Space Engineers

Space Engineers

Battle Cannon and Turrets (DX11)
Schwieger Nov 2, 2015 @ 3:09pm
Future Change Speculation Thread
As I posted in the chat thread:

My suggestions: The AAA, AA, 300mm, and 900mm pieces should have range & targeting out to 5+ km. Otherwise it's hard to compete with certain weapons from other packs. Turrets need to be a bit more durable - currently they're more flimsy than OKI weapons, which are terribly flimsy. Lastly... The large turrets do not need idle movement. It should be removed.
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Showing 1-6 of 6 comments
Kiegen Nov 2, 2015 @ 5:50pm 
I second this. It would be nice if the ranges were extended.
Pille Nov 3, 2015 @ 8:46am 
I concour. Weapons mods should always be balanced to the vanilla game not to other weapon mods.
August Shield Nov 6, 2015 @ 9:26am 
I also think that it should be balanced to the vanilla game and I think that Bertha's firerate is ridiculous. Given the amount of damage it can cause from so long range, it should reload much longer. At least 40 seconds or a minute.
Dr. Novikov Dec 12, 2015 @ 2:11pm 
Other unbalanced mods should be banned from any decent server.
DSD Dec 17, 2015 @ 8:30am 
i think a firerate of '1' is 1 per minute
Cobalt Feb 22, 2016 @ 11:46am 
I agree with this. Also, the large 900mm cannons should have at least a 270 degree turning circle, maybe even a 360 degree one. Also, the 900mm cannons (Mainly the 3 barrel ones) should have an option of firing a full salvo, meaning all 3 cannons at once rather then one at a time. I built a navel-like battleship using these turrets and because of the 180 degree turret traverse, I can't get all guns on target. This bring me to the range. Yes, all the guns projectiles are capable of traveling much farther then the 800 meter range, but the auto targeting should be at least 5km to 10km on the 900mm cannons.
All in all, love this mod. These suggestions should be taken seriously to make this mod even better.
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Showing 1-6 of 6 comments
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