Space Engineers

Space Engineers

[WARFARE EVOLUTION FIX] Engineer's defense kit - Character guns
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Unsaved Changes  [开发者] 2022 年 4 月 19 日 下午 1:58
Changes made
  • Heavily reduced the kickback factor of the weapons.
    This makes it so they no longer shoot back and clip through your eyes as much, or break your engineer’s wrist by merging into their torso.

  • Removed LODs of the CAR family and TAC-12L.
    This is a change that will make all people who know anything about video games cry. And trust me, I know how bad this sounds, but let me explain.
    These lower LODs looked TERRIBLE. I’m talking sometimes using the wrong textures, or sights disappearing, which made aiming really hard if your game is on medium model quality or below.
    I went through all weapons and only removed the lower LODs of these weapons, since they actually gave you a hard time using them.
    Given I realistically don’t see 500 engineers in one place carrying these weapons, I figured the performance difference doesn’t outweigh the performance some people may need overall. Now you can have less tris in a scene from blocks etc, AND use these weapons normally. One or two guns on screen at once won’t do much anyway.
    They’re left in the files if ever a mind is changed. They’re not lost, just disabled.

  • Rebalanced weapon damage.
    Weapons see a bit of a block-damage buff across the board. Combat in this game is almost never player versus player, but rather player vs player-built-drone etc. I wanted to change the weapons, especially the heavier ones, to have a bit of a fighting chance against smaller armed vehicles.
    Like, you’re still but an engineer. You die by a single Gatling turret shot. Instead of a mosquito, you’re basically just a less effective turret now, not Doomguy.
    (If you DO want to be like that, consider getting a max health or personal shield mod, like Pocket Shield so you can take a few shots. This mod I listed here does punish you for being shot with 'blindness', if you will.)

  • Weapons now use the reload system.
    It looks super fake due to the magazines not being separate models etc and their locations being off. But at least it works mechanically.

  • Added a large variant of 5.56 ammo.
    This is used exclusively by the CAR-1R and V variant, for their models have drums. This gives them 90 total bullets per magazine instead of 30, which makes them a whole lot more fun, if I dare say so myself. Their reload times are longer than the other rifles, though.

  • Added a large variant of .45 ACP ammo.
    For the dual-pistols only. Since magazine size is defined by the ammo loaded, this was the only way to give it twice the ammo pool of a single pistol... since, you know, you have two now.
    The smaller box can still be fed into the dual pistols as well.

  • All weapons have descriptions now.
    Cheesy flavourtext you don’t care for? Of course we got that, but also a list of stats of the weapon, like the ammunition(s) it takes, range, damage, accuracy, RPM, and more. These numbers are straight from the files. In practice some may feel a little off, but this is what they should be if the game followed its own laws.
    NOTE: Rounds Per Minute, or RPM is the amount of bullets a gun can virtually fire per minute if it were fed by an infinite magazine. So this does not take reloading into account. For weapons like the grenade launcher with only 1 bullet, this doesn’t mean much… just know you can probably fire as soon as a new one is loaded.

  • Fixed the assembler weapon tab being hidden… then removed it.
    Look, the way the tab was done was by overriding the vanilla assembler cubeblock file, which is where it defines what blueprintgroups it can craft. This is how the game keeps you from making some things in the basic assembler; it just has access to other blueprintgroups that are more limited.
    It was invisible because the version I forked had the file path of the icon wrong. Happens to the best of us… However, after fixing it I felt this was dangerous to do, since I realized the consumables and build-planner tabs were missing, and that it didn’t show up in the industrial assembler.
    By adding this guns tab, I basically create a place for compatibility and future vanilla problems. So I inserted the guns in the weapons tab added by the vanilla game, which is obviously less likely to cause problems. It also makes them available in any modded assemblers that allow you to make a vanilla elite rifle, for example.

  • Changed icons to have a darker ribbon at the bottom.
    Since the birth of this mod it’s been hard to see how much ammo you had because of the icons’ text blending with the ammo count. While annoying, you knew you had 2000 bullets and didn’t care. Gun goes Brrrrr.
    Now with the reload system and the ability to do something about this, I felt seeing ammo count was a little more important. Hence I added a darker ribbon to increase contrast. It’s much more readable now.

  • ‘Blue guns’ can now be crafted.
    These 'legendary' versions were originally meant to be found in a random encounter / cargo ship called the ‘lonesome drifter’. Yet their performance didn’t feel worth that hassle for me. Like aforementioned, you die by a fart in this game. Working hard for a mildly better version of a weapon you basically get punished to try and use didn’t sound like fun to me. That and I cannot guarantee how well this works with mods like Modular Encounters Spawner, which you probably run alongside a mod like this, or in the future as a whole.
    So instead of rewarding random chance and victory with a few mildly better weapons, I put them as a reward for obtaining all rare ingots as well. This also removes pals fighting over a certain weapon... which I have experienced once or twice.
    The event is still in the mod for old time’s sake.

  • The knife is ‘good’ now.
    The knife is a meme. It think it was always meant to be… However, I felt giving it some use would be nice.
    It now deals 200 damage to any player hit, which even with HP increasing mods is an instant kill or a massive blow, with double that on headshot.
    I did change the range to be ‘melee range’ (2.5m, which is still pretty far for arms) instead of like 20 meters. Some weapons clearly show the engineer’s arms are elastic, but not here.
    Oh, and it deals a ton of damage to blocks. Two slices breaks a large ship light armor block. Makes sense? No. Better than using an elite grinder? No. But very bad-ass, yes?

  • The flamethrower is ‘good’ now.
    This thing always felt disappointing. Now it hurts.

