Space Engineers

Space Engineers

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MA WeaponCore Weapons
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Type: Mod
Mod category: Block
File Size
Posted
Updated
287.001 MB
15 Mar, 2020 @ 1:08pm
29 Apr, 2023 @ 11:59am
90 Change Notes ( view )

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MA WeaponCore Weapons

Description
A variety of energy and ballistic weapons

This mod runs on the Weaponcore framework, as such it is a required item. Since this mod has it linked as required, your game will load weaponcore automatically (no need to add it separately).
This also means gameplay will be somewhat different when it comes to operation of the weapons.

WeaponCore User’s Guide:
https://steamproxy.net/sharedfiles/filedetails/?id=1989583682

Ballistic Weapons
  • The Spicy Meatball. This is not just 1 turret, but 3 turrets in 1! Each section has twin gatlings (6 total) and can aim independently for better coverage or convergence. Best used for short to medium range anti-fighter purpose, but up close it will shred pretty much anything.
    Uses 30mm ammunition.
    Range:1km.
    Bullet spread: 2º


  • Blister Turret: Similar to meatball, but a small compact single turret with twin gatlings. Same range, spread, heat, etc.Uses 30mm ammunition.

  • Tiger 150mm Cannon: Quad barreled cannon, each loads 4 rounds hellfire style, fires in 4 round burst. So 16 rounds in total are fired before needing to reload.
    It is mainly used as a fixed weapon, but technically is a turret which can aim +/-3º and automatically fire.
    It has very high ROF but long reload times and overheating prevent sustained fire. It's role is fast attack, hit and run.
    Fires caseless 150mm high-explosive shells.
    *tip: be sure to set targeting lead group so you know where to point the ship.

  • Tiger 30mm Cannon: (Small grid only). This is a scaled down variant of the Tiger for fighter craft. The 30mm round provide a little more punch than the gatlings deliver.
    Compared to the 150mm it features reduced reload time and less overheating downtime, better for air superiority combat vs other fast craft.
    The Tiger cannon was commissioned by T1g3rs65. Also thanks to T1g3rs65 for sounds, and Pilfit for metal texture.

  • Slinger 150mm Cannon: This is just a basic cannon turret, it uses the same 150mm ammo as the Tiger cannon. While functionally simple, it actually is a good bread and butter weapon for any combat ship because of it's durability, range of motion, tracking speed, and continuous duty cycle. Oversized cooling and loading mechanisms present a weapon with no reload or overheating downtimes. It may not be a crowd pleaser but it is relentless.

  • Derecho Missile Storm: A missile launcher which aims at the target and magnetically accelerates the rounds, giving them a dramatic head start towards the target compared to traditional launchers. Fires a group of 12 swarm missiles, which are extremely agile but are not durable against defenses. The missiles are guided but get targeting from the turret. If the turret is manually fired without a valid target, the missiles will scatter aimlessly and ineffectively. It is best to not try to micromanage this, just treat it as a normal turret. While they outrange other weapons, PDT is effective defense.
    Range: 4500m, Damage: Kinetic Explosive 4m radius.
Energy Weapons
In general, the energy weapons do high damage to shields and low damage to armor.
  • PDT Point Defense Turret: A low power laser turret which will only target projectiles. This keeps the targeting clear for anti-missile role, and with laser accuracy it does a great job. Perfect for swarmer missiles, struggles with healthier targets like torpedoes and large caliber shells.
    Range 500m, Dmg 18, ROF 4. Violet in color.

  • T1 Laser: This size laser is featured in PDX turret, Gimbal turrets. Good general purpose laser, also effective on heavy missiles such as torpedoes but can be overwhelmed by swarmer missiles.
    Range 2.5km, Dmg 10, ROF 60. Red in color.
    Damage falloff starting at 1km, to 50% at max range.
    500% shield damage, 40% armor damage.
  • T2 Laser: Featured in Fixed lasers and T2 Gimbal Lasers. Will not target missiles.
    Range 2.5km, Dmg 40, ROF 60. Orange in Color.
    500% shield damage, 40% armor damage.
    Damage falloff starting at 1km, to 50% at max range.
  • T3 Laser: Featured in Gladius Heavy Laser. Will not target missiles.
    Range 2.5km, Dmg 120, ROF 60. Amber in Color.
    500% shield damage, 40% armor damage.
    Damage falloff starting at 1km, to 50% at max range.

