Space Engineers

Space Engineers

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Octo Beam Lasers
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Type: Mod
Mod category: Block, Script
Tiedostokoko
Julkaistu
Päivitetty
18.877 MB
3.8.2019 klo 11.10
28.5.2023 klo 5.38
22 muutosilmoitusta ( näytä )

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Octo Beam Lasers

1 kokoelmassa, tekijä nukeguard
Ntech Mods Weapons - Weapon Core
7 luomusta
Kuvaus
Ntech brings in conjunction with DarkStar Industries a new weapon based on the new weapon core which improves the weapons in SE, Octobeam, full energy based weapons compatible with defense shields and new targeting AI, with target selection and tracking.

There is overload option, this increases RoF, Damage, and power consumption. It also increases heat generation and overheating will damage the weapons with continued overload use.



Weapon Stats:
Available on both large and small grids
Max range: 2km
Optimal DPS: 1920
Overload DPS: 3840
Optimal Heat: 349w
Overload Heat: 1786w
Optimal Sink: 300w
Overload Sink: 300w
Optimal Power: 13.9MW
Overload Power: 110.9MW

- Survival yes, requires no ammo, energy based
- LODs
- performance friendly
- 1x1x1 large grid, 5x5x5 small grid

Now with more colors
Currently now with 8 colors will add more with requests, but some colors may be difficult to replicate, black is basically invisible so that one is not doable.

Required mod for this to function is

WeaponCore



Also, the damage was turned way down from what you see in the one video.

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Hope you all enjoy this mod, and if you like this one please check out My Workshop.
Visit my Discord server Ntech Mods[discord.gg]
Suositut keskustelut Näytä kaikki (1)
18
8.1.2022 klo 7.28
Bugs or crashes
nukeguard
247 kommenttia
Vas 1.2. klo 15.00 
I suppose, I just wanted to put a scientific spin on it, rather than doing the KeenSWH thing and doing sci fi magic fantasy all the way just cause. x3
nukeguard  [tekijä] 1.2. klo 10.53 
Then you run into problems of players liking certain colors and using certain colors for RP, and then complaints of this or that color doesn't do enough damage and these ranges suck, can I make them longer
Vas 1.2. klo 9.31 
In terms of range though, red would have 2km range, maybe 2.25km even. White would be multi-spectrum and have 800m range, while blue would have 400m range. Damage of red would be 1/10th normal output, white is normal output, and blue would be 4 times normal output.

Thats a rough guess though. Its been a while since I played EVE Online so I can't remember my Abaddon color crystals and their damage values. :P I know I once had an Oracle in that game that could shoot red beams 225KM away though.
Vas 1.2. klo 9.29 
I was looking at the first video with the showcase guy doing it. :P Realistically lasers wouldn't do any damage except for heat, and since SE doesn't have heat mechanics in it, you can't really melt blocks. So I figured 1/4th the damage might be a more realistic value. I haven't used Weapons Core in a long time so I haven't tested your mod lately. I'll test again here soon and give another opinion. I just thought the damage of the showcase was a bit too high for "stick anywhere and fire" turrets.
nukeguard  [tekijä] 1.2. klo 5.22 
interesting idea, might do that. The video I recorded from testing and damage was really high then, it was fun just listening to all the explosions :-)
Vas 31.1. klo 21.06 
Might actually be nice to tie its range and damage into its color. After all, blue would be the shortest range and red being the highest range while blue would do most damage and red the least.

The showcase actually makes the turrets look very powerful, kinda would like them at 1/4th that power really. But anyway.
nukeguard  [tekijä] 15.1. klo 16.34 
There were no performance impacts with 100+ on mod release, that number may have changed over patches, but even 10 of these are pretty damaging
[Spartan] John1seventeen 15.1. klo 15.27 
How many of these weapons would you think is a good max per ship? Could too many of these lead to extremely high memory usage?
Silverado Legion 15.1. klo 14.21 
Also check that WeaponCore is above this mod