Space Engineers

Space Engineers

Mexpex Warfare Industries v1.1.7
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PhoenixTheSage  [pengembang] 11 Jul 2017 @ 1:09pm
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Terakhir diedit oleh PhoenixTheSage; 22 Jul 2018 @ 2:15am
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Whaddageek 13 Jul 2017 @ 7:51am 
Could you increase the vertical tracking the Mk.3's to match the X-3's 45-degree angle? They're not exactly great locked at a peak of 30 degrees. (I think the Mk.1's and 2's are locked at that too? Been a while since I've used them)
PhoenixTheSage  [pengembang] 13 Jul 2017 @ 9:27am 
Maybe, I think 45 is pushing it a bit. The X-3 is supposed to be overall better, and neither are supposed to be particularly good at elevation for obvious gameplay implications. I can see pushing them up a bit to 35 or 40. I think they are at 30 right now.
Terakhir diedit oleh PhoenixTheSage; 13 Jul 2017 @ 9:28am
Whaddageek 13 Jul 2017 @ 9:34am 
The problem is it's still something to balance against vanilla weapons, not tying an arm behind your back in a vacuum needlessly. 45 degrees just makes them more useful rather than something dangerously over-powerful. The X-3's are still going to be better just by doing more damage per shot and looking damn imposing.
PhoenixTheSage  [pengembang] 13 Jul 2017 @ 9:37am 
Not sure what you mean, these weapons are significantly more powerful than vanilla 200m missiles on a damage level. Like, by a factor of 10+. Even with these limitations, and they are there on purpose because you need to be smarter about placement and approach with each type of turret. There's also model limitations.

These cannons will also be getting a health boost to help protect against more rapid fire, lighter damage SoonTM
Terakhir diedit oleh PhoenixTheSage; 13 Jul 2017 @ 9:39am
Whaddageek 13 Jul 2017 @ 9:40am 
Fair enough, I can get behind that. I do think upping the vertical tracking on the Mk.3's to 40-45 degrees is the way to go though, and maybe a little steeper still on just the Mk.1's and Mk.2's.
Just because they're weaker, as a midway between HDT's and Mk.3's kinda thing.
Shandoo 22 Jul 2017 @ 10:48am 
The MK3 Battlecannon can just shoot 2 rounds before reloading. That seems illogical, when the turret has three barrels.
PhoenixTheSage  [pengembang] 22 Jul 2017 @ 10:51am 
...what do you mean? The magazine is 3 shells...and it fires 3 shells before reload...at least that is how it is setup :P

Question, are you in survival and if so, what inventory multiplier do you have? For reference...
I still need to adjust many inventory sizes for the turrets for the next update, so maybe that's why.
Terakhir diedit oleh PhoenixTheSage; 22 Jul 2017 @ 10:59am
Shandoo 22 Jul 2017 @ 11:06am 
I just tested it again in creative and found the reason. The cannon can indeed fire three times, but for some reason it sometimes fires two rounds at once. I did not notice that before.
PhoenixTheSage  [pengembang] 22 Jul 2017 @ 11:09am 
It's setup so you can try to tap to get one or two shots off at a time depending how sensitive you tap, or you can just hold down for the full volley, while the AI will just always use the full volley.
Terakhir diedit oleh PhoenixTheSage; 22 Jul 2017 @ 11:10am
Shandoo 22 Jul 2017 @ 11:21am 
Thank you for your quick response. These weapons are awsome. Especially the model and firing animation of the X-3 cannon.
Whaddageek 22 Jul 2017 @ 7:33pm 
I figured that was the case myself, Phoenix, but you need to reduce the firing rate a little. Right now even a gentle tap will fire off the first two shots near-simultaneously.
isdajon 14 Agu 2017 @ 3:47pm 
I dont know if you know about this, but I found a exploit that allows you to added extra armor to guns where armor should not go. For example with the stacked battery you can put a block in the barrel and it will protect the gun and it still can fire normaly. This also works with the larger turrets. I would put a picture but I do not know how to add them to comments.
PhoenixTheSage  [pengembang] 14 Agu 2017 @ 5:14pm 
I'm aware, but unfortunately there is little we can do about it. The placement sizes are already very big and the reason the placement sizes on the vanilla turrets are so big, despite the actual turrets being so small, is that Keen wanted to prevent this exact thing.

Personally, I don't think it really provides any -real- advantage for a few reasons, not the least of which is that it increases the likely-hood of your weapons destroying themselves. If a fix is possible like with possibly new, accurate, collision models in the future I will implement it.

As for the battery guns specifically, I think I can at least fix those in the next update without it adversely affecting peoples designs.
isdajon 14 Agu 2017 @ 6:46pm 
Ok, thanks for the help.
Can you post the ranges, or add them to that linked spreadsheet? Also I would really love to see more detailed information in-game tooltips; at a minimum add the type of ammo the gun would accept, if possible also add maximum range.
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