Empyrion - Galactic Survival

Empyrion - Galactic Survival

Cajun Rabbit Aug 16, 2020 @ 4:24pm
Why are 15mm and 30mm rounds so weak?
This is something that has always bugged me.


For reference.. A .50 cal bullet is 12.7mm

So a 15mm round is larger and thus more powerful

A 30mm round is a smaller sized tank round


Why does my base turret, a 30mm cannon, require multiple shots on a humanoid creature to kill it?

Why does it do pathetic damage to troop transport ships?


It's very irritating to have two 30mm cannons on an outpost NOT be able to take down a single troop transport
Originally posted by Obsidiac:
15mm and 30mm in the game files have plenty of damage.

30mm base turret, taken from Content\Configuration\ItemsConfig.ecf

Damage: 600, display: true

The thing is they have damage multipliers as well, for gameplay reasons.

DamageMultiplier_1: 0.25, param1: head|body
DamageMultiplier_2: 0.01, param1: wood|rock
DamageMultiplier_3: 0, param1: stone|dirt
DamageMultiplier_4: 0.05, param1: shield
DamageMultiplier_5: 1.15, data: hull|hullarmored|hullcombat|metal|metallight|metalhard

So a shot vs infantry does 600 * 0.25 = 150 damage
and against shields, it does 600 * 0.05 = 30 damage

I ended up modding those files to have higher percents against head/body. It does mean I do not stand where a large enemy base turret can see me. I did leave the smaller internal turrets alone, though.

DamageMultiplier_1: 1.5, param1: head|body


For the 15mm vehicle/base miniguns I also added this:

BulletSpread: 0.12, display: true

Adding the bullet spread was because I was really annoyed if i'd line up a shot on a Zirax infantry on the ground, pull the trigger, and land a burst of 16-30 rounds on the ground behind it because every single one of them managed to pass between its legs. Which happened like 8 times out of 10.
Its also more satisfying to see a small blizzard of puffs than a single pencil-wide puff.


Anyways, OP, mod the game files to your satisfaction.
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Showing 1-15 of 109 comments
Priest Aug 16, 2020 @ 4:26pm 
Impotence weapons the way to go 2020

On the other hand, can you imagine what happens if the first shot of nearly everything is deadly ?
Balance is wonky, to say the least. I use projectile turrets mostly because they're really cheap to feed. Both ammo types are made from just iron and plant fiber. 15mm rounds in particular can be made in small constructors, allowing small craft to make their own ammunition. Contrast that to rockets, which are made with magnesium that must be acquired away from the starter planet.

Also, projectile turrets are the heaviest weapons a CV can use on planets.
Last edited by The Big Brzezinski; Aug 16, 2020 @ 4:32pm
BlazeD Aug 16, 2020 @ 6:01pm 
Game.

Reality.

Different.

Hmmmmmmmmmmm.
Priest Aug 16, 2020 @ 6:09pm 
I would love realistic gameplay, but this will never happen in a voxel game.
Innstead of 300m range it would need 15Km range
and that would make
282 743.339 m²
into
706 858 347.058 m² the Game would need to have rendered
Last edited by Priest; Aug 16, 2020 @ 6:10pm
Cajun Rabbit Aug 16, 2020 @ 6:29pm 
it doesnt need to be "realistic"


but comeon... if a SNIPER rifle can take someone out in one shot... a gatling gun or cannon should too.
Priest Aug 16, 2020 @ 6:30pm 
Just imagine you enemys use such guns in Empyrion
Cajun Rabbit Aug 16, 2020 @ 6:32pm 
Originally posted by Priest:
Just imagine you enemys use such guns in Empyrion

seems like they do already, as fast and easy as they chew through your hp.
Yuz Aug 16, 2020 @ 6:51pm 
They made this way for "balance", but if you play SP you can modify the damage they do by editing the config file with a notepad.

They could use a more simple and friendly way to people edit this, by an ingame option panel.
L37 Aug 16, 2020 @ 7:29pm 
The issue is - realistically any ship mounted weapon should tear any human or similarly sized creature into pieces in single hit. Similarly to how many things like granade rocket etc hits should be 100% lethal.
However it is not fun for a game. So there are this arbitrary "HP" mechanics which make weapons unrealistic, but fun for a game.
Happens in every game, not just this one.

That said balance is bad, weapons are bad and this has nothing to do with being voxel game.
When you are shooting something clearly visible (and definitely within render distance) with a rifle and do not hit it because of "range" it is wrong. Or when you have to shoot something for few minutes putting like 500 bullets into it. Not just because it is "unrealistic", but also because it is not fun (makes no sense from gameplay point of view) and and makes no sense from "common sense" point of view too.
Last edited by L37; Aug 16, 2020 @ 7:30pm
Priest Aug 16, 2020 @ 7:34pm 
Voxel game = low ranges

Real feeling balance must care about range. Because lets be serious, the big benefit of a sniper rifle is not high damage, nor small magazines, its double+ range of a assault rifle. And this means not 100 instead of 50 meters. It means it can shoot so far that the attacker need MINUTES to move to the shooter.

And alone this impossbility in voxel games allready make a Realistic feeling impossible. And starts these pathetic tries to balance the weapons toward each other.
BlazeD Aug 16, 2020 @ 7:49pm 
"That said balance is bad, weapons are bad"
Have you even tried lowering enemy difficulty? I don't think you have.
L37 Aug 16, 2020 @ 8:18pm 
Originally posted by Priest:
Voxel game = low ranges

Real feeling balance must care about range. Because lets be serious, the big benefit of a sniper rifle is not high damage, nor small magazines, its double+ range of a assault rifle. And this means not 100 instead of 50 meters. It means it can shoot so far that the attacker need MINUTES to move to the shooter.

And alone this impossbility in voxel games allready make a Realistic feeling impossible. And starts these pathetic tries to balance the weapons toward each other.
Well, "balancing" and making work/feel well with set limitation that range must be unrealistically low is possible, it was done by tabletops like, for example, warhammer 40k or battletech long time ago.

Will not be realistic, but honestly realism is pointless in games like this, i do not even think OP is talking about realism as much as simply bad gameplay.
Last edited by L37; Aug 16, 2020 @ 8:18pm
Priest Aug 16, 2020 @ 8:19pm 
Well gemplay wise i must say that playing on max difficulty feels extreme obnoxious if we talk about weapon damage
sneedy Aug 16, 2020 @ 8:59pm 
all the questions about reality vs game aren't especially relevant to the fact that it's kinda boring to have to hold down the left mouse button for two solid minutes just to take out a single turret
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Date Posted: Aug 16, 2020 @ 4:24pm
Posts: 109