You missed two things. One there was a hidden upgrade to the beacon. Beacons are now useful. they transmit to 200km and if you can see it you can use it as a jump point and find the location in you jump menu. So now fleets can regroup easier and you can call a whole fleet to your location if you have a big enough faction Two there is an option in the cockpit menu that gives you a programing option for when you are target locked. So you can make an alarm