Space Engineers

Space Engineers

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Mr White Jul 15, 2014 @ 7:42am
Space Artillery?
Hey devs, I was wondering if you could add long range weapons like, Howitzers. What are the chancees of these being added? Thanks!
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Showing 1-15 of 24 comments
Tal Maru Jul 15, 2014 @ 7:54am 
Essentially what Rocket Launchers are.
I have found them to be capable of hitting targets at 1.5+km
Illuminate Spy Jul 15, 2014 @ 7:55am 
found rokets capable of hitting a tarkgt 6km away
Mr White Jul 15, 2014 @ 8:42am 
I ment, Artillery that can fire over 15km!
Klingenmeister Jul 15, 2014 @ 9:44am 
You guys know that there is nothing like "max range" for space weapons? No gravity, no wind, no air? On earth, a cruise missile can fly over 1000km, a Railgun (currently in developement) can shoot over 250km and a sniper can shoot over 1km.

In space your only max range are objects in your way, gravity fields and the movement of your target. So, if we get nice targeting computers in this game, we can do some heavy long distance firefights.
Bobblehead O Doom Jul 15, 2014 @ 10:12am 
While the obvious weapons (turrets, gatling gun and rocket launcher) definitely have their place I don't want combat to become completely automated. Turrets in my opinion should be focused on defense and should be mostly useful against small ships and incoming rockets. Player made weapons really need to be what shines. I just recently built a launcher that will fire 20 anti-ship shells (3x3x5) in 2 salvos of 10 in about 6 seconds. This is enough to break several holes through 3 layers of heavy armor and leave plenty of debris. I am working on an automated way to reload the rocket pods but even without I can manually reload in just a couple of minutes. Each rocket pod contains 4 rockets and 5 pods are connected to make a new magazine. Once in place you just need to deactivate all merge blocks and all rockets and clips will separate making them ready to shoot. This makes for an amazing broadside weapon that is surprisingly quick to use.
Last edited by Bobblehead O Doom; Jul 15, 2014 @ 10:13am
Originally posted by Bobblehead:
While the obvious weapons (turrets, gatling gun and rocket launcher) definitely have their place I don't want combat to become completely automated. Turrets in my opinion should be focused on defense and should be mostly useful against small ships and incoming rockets. Player made weapons really need to be what shines. I just recently built a launcher that will fire 20 anti-ship shells (3x3x5) in 2 salvos of 10 in about 6 seconds. This is enough to break several holes through 3 layers of heavy armor and leave plenty of debris. I am working on an automated way to reload the rocket pods but even without I can manually reload in just a couple of minutes. Each rocket pod contains 4 rockets and 5 pods are connected to make a new magazine. Once in place you just need to deactivate all merge blocks and all rockets and clips will separate making them ready to shoot. This makes for an amazing broadside weapon that is surprisingly quick to use.

I would absolutely love to see that weapon in action!

Pics/Vids?
Bobblehead O Doom Jul 15, 2014 @ 10:46am 
I am stuck at work at the moment but I will definitely get some pics posted here in a little bit. Might actually do a video for my youtube page I haven't done anything with in a few months. It doesn't feel as impressive as some of the stuff I have seen like the belt fed gatling gun (LSG checked it out in one of his recent videos) so I havent really taken many pics but I am quite proud of it.
Professor Bunsen Jul 15, 2014 @ 1:09pm 
Originally posted by Bobblehead:
While the obvious weapons (turrets, gatling gun and rocket launcher) definitely have their place I don't want combat to become completely automated. Turrets in my opinion should be focused on defense and should be mostly useful against small ships and incoming rockets. Player made weapons really need to be what shines. I just recently built a launcher that will fire 20 anti-ship shells (3x3x5) in 2 salvos of 10 in about 6 seconds. This is enough to break several holes through 3 layers of heavy armor and leave plenty of debris. I am working on an automated way to reload the rocket pods but even without I can manually reload in just a couple of minutes. Each rocket pod contains 4 rockets and 5 pods are connected to make a new magazine. Once in place you just need to deactivate all merge blocks and all rockets and clips will separate making them ready to shoot. This makes for an amazing broadside weapon that is surprisingly quick to use.
I totally agree, BUT: player-made weapons tend to be very, very, very big. IMHO, player-made weapons need to have the capability of being made smaller.
Bobblehead O Doom Jul 15, 2014 @ 1:30pm 
@Buns - I agree. With rotors being the only move-able part atm definitely limits the designs. Hinges and pistons and rails need to get added to make constructions more compact and efficient. Small ships still benefit from premade weapons as fighters I would just like to see large ship and station prebuilt weapons have more of a defensive role. Just strapping on 30 machine gun rocket launchers of the side of a ship seems to really dumb down large ship combat like broadsides. I should have some pics of the setup I made as an example of a broadside weapon in the next hour or two.
Bobblehead O Doom Jul 15, 2014 @ 9:18pm 
http://imgur.com/a/63pkz

Here is the cannon I designed. Going to work on making it smaller before I ship mount it.
Mr White Jul 19, 2014 @ 5:12am 
Originally posted by Bobblehead:
While the obvious weapons (turrets, gatling gun and rocket launcher) definitely have their place I don't want combat to become completely automated. Turrets in my opinion should be focused on defense and should be mostly useful against small ships and incoming rockets. Player made weapons really need to be what shines. I just recently built a launcher that will fire 20 anti-ship shells (3x3x5) in 2 salvos of 10 in about 6 seconds. This is enough to break several holes through 3 layers of heavy armor and leave plenty of debris. I am working on an automated way to reload the rocket pods but even without I can manually reload in just a couple of minutes. Each rocket pod contains 4 rockets and 5 pods are connected to make a new magazine. Once in place you just need to deactivate all merge blocks and all rockets and clips will separate making them ready to shoot. This makes for an amazing broadside weapon that is surprisingly quick to use.
I was thinking about gameplay???
Sarxis Jul 19, 2014 @ 8:29am 
manned torpedoes.. I got to try that concept out.
Mr B. (Banned) Jul 19, 2014 @ 9:24am 
Shooting long range at anything other than large stationary ships or bases is going to be pointless unless the projectile travels at insane speeds, or tracks the targets. Neither of which I'd like to see added.
AlexMBrennan Jul 19, 2014 @ 10:54am 
Pretty sure artillery refers only to land-based weapons, so anything you put on (space)ships is by definition not artillery... I suppose that leaves some sort of cannon you could place on asteroids to shoot at others...
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Date Posted: Jul 15, 2014 @ 7:42am
Posts: 24