Space Engineers

Space Engineers

Additional Balanced Weapons - 220mm & 5.56mm guns & turrets
gornyakmaniac  [developer] 6 Feb, 2016 @ 8:21am
Suggestions on mod's balance
If you has some suggestions or think that something in mod breaks the game balance - write in this thread to let us know.
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Showing 1-8 of 8 comments
Dakroth 12 Feb, 2016 @ 3:57pm 
I like this mod, but one suggestion I would make is to decrease the traverse speed for the 220mm turret considerably. There are two reasons for this: Firstly, that thing can snap around at practically the speed of light. A large cannon should be fairly slow. Secondly, when manually firing, I found it really hard to do any sort of remotely precise aiming because any small movement of my mouse made the the turret turn or raise too far. I normally use the arrow keys for turret aiming, but that suffers the same problem, only to a greater degree.

Check out MexPex's heavy defense turret block for an example if needed. (http://steamproxy.net/sharedfiles/filedetails/?id=571247867) I wouldn't make your quite as slow as this one, but this should be more what it feels like when operating the gun. Just as a pure estimation, I'd try reducing the traverse speed by two-thirds and see how that feels.
gornyakmaniac  [developer] 12 Feb, 2016 @ 5:40pm 
Originally posted by Dakroth:
I like this mod, but one suggestion I would make is to decrease the traverse speed for the 220mm turret considerably. There are two reasons for this: Firstly, that thing can snap around at practically the speed of light. A large cannon should be fairly slow.

Hmm, I think too fast turning when you use manual control is problem of the game, not of mod, because all of vanilla turrets have same issue. If I'll decrease traverse speed it may not change sensitivity of control for you to feel, but it will have negative impact on automatic targeting - turret may not be able to track fast targets. Game mechanics doesn't limit the acceleration of ships, so you are able to build large and very fast cruiser, and this 220mm turrets will can do nothing with it because they will be slow.

I'll try to decrease traverse speed without any damage to automatic targeting but no promises. There is many things in this game which "should be fairly" different... but it isn't because of game mechanics (and because devs don't think about details like that).
Last edited by gornyakmaniac; 12 Feb, 2016 @ 5:41pm
Dakroth 12 Feb, 2016 @ 5:44pm 
Yeah, I know what you mean. Honestly, the 220 would be for larger, slower accelerating targets anyway. (That's a pretty big chunk of metal it's throwing.) Try it out and we'll se how it handles.
SievertChaser 21 Feb, 2016 @ 4:01am 
Originally posted by gornyakmaniac:
If I'll decrease traverse speed ... it will have negative impact on automatic targeting - turret may not be able to track fast targets.
I imagine that's not a disadvantage if you are aiming for balance.
gornyakmaniac  [developer] 21 Feb, 2016 @ 8:20am 
Originally posted by dennis.danilov:
I imagine that's not a disadvantage if you are aiming for balance.
If I'll do that, nobody will use these 220mm turrets because they won't be able to track targets adequately. It looks like you ask me to make these turrets useless just because in reality large guns rotate slowly and you want it look better in creative mode, so i'm confused.

As I said, in SE nobody can make your Large-Ship-Of-Death slow forcefully, you can just place many thrusters or use gravity drive, and it will be fast like light without any losses in armor or weapons. For now, 220mm shell travels 800m in 3,6 sec against 2,6 sec for bullets and 1 degree of spread angle (it's a circle with ~28 meters in diameter on 800m), so target has more time and more place to evade attack or shoot this shell, I think it's enough and there is no reason to nerf 220mm turret much.
Dakroth 21 Feb, 2016 @ 11:53am 
I was talking about a slight reduction in traverse speed, not a snails pace. Slow(er) turning speed also helps counter the fact that the precision of aiming guns in control mode is not very high in this game (i.e., a slight movement of the mouse results in a ten pixel shift, regardless of turn speed, which, particularly for more distant targets, puts you too far on the other side of your intended target anyway.) That's not a nerf - I consider it a convenience since otherwise I can't hit anything with precision anyway. On another note, I might increase the damage of the HE shells a bit. They do great spread damage, but on a large, stationary target armored with light blocks, it still took them a little while longer than I had anticipated to punch through. Just for consideration.
MagnusEffect 26 Apr, 2016 @ 2:47pm 
First off, nice job guys. These are definitely some of the better models I've seen.

Now for why I'm here:
I've been getting requests to team up with you guys on synchronizing our mods so that they are compatible. I'm don't think we should get rid of our old ones and I definitely don't want to take away from the great work you have done here, but I wondering if you are open to the idea of this.

More background on my mod:
It rebalances the vanilla guns to have more tactical combat. Basically, I nerfed all turret rotational speed and improved velocity; the bigger the gun the slower it turns. I did this to make turrets a little less OP at short ranges and give dogfighters a...well... fighting chance. It actually works pretty well. If you are familiar with how turrets work in Eve Online, then you have a rough idea of what I did with it. Details are here:
http://steamproxy.net/sharedfiles/filedetails/?id=529543508

If you are interested, we can meet on teamspeak (or wherever) and I can show you my spreadsheets that breaks everything down very neatly.
gornyakmaniac  [developer] 27 Apr, 2016 @ 9:02am 
Hm, I'm not very friendly with English speech so it will be better to use chat or email. Actually, we can make version compatible with your mod, I think it will be useful
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