Space Engineers

Space Engineers

InspiredWeaponry
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Update: Mar 9, 2018 @ 8:38pm

#### Item Addition

- HS Targeter
Damage-less Targeting turret.

(From InspiredTechnology)

Update: Mar 9, 2018 @ 4:06pm

### New Item

- HS Laser-Spinal (Large-grid)
15,000 meter manual-fire projectile-laser
Designed to be built in lines, allowing the weapons to fire as one-single beam.
IE, fully capable & set-up for dynamic placement across the spine of vessels, allowing custom-sizes & power.

- Clan AMS (Small-grid)
800 meter range, interception system (AMS, anti-missile-system)
Cheap, but limited in range, and basically incapable of shredding grid-type missiles.
Incredibly short reload of 3 seconds.


- Clan Laser-AMS (Small-grid)
600 meter range, interception system (AMS, anti-missile-system)
Enhanced velocity, barrage count -- in theory more effective.
Cheap, but limited in range, and basically incapable of shredding grid-type missiles.
Incredibly short reload of 6 seconds.

Update: Feb 25, 2018 @ 6:05pm

#### Adjustments:

- Clan Naval Mass-Driver Turret
Reduced reload to 35 seconds.
Increased Shot damage by several degrees.
Added experiemental speed variance, to perhaps provide proper piercing effect.

- Clan Heavy Naval Mass-Driver Turret
Heavier variant.
Projectiles have reduced-damage compared to Standard.
Reload of 75 seconds.
90 Shot-Barrage.
Identical 15km Range.

Update: Feb 24, 2018 @ 11:33pm

Note: I apologize for the update spam.
Due to ensuring repairs are sent out to correct errors a bit faster, that tends to happen: As does when making new objects at the same time, prior to knowing you're about to repair things.

### Changes
- Clan Plates have been boosted in durability. (Noticed they were paper.. expensive paper)



### New Things

- Clan Ferro-Plate Blocks.
*Exception to the Weapons-Rule, due to being the only MW mod I have, and only one with all the parts for it.
And when that is segmented, it will be going with the MW sector.
Plate armor, designed to block enemy fire much better at a lower weight.

Update: Feb 24, 2018 @ 9:46pm

#### Turret Piping Repairs: Special thanks to RobinHorn , from the ARMCO discord.
- Executor Size adjusted, to allow proper piping accurate to visuals.
- GDT size adjusted to allow proper piping.

These two weapons were produced in the same batch, and apparently I missed the perfectly-even numbers on the base.
(Similar problem to the particle-beam, which was made first.)

Update: Feb 24, 2018 @ 8:56pm

### Adjustments:

- Dialed down the Kickback \ Recoil of all \ most weapons to prevent launching of vessels by accident in atmo.
Which did apparently happen.

Update: Feb 24, 2018 @ 8:27pm

### Changes:

- Spinal Cannon Adjusted to have Visually-apparent ports
- Spinal Cannon conveyor ports repaired & expanded from 1 to 7
* Rear x 2 , 5 along the entire top of the rear section
- Spinal Cannon Mounting point adjusted, to include the entire 22 block long surface as a connection.

- MW Cat now includes most of the new MW content, and the original MW content hopefully.

### New:

- Clan Naval Mass-Driver Turret
x="7" y="5" z="13"
15km range, Ballistic (Bullet) turret weapon.
3-round near-instantous burst-fire, at 2500 mps
Conveyor Port: Center
Reload: 55 seconds
Damage per Shot: 9500

- New Clan Heavy-Machinegun (manual, small-grid) Ammunition type: " Clan Heavy-Machinegun Magazine-II "
Half the Magazine capacity, for additional Damage at the increased resource costs.
Original ammunition for the weapon has stayed the same.

- Clan Enhanced-Bombast
1x1x3 Ballistic-Laser Manual-fire Weapon for small-grid.
25-shot Pulse at 4000 mps, for a 2km range.
Reload: 20 seconds
Damage per Shot: 400

Update: Feb 21, 2018 @ 11:08pm

### Changes:
- Majority of Ammo Icons changed to properly match parent Weapon Icons.
- Laser System Hopefully not randomly broken in Live Build (?) -- Was working on my Dev build previously hence "?"
- Slight Cost reduction to Clan Plate & Clan Mechanism.

### New shinies:

- Texfire Themed weapons: 3 (All with Tex in the name.)
- Wedgie Themed Turret (Wedgie Skykiller)
- New Clan Station-Style (High Elevation) Turrets (Heavy Machine-gun,Missile, Triple Gauss)
- New Clan 1x2x1 Station-Style Turret (AA Turret)
- New Clan Fixed-mount Manual Heavy-Machinegun

Note; Triple Gauss has two ammo types.

Update: Feb 19, 2018 @ 2:52am

## Experimental First-Wave Lasers

- IS Medium Laser
* Uses "Medium-Mounting" block for power-supply
Experimental laser using Equinox's Laser Script system, damage, range & capabilites are undefined.

- HS Particle-Beam
* Uses "Particle-Supply" block for power-supply
Is now a functional weapon-system, with a present configuration designed for longer-ranges(?)
It is also experimental.

Update: Feb 17, 2018 @ 3:01am

### New Cat: MechWarrior
- IS (Inner Sphere) inspired Small-grid weapons
- Clan (Clan) inspired Small-grid weapons

IS:
- AC-10 (Auto-Cannon)
- UAC-10 (Ultra-Auto-Cannon)
- UAC-20
- Gauss Rifle

Clan:
- UAC-10 (Ultra-Auto-Cannon)
- HAG (Hyper-Assault-Gauss)

AC-10's, fire heavy explosive rounds up to 650 meters.
UAC-10, fires a barrage of explosive rounds up to 650 meters.
UAC-20 fires a barrage of huge explosive rounds up to 300 meters.
Gauss fires singular nickel-composite non-explosive projectiles up to 5000 meters.

Clan UAC fires up to 720 meters.
Clan HAG fires a stream of smaller nickel-composite non-explosive projectiles up to 5000 meters.

Clan technology uses special components in their construction, to increase durability without excessive weight gain.
And allow more direct means of managing cost of the technology, past bloated component counts.

Two Special weapons also exist:
LBX-20 "Farrell", an auto-cannon shotgun named after Farrell himself. And spec'd to his feedback.
A surprise weapon for W4sted, also exists in this new series.