Space Engineers

Space Engineers

S - Guns - All at once - DX11
Sektan  [developer] Nov 28, 2014 @ 1:38am
Suggestions on components for manufacturing
Write your suggestions on components for manufacturing - for all weapons.

Over the weekend I want to add all separate weapons to this MOD.
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Showing 1-15 of 19 comments
Fatsack Nov 30, 2014 @ 10:08pm 
Can you use components for manufacturing? I thought you could just use ingots. Sniper should take some silicon for the scope. In fact they could all take some silicon for the lightweight stocks on them, except the heavy weapons with heavy duty stocks. The railgun needs to take cobalt and nickel for the magnetic parts. Perhaps some nickel for the rocket launcher, heavy assault rifle, as they would require some more heavy duty alloys to withstand the force of fire. Perhaps the rocket launcher takes some gold/silver/platinum for computer components, etc. Shotty should just take more iron than average.
Sektan  [developer] Dec 1, 2014 @ 1:39pm 
ok
Daegan Jukes Dec 2, 2014 @ 3:22pm 
ammunition is the biggest issue for survival servers. for the rocket launcher you could take the normal game rockets and half the costs and that should be good.

for the various semi automatics you would want to make the guns that do more damage have their ammunitions cost more. you could simply take the ammo cost for the existing in game rifle and tweak that for each.
Solaris Dec 6, 2014 @ 12:01pm 
maybe you should use gravel as srapnel for the rocket ammunition
Qobura Dec 8, 2014 @ 9:26am 
It'd be nice to see the damage/recoil/other critical statistics for the guns so we know how heavily to penalize/reward them. For instance the "assault rifle" you added TOTALLY obsoletes the basic rifle (adding some downside to it would be nice - expensive AND HEAVY ammo would work, my main complaint is 100% accuracy and insane sustained damage output)

Remember one way you can balance the fantasy or otherwise overpowered weapons is by making the ammo large and a character unable to carry many, reducing a weapon's otherwise high effectiveness, by making it impossible to use for too long.
Leanardoe Dec 22, 2014 @ 11:03am 
Make rockets and other ammo use magnesium, like just enough to make it harder to get. Like maybe .50 for ammo case?
DMMWolf Jan 10, 2015 @ 8:34pm 
One Complaint we are getting on our server is expenditure. The Rocket isn't as Powerfull as a small ship Rocket, despite supposedly being the same size. And Firing the weapon system expends 5 Rockets per Shot. the Simplest solution here is to do away with a seperate Ammo for the Rocket Launcher and just have it use the Default Rockets. And of Course only use one round per shot.
Last edited by DMMWolf; Jan 10, 2015 @ 8:35pm
Sektan  [developer] Jan 14, 2015 @ 4:48am 
I have prepared update.
Last edited by Sektan; Jan 14, 2015 @ 4:48am
Brother Bigot Mar 5, 2015 @ 9:46pm 
how do you remove the weapons from the assembler in creative
Sektan  [developer] Mar 6, 2015 @ 1:05am 
Originally posted by demo demo pan:
how do you remove the weapons from the assembler in creative
you mean not possible for build?
Brother Bigot Mar 6, 2015 @ 4:11am 
i can make them but, i don't know how to remove them from the assembler in creative
Sektan  [developer] Mar 6, 2015 @ 5:15am 
Originally posted by demo demo pan:
i can make them but, i don't know how to remove them from the assembler in creative
what you mean "remove"
Brother Bigot Mar 6, 2015 @ 5:36am 
take items from the assemblers inventory and place it in yours
Sektan  [developer] Mar 6, 2015 @ 5:47am 
Originally posted by demo demo pan:
take items from the assemblers inventory and place it in yours
I you don't have this weapons on assembler then disable mod. Is not possible use this weapons and have disable mod.
Brother Bigot Mar 6, 2015 @ 6:08am 
i have the weps and can make them, but im unable to place them in my inventory from the assembler
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