  • The silenced revolver is silenced now.
    It used the normal firing sound before, which is, in fact, loud.
    You cannot realistically silence a revolver, the whole open-chamber cylinder thing makes it basically impossible. However, you paid for and wanted a silencer, so now you get it. SE doesn’t make sense in some places either, so now it is my turn.
    I used the silenced sound that was already provided for this, which sounds pretty fake on a revolver, but hey… Give an inch…

  • Ammunition is now in the ammo tab.
    A much better place than ‘components’. It was moved to consumables at first, but then to ammo once that tab was reintroduced in the Warfare Evolution update.

  • All weapons aren’t 100% accurate when ADS’d anymore.
    Previously, if on purpose or not, all guns were perfectly accurate as long as your eye was in front of a piece of steel, shotguns included. This obviously trivialized the CAR-1P and a lot more. Now they all have their own accuracy stats, some still 100% if that is their purpose. Rest assured though, I know encounters in this game take place at ~200m, and how fun accurate weapons are, so they’re still all fairly accurate. I also didn’t give them random recoil because that felt rather frustrating. Just staying on target and not getting popped is enough of a challenge, I feel.

  • The rocket launcher has its own voice.
    The RO-1 and PRO-1 now exist, so I wanted this one to be different. Given it has 7 barrels, I had an idea.
    Compared to normal missiles, the rockets deal 200 damage instead of 500 over a radius of 1.5m instead of 4. They also self-detonate sooner, at 300m instead of 800. However, the missiles are faster (250 instead of 200) and can be shot pretty quickly. It also reloads a little quicker.
    This is a ‘weaker’ rocket launcher that rewards precision, especially when you hit the same place multiple times. Given your target is likely moving, that may not be very easy. Since you need to fire multiple times, you're exposed for longer, too.
    Again, you’re but an engineer, so at the same time you’re punishing the enemy for not erasing you first. Especially against a ship with multiple turrets at twice the range of your launcher, I wish you luck.

  • Changed gun costs.
    Basically all weapons take more kinds of resources to craft now, so you unlock more of them as you expand your available resources. This isn’t much, given you usually have all but uranium and platinum within an hour or two, but at least they aren’t all as good as free anymore. Especially with ore distribution mods there’s a bit of a ‘progression system’ going on.

  • Changed ammo counts.
    All guns and munitions were balanced around the old DPS system; bullet damage over fire rate. This meant ‘magazine size’ was really just the amount of extra bullets you’d have in your ‘infinite sized’ magazine for every instance of that item you carried. So really all you took into consideration was how much your bullets costed in space and resources, not how large a magazine was.
    With the reload system, this means guns like the 6-shooter revolvers suddenly had 24 bullets in their cylinder, and rocket launchers 24 missiles, grenade launchers 12 grenades, etc, etc.
    So I changed the volume, mass, cost and ammo counts of most ammo kinds to be more realistic for their weapons and balanced them again with their reload times.

  • ‘Blue weapons’ have been made a little more significant.
    Before, the blue shotgun for example was more or less a sidegrade. The CAR-1V was a CAR-1R on crack with a grenade launcher strapped to it (which it still is) and the CAR-1AH was just… eh? I felt these weapons, being seen as 'elite' versions of sorts, needed to stand out a little better.
    The Mercy Dual has also been buffed, having its fire rate be exactly double that of a pistol. It also now has a special kind of ammo it can use to double its magazine capacity to 50. It can alternatively still use the 25 bullet boxes, though.

  • Changed the grenade launcher.
    Since SE doesn’t support projectiles obeying gravity yet (Which would be pretty cool, imagine using a spherical gravity generator for once to try and return-to-sender a missile) its grenade-side is basically just a rocket launcher. Anyway, I made it deal as much damage as a regular missile, but move slow compared to them (120m/s), only reach 200m, and they have a radius of 2m, which is half that of a missile. However, it reloads pretty quickly.
    The projectile used to be slower, but it was so slow that it was easy for the player to move faster than the grenade, which meant that if you fired it, you would immediately collide with it and explode.
    I think this can still happen if you go a little faster than 120m/s using mods, but I think this goes for all launchers, even the vanilla ones, so long as you go fast enough.
    As far as I know I cannot fix this. Source-speed is added to the projectile, but it will try to slow/speed up back to its target speed rather quickly. Disabling that brake/acceleration-from-source-speed mechanic just makes the self-explode happen MORE easily, believe it or not.

  • The breaching charge is now listed in block weapons.
    The charge doesn’t show up in the G menu under ‘all blocks’. It does however show up in small and large blocks. I figured since these get super bloated with other mods, I’d put it in a place it fits better; block weapons. Because it’s technically a weapon and a block, get it?

  • Added a block group “Engineer’s Defense Kit” to list all the mod’s content.
    Self-explanatory.

  • Changed damage of the Daedalus Defence Laser.
    There used to be a massive gap in between the two ammunition options for this gun. The overcharged munitions, meant to be a straight upgrade, were a little… much of a straight upgrade.
    Double damage, double range, all that kind of stuff for just some more nickel, iron and silicon. So I did some testing around together with other rebalanced weapons to find a bit of a sweet spot for it.
    The damage of the weapon after the fact has only been reduced by 1, from 6 to 5 I believe, but is now the same across both battery options. The overcharged battery still increases range, but now also holds double the magazine capacity since it's meant to be a straight upgrade. And, well… it’s ‘overcharged’. The weapon is still very powerful, but no longer completely makes all other weapons irrelevant... I hope.
    It's also been made quite expensive to acquire for this reason.
最后由 Unsaved Changes 编辑于; 2023 年 9 月 13 日 上午 3:47