Space Engineers

Space Engineers

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Cannon Rework + Weapon Rebalance (Early WIP)
   
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Type: Mod
Mod category: Block, Character, NPC, Other
Tags: NoScripts
File Size
Posted
Updated
735.431 KB
Feb 10, 2022 @ 10:10pm
Feb 12, 2022 @ 8:43am
4 Change Notes ( view )

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Cannon Rework + Weapon Rebalance (Early WIP)

Description
CURRENTLY WIP, EXPECT CHANGES OVER TIME

Changes how Assault Cannon and Artillery works
Previously they only penetrated in a straight line; just like how the railgun works. now I made them unique to how railguns do damage; now they Explode after penetrating! They are now APHE instead of AP

Also lowered hit impulse on all cannons/railguns

any feedback, or suggestions is greatly appreciated

Weapon re-balance changes

Weapons

Autocannon:
RoF 150->200
Damage
Impact 500->350
Penetration 85->110

-Autocannons felt underwhelming compared to gatlings; now they penetrate 1 small grid armor, and damage the next block, increased RoF a bit

Gatling
RoF 700->1050
Damage
Impact 90->60
Penetration 33->20
DesiredSpeed 400->600
Ammo per box 140->250

-Gatlings were left untouched by keen during WF2, gave them new life with higher RoF, but more or less the same DPS, increased velocity, and ammo capacity

Missile
DesiredSpeed 200->20000
Damage 500->600
Velocity 200->230
Acceleration 600->0
InitialSpeed 100->230
Gravity no->yes
Shot Deviation (Fixed Mounts Large/Small) 0.1->0.5

Small Fixed Rocket Launchers
Reload 0->3500
Burst 0->4
RoF 60->400

Reloadable Rocket Launcher
RoF 60->150

Large Fixed Rocket Launcher
RoF 120->350
Reload 4000->8000

Small Missile Turret
RoF 60->150

Large Missile Turret
RoF 90->250
Reload 4000->6000

-Rockets have been given drop, increased range, velocity inheritance, and higher RoF across the board. Fixed Mounts for small grids have been given excellent burst but very limited due to lack of ammo. Reloadable Rocket Launcher has been given a constant stream of fire, but significantly lower RoF compared to Fixed mounts.


Assault Cannon
DesiredSpeed 500->20000
Damage
Penetration 7000->520
Explosion 0->400
MissileMass 300->150
InitialSpeed 500->550

-Changed from pure penetration, to APHE; Assault Cannon focused on taking out smallgrid vehicles, or punching small holes in LG armor

Artillery Cannon
DesiredSpeed 500->20000
Damage
Penetration 17000->16600
Explosion 0->2600
MissileMass 800->400
InitialSpeed 500->550

-Changed from pure penetration, to APHE; more focused on chunking large grid, but can still demolish small grid on direct hits

Small Rail Gun
MissileMass 500->250

Large Rail Gun
MissileMass 2000->1000

-hit impulse lowered across all cannon type weaponry

Ammo Costs
Removed platinum requirement for missiles

Major Changes:
Artillery and Assault cannons now penetrate, and explode (APHE)
Missiles now have gravity drop, and increased range
Gatlings have increased RoF, and Velocity
Missile component costs changed; removed platinum requirement

24 Comments
AlexanderTheOkay Mar 10 @ 11:20am 
Is there a possibility to increase the assault cannon penetration to about 1500-2000 ?
Drop to 520 pen feels way too drastic and makes it feel very underpowered, unable to even damage cockpits covered by a single heavy armor block.
LizardHide Apr 7, 2024 @ 5:50pm 
If I have Weaponcore Vanilla overhaul installed, Will adding this mod change the ranges of the weapons back down to their vanilla ranges?
Flecktarm May 19, 2022 @ 5:58pm 
feedback rant

Space Engineer's Autocannon and Gatling Gun should be two sides of the same coin, your re-work does not have this dynamic. When I tested with 1x1 static weapons they were extremely similar, Autocannons penatrating heavy armor slightly better. When I made 3x3 gun racks, Gatling Guns destroyed armor slightly quicker than the Autocannons. Additionally Gatling Guns are more ammo efficient, through volume of fire are more accurate, and do similar damage.

Consider polarizing the two weapons. Autocannon as a higher DPS low volume weapon suited for battering simpler, less dynamic targets. And the Gatling Gun as a lower DPS higher volume weapon suited for reliably hitting difficult dynamic targets. This would create need to chose between the weapons for they serve different purposes.
Const  [author] Apr 13, 2022 @ 2:57am 
yeah, and because of a keen bug (currently), where missiles with both penetration and explosion damage, any LG armor block that is hit gets destroyed, even with 1 damage on both pen and exp.

which makes assault cannons still useful for stripping armor at the moment.

i initially planned to have assault cannons be able to destroy 1 LG light armor, but because of this bug, it destroys LA or HA in one shot
condottiere Apr 13, 2022 @ 2:47am 
I see my error was in trying to reconcile the large grid 2x assault cannon turret and 2x artillery turret -- I can't emphasize comparing assault cannons to artillery for large grid, without ruining small grid play balance.
Const  [author] Apr 13, 2022 @ 2:05am 
artillery's is for Large grid Heavy Armor penetration. large HA is 16500hp, and in order to penetrate, it's set to 17000; penetrate 1 HA, and detonates on the next block
condottiere Apr 13, 2022 @ 1:58am 
That totally makes sense, for gameplay and use. So then is it the artillery that needs to be reduced to scale? Half the RoF, so artillery should penetrate twice as much per shot?

In your SBC file, artillery still has a pen 17000, which seems like a lot more than 520 for the assault cannon. Is an exponentially larger pen value needed to penetrate 2 HA/10 LA (or whatever your goal is for artillery's role)? I'll defer to your understanding of SE penetration, since I failed to Google any quick guides to how penetration values work in SE!
Const  [author] Apr 12, 2022 @ 10:34pm 
my main thought process on making the values for assault cannon as they are is that heavy armor *should* have a use. at 520pen, it penetrates 1 HA, or 5 LA. that means a layer of Heavy armor will still be penetrated, but 2 layers can stop it. granted, explosion damage can be buffed further so it can be used against LG again

if i follow your suggestion to give assault cannon at 4250 pen, that's 8.5 heavy armor, or 42 light armor blocks penetration.
condottiere Apr 12, 2022 @ 5:18pm 
Actually, given the range and explosive radius differences, the component cost is balanced out. So by the math, I think the 8500 penetration and 1300 explosive is probably the best choice, pending some playtesting.
condottiere Apr 12, 2022 @ 5:13pm 
I really like the APHE effect you've put on the assault/arty cannons! I think the assault cannon is nerfed too much -- the artillery gun takes 50% more components, but your changes mean that artillery penetrates 32X more than assault cannon, and artillery explosive dmg is 6.5X more than assault cannon. Combined reload/firing rates are about 2X faster for the assault cannon. If you want to make the big/slow versus small/fast trade-off a focus for these two cannon choices, the assault cannon could be 4250 penetration pool and 650 explosive dmg (this still heavily favors the artillery).

Or up to 5667 penetration pool and 867 explosive dmg to be perfectly proportional to component cost differences. I tentatively think this might be good, after limited play time with it.

PCU costs are the same for both, meaning artillery still has an advantage; assault cannon 8500 penetration and 1300 explosive would balance this with same DPS for same PCU.