Space Engineers

Space Engineers

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Directed Energy Weapons - Semi-obsolete
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Type: Mod
Mod category: Block
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35.450 MB
26 Thg04, 2019 @ 5:06pm
6 Thg08, 2021 @ 9:41am
10 ghi chú thay đổi ( xem )

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Directed Energy Weapons - Semi-obsolete

Mô tả
With WeaponCore becoming widespread, this version of the DEWs is effectively obsolete.
While the weapons still function, the laser script they use does not work properly if used alongside WC.
I have converted the DEWs to WC as a separate version, found HERE.
This version is provided for compatibility purposes; I will not be making any additions or changes, except to fix critical errors


Introducing the Directed Energy Weapons collection, the latest in destructive technologies!

Adds 13 new true laser weapons for several roles. All weapons require no ammo, and are instead powered directly by grid energy.

Anti-fighter and point-defense turrets, for frying missiles and shooting down those pesky drones before they get too close. Available for both large and small grid.

Light pulse-laser turrets, in 1, 2, and 3-barrel configurations. More barrels means more boom!

Heavy pulse-laser turrets, like the light versions, but better, because they make explosions happen.

Fixed-mount, constant-fire versions of both light and heavy lasers, for when you want that personal touch. Available for both grid sizes.

An ultra-heavy fixed-mount laser of doom, for when you want that ship/station/asteroid/whatever to just stop being there.

Stats:

Weapon
Range
Damage Per Second
Power Draw
Refire Time
Anti-Fighter Turret (Large and Small)
1000m
1800
20 MW
Constant
Point-Defense Turret (Large and Small)
500m
60 - Improved missile interception ability
5 MW
Constant
Heavy Fixed Laser (Large)
5000m
6000 Explosive, 5m radius
300 MW
Constant
Heavy Fixed Laser (Small)
2500m
3000 Explosive, 5m radius
60 MW
Constant
Light Fixed Laser (Large)
3000m
10800
75 MW
Constant
Light Fixed Laser (Small)
1500m
4800
20 MW
Constant
Ultra-Heavy Fixed Laser
10000m
25000 Explosive, 40m radius
15-second pulse, 375000 total
2 GW
200 Seconds
Heavy Gimbal Turret
3000m
2400 Explosive, 1m radius - 1-second Pulse
50 MW
2 Seconds
Heavy Turret
3000m
2400 Explosive, 1m radius - 1-second Pulse
50 MW
2 Seconds
Dual Heavy Turret
3000m
4800 Explosive, 1m radius - 1-second Pulse
90 MW
2 Seconds
Triple Heavy Turret
3000m
7200 Explosive, 1m radius - 1-second Pulse
130 MW
2 Seconds
Light Gimbal Turret
2000m
6000 - 1-second Pulse
25 MW
2 Seconds
Light Turret
2000m
6000 - 1-second Pulse
25 MW
2 Seconds
Dual Light Turret
2000m
12000 - 1-second Pulse
45 MW
2 Seconds
Triple Light Turret
2000m
18000 - 1-second Pulse
65 MW
2 Seconds

Turret types have certain specializations and weaknesses: anti-fighter and point-defense turrets excel at shooting down missiles, players, and small fighters, but lack the damage output to be effective against large ships. Vice versa, the light and heavy pulse turrets are devastating to large, slow ships and stations, but traverse slowly and can be evaded by fighters. Choosing the correct turret for the role is important for an effective loadout.


Massive thanks to Meridius_IX / Lucas for making the script that makes these weapons possible!

As always, constructive feedback is always welcome, especially regarding balance.
Thảo luận nổi bật Xem tất cả (19)
23
28 Thg03, 2023 @ 12:29pm
Can not remove mod
Unit
19
5 Thg03, 2023 @ 8:03am
Potential bug - Sharp FPS drop after building more than 3 turrets
VectorMane
2
1
10 Thg11, 2022 @ 8:14am
How to get this mod working again (credit: Squidtank)
Seamus Donohue
418 bình luận
Abisius 24 Thg10, 2024 @ 2:49pm 
@s1rsplif
look through a mods workshop description, if its made for weaponcore it usually stands in that modescription.

and jep you need to choose as se cant handle 2 weaponframeworks at the same time and thus the vanilla weaponframework takes a backseat if yo uhave weaponcore in the world and this resulsts in nonwc wepaons having no working ai, than wc based munitions cant intercept nonwc munitions . . . that are the 2 most major compatibility problems that did in the past cause a bunch of bugreports even after it was clearly statet that its a compatibility problem and no bug which then resultet in the weapon removal system as its now in.
if you want to go with compatibility problems in you world you can turn on the unsupportet mode for wc (how to please view wepaoncore workshoppage) but if you encounter a problem you will need to turn it of and replicate it then to get a bughunt going.
s1rsplif 24 Thg10, 2024 @ 2:43pm 
I'm trying to remake a decent mod list for single player but everything i want to use doesnt work with weapon core so its all divided. been so annoying lately when i think something works and then it gets removed out of nowhere
РСФСР-2020 11 Thg10, 2023 @ 8:14am 
and this mod is well made, otherwise it happens that you download a cool mod and it is not compatible with other mods
Festive Gears 1 Thg09, 2023 @ 6:32pm 
I am unsure what the actual cause is but I was having an issue where my game would crash (multiple other mods) whenever I selected the vanilla railgun. In the logs the only mod mentioned was DEW, I removed it and it worked
GeneralVL19 27 Thg08, 2023 @ 6:11pm 
about if it make damage do not try but if I try to turn off at that point projector it crashed all world totally please fix it
Gnat The Gnome 21 Thg03, 2023 @ 1:19am 
I have published a bugfix of this mod here: https://steamoss.com/sharedfiles/filedetails/?id=2950057567 . Let me know if you have any problems.
lilmacattack55 11 Thg01, 2023 @ 3:04pm 
does not work at all does no damage to anything anymore
Pentax 9 Thg01, 2023 @ 9:08am 
and cann not shot with this weapons
Pentax 9 Thg01, 2023 @ 9:02am 
And still you can not use it because you can not see anything through the camera
attila1705 4 Thg12, 2022 @ 7:54pm 
Turret no work