emplacement on a small ship, and the awkwardness of the current turret shows. A.
Large Ships
Shotgun Turret
I could see this having a niche at blocking lots of missiles. Maybe. That said, it would be better to just make interior turrets connectable to conveyors instead of this, so we don't have two defensive AoE turrets. I'd rate it at a C.
Autocannon
I'm not 100% sure about this one. Half of me wants to make it the official sidegrade for the gatling gun, keeping it turreted for large ships, but I also want to have an awesome quad-barrel large ship autocannon. B? C?
Autocannon Turret
Yes.
Heavy Cannon
Yes.
Heavy Cannon Turret
Yes.
Flak Turret
Yes.
Scatter Rocket Turret
It still suffers from the same problems as the shotgun, but with rockets too. It's too easy to keep a distance or jump out if you can't keep away. And there are more things to shoot down missiles, so the problem is compounded. I'd rate it D.
Homing Missile Turret
Yes.
Bomb Bay
Torpedo Launcher
Again, we already have small grid torpedoes. Either they're weak in PvP because of the workshop, or we lose one of the coolest bits of SE. F.
Engineer Weapons
Pistol
Yes. Progression is needed. A definite A+.
Shotgun
No. We're Space Engineers, not Space Marines. We use turrets to do most of the dirty work. If you're fighting boarders in a suit, you did something wrong already. F.
Sniper Rifle
No. Similar problems, but also makes raiding boring when you can sit back and snipe at enemy turrets until you stroll in with a grinder. F-.
Rocket Launcher
Yes. We need something good for effective suit-to-grid combat. This would be perfect.
But the big problem with all of this is that it's a DLC. Servers would be split over it, and most of the good ones would choose to go with the DLC because it's a massive update that actually affects gameplay. This is why a lot of things here would never work in practice. SE doesn't have a good source of income outside of initial sales, so now they have to do something truly massive to bring more people in, make a whole new game, or start releasing DLC. And DLC would split the playerbase if they introduced something that was actually worth buying.
I could care less if it was DLC or free. I JUST WANNA SEE MORE WEAPONS DAMMIT! I'd like to see a whole pack centered around military-based blocks, like military Cockpits, containers, decorative blocks, you know the works!
I could care less if it was DLC or free. I JUST WANNA SEE MORE WEAPONS DAMMIT! I'd like to see a whole pack centered around military-based blocks, like military Cockpits, containers, decorative blocks, you know the works!
That shouldn't be in a DLC.
That shouldn't be in a DLC.
You cant add DLC weapons thats making it litterally pay to win .. What they will likely do it the weapons core mod integration in an update and add a new weapon to the game along side a DLC for reskins of the current weapons
You cant add DLC weapons thats making it litterally pay to win .. What they will likely do it the weapons core mod integration in an update and add a new weapon to the game along side a DLC for reskins of the current weapons
I agree, for game centred around shipbuilding and ship combat it does seem to lack in the options of weaponry - a coolgun (I chosen coilgun as they are less powerful as railguns) or different types of missiles and or torpedoes would be nice.
For example:
Railgun/coilgun:
A long mounted version (doesn't move) and a more powerful, yet shorter range, turret version - very short area of affect but about to penetrate 1 Heavy Armour block and 3 light on blocked.
Missile/torpedo:
Different types:
Penetrating - small area of affect but damages about three blocks deep. Good for if you know the layout of your enemy's ship and able to target key components.
High yield - slow but good against heavy armour.
Explosive - normal in game missiles - good against light armour - faster
'Flack' - large area of affect, low damage, good for taking out conveyors and light armour to cripple the ships weapons systems and damage crewmen or remote controls.
I agree, for game centred around shipbuilding and ship combat it does seem to lack in the options of weaponry - a coolgun (I chosen coilgun as they are less powerful as railguns) or different types of missiles and or torpedoes would be nice.