  • PDX Laser: Similar to PDT but will target anything. Carries standard T1 Laser. Good for general purpose defense. Note that since it will target grids and has slower ROF than PDT, it is not as good for anti-missile purpose.
  • Gimbal Lasers : Standard T1 or upgraded to T2. Reduced range of motion but armored and upgradable. Generally a better choice for ships expected to see battle and great as a broadside weapon.
    Elevation limit of >45 degrees because of it's upgrade mirrors configuration and armor.
  • Gimbal for small grid: While it is smaller hardware it manages a full power pulse but the ROF is decreased to 12,
    Range 2.5km.
    40DPS.
  • Fixed Laser: T2 and T3 lasers available in a more compact fixed laser. Technically they are still turrets, they have +/-3º of gimbal aiming and automatically fire.

  • Gladius Laser Turret: A large turret which takes up considerable ship volume, is heavily armored, and powerful.
    Twin continuous laser beams, and an EMP Ion weapon which does shield+emp damage. This turret is a great shield breaker. Two T3 Lasers, the combined output equivalent to 6 T2.
    Note required power: 240MW.
    Will not target projectiles/missiles.

  • Guardian Laser: This is an extremely powerful laser which many consider a "primary weapon". It's array of emitters is effectively a gimbal laser. Range of motion is 60º on the short axis and 120º on the tall axis.
    This has the damage output of 10 T3 lasers.

  • EMP Turret: A stand-alone version of the Ion weapon which Gladius Laser uses. When this hits a grid it will disable some blocks for a few seconds.
    It is short range.

  • Tetra Interior defense laser: A laser which disguises itself as a corner light. There is a matching corner light that is actually just a light.
    It will only target characters and projectiles. 100m range.

Notes:
-Point defense won't target non-WC projectiles. So please also use the vanilla weapons replacement. Also it makes those weapons better.
https://steamproxy.net/sharedfiles/filedetails/?id=1931509062

-no upgrades working yet.

-Overload will double the damage output at an exponentially higher power+heat cost. If the weapon overheats while overload is on, it will occur some damage.


If you have an issue or crash:
Darkstar has implemented some new logging features in WC to assist us in troubleshooting bugs. As usual, getting us the the log files is very important.
Follow the instructions here:
https://steamproxy.net/workshop/filedetails/discussion/1918681825/2260188150872731749/

No re-uploads allowed. This includes server packs, rebalances, etc. Don’t do it without permission. If you want a language locale added, have a problem with the balance, etc then contact me and I will accommodate the best that I can. There will be many updates and I do not want unregulated copies floating around. Please respect this.

If you have issues
Clear the mod cache. WC updates almost DAILY (if not more) and SE just isn't good about handling that.
https://steamproxy.net/workshop/filedetails/discussion/1918681825/2260188150872731749/

This mod is IMPOSSIBLE without WeaponCore.
DO NOT ASK. Also you are wrong to want that. You might think you are right, but you are wrong.
XBOX Compatibility: NO
This mod won't work on Xbox. WeaponCore won't work on Xbox. It never will.
Don't bother even asking. Do not try, it will just crash. If I see you try you will get yeeted.

Last but not least, don’t forget to hit the thumbs-up! I greatly appreciate that.
Popular Discussions View All (2)
116
1 May @ 6:04pm
Please report any issues/bugs/crashes >HERE<
AutoMcDonough
0
11 Oct, 2023 @ 7:27am
Custom Gimbal
Undertacker1976
1,020 Comments
The Erubian Warlord 11 Jul @ 9:11pm 
so no deadly laser fencing?
AutoMcDonough  [author] 28 Jun @ 6:31am 
I've been out of it for a little bit.. there was some rumblings about WC getting upgrade module support but I'll have to see if it's possible yet. It would be in the form of add-on modules. Replicating the original beam system is not happening.
Rose_420 27 Jun @ 11:27pm 
do u still have plans to update the modular laser system from the old mod building your own weapon was really nice
zedframe 25 Jun @ 6:45pm 
Oh, I see. Thank you for the quick reply.
AutoMcDonough  [author] 21 Jun @ 9:11am 
That error is for a different mod.
zedframe 21 Jun @ 9:04am 
MES Spawner / Error: WARNING: Ammo Magazine MyObjectBuilder_AmmoMagazine/CAP_StingerAAM_Mag Does Not Have A Valid MyAmmoDefinition Attached. Please Inform The Weapon Author.
AutoMcDonough  [author] 11 Jun @ 2:39pm 
Uh I think the ones I've published are for Starcore, so not just this mod but several others. You would think I'd have a good example build handy but I don't. :|
Glaed 3 Jun @ 9:55am 
Does anyone know where i can find some Blueprints for a ship/ships using this mod?
AutoMcDonough  [author] 12 May @ 5:06pm 
I've had a few requests for that now.. I probly should just do it
rusmig29 11 May @ 10:29am 
Mods work great as usual. Would you be willing to make a stand alone mod for following blocks: Armor Laser 01 thru 16 from your Weaponcore weapon pack for Steam and mod io. Like using these blocks around weapons and thruster's. Figure I cover both bases sent message on mod.io side.