For example:
Railgun/coilgun:
A long mounted version (doesn't move) and a more powerful, yet shorter range, turret version - very short area of affect but about to penetrate 1 Heavy Armour block and 3 light on blocked.
Missile/torpedo:
Different types:
Penetrating - small area of affect but damages about three blocks deep. Good for if you know the layout of your enemy's ship and able to target key components.
High yield - slow but good against heavy armour.
Explosive - normal in game missiles - good against light armour - faster
'Flack' - large area of affect, low damage, good for taking out conveyors and light armour to cripple the ships weapons systems and damage crewmen or remote controls.
I saw someone say lasers and I thought "it is scientifically possible to have laser weapons, just it will eat through power to remain active." Now a few years ago or so, I saw a video about a guy making a laser bazooka. It was a high powered laser pointer that popped balloons and it even caught wood on fire. Fast forward a few months or so, same guy, different laser output. The laser broke a glass bottle, took a few seconds tho and I bet, if it was to be weaponized or used for mining, it would take some serious power output to maintain something larger than a rifle based laser or so. I think the videos are on youtube, not sure if they are still there. Its 100% worth watching if SE is going to implement Laser weaponry.
PS. FOR SCIENCE and ENGINEERING
Edit: videos are still up and its Styropyro who made the laser bazooka unless there is a older video than his
I saw someone say lasers and I thought "it is scientifically possible to have laser weapons, just it will eat through power to remain active." Now a few years ago or so, I saw a video about a guy making a laser bazooka. It was a high powered laser pointer that popped balloons and it even caught wood on fire. Fast forward a few months or so, same guy, different laser output. The laser broke a glass bottle, took a few seconds tho and I bet, if it was to be weaponized or used for mining, it would take some serious power output to maintain something larger than a rifle based laser or so. I think the videos are on youtube, not sure if they are still there. Its 100% worth watching if SE is going to implement Laser weaponry.
PS. FOR SCIENCE and ENGINEERING
Edit: videos are still up and its Styropyro who made the laser bazooka unless there is a older video than his
Please no more DLC, i have forked out so much cash for Keens DLC, and yes, theyre high quality, but they dont even have a season pass. I also dont want to encourage keen to lock functional blocks behind paywalls, things like LCD's and small grid doors shouldnt be DLC, but part of the base game. ESPECIALLY WEAPONS. They'd provide an ENORMOUS benefit to people on servers. The concept is cool but I disagree with the DLC part. I also think shotguns should be called Fragmentation cannons, and bomb launchers bomb bays... and maybe add a thermal weapon.
Please no more DLC, i have forked out so much cash for Keens DLC, and yes, theyre high quality, but they dont even have a season pass. I also dont want to encourage keen to lock functional blocks behind paywalls, things like LCD's and small grid doors shouldnt be DLC, but part of the base game. ESPECIALLY WEAPONS. They'd provide an ENORMOUS benefit to people on servers. The concept is cool but I disagree with the DLC part. I also think shotguns should be called Fragmentation cannons, and bomb launchers bomb bays... and maybe add a thermal weapon.
While more weapon types would spice up PvE and PvP, they should NOT be locked behind a paywall. Unless they're all much weaker than vanilla weapons (which would make them pointless) then they'd be pay to win, which given how people felt about the rover cockpit would cause a massive community riot.
While more weapon types would spice up PvE and PvP, they should NOT be locked behind a paywall. Unless they're all much weaker than vanilla weapons (which would make them pointless) then they'd be pay to win, which given how people felt about the rover cockpit would cause a massive community riot.
I like this, but not as dlc
I like this, but not as dlc
Please no DLC that you have to pay for but everything else I agree with could be done in a couple of updates I would be willing to wait long as they are going to officially work to put it in and not just for dedicated servers but also for single player in a PVE setting
Please no DLC that you have to pay for but everything else I agree with could be done in a couple of updates I would be willing to wait long as they are going to officially work to put it in and not just for dedicated servers but also for single player in a PVE setting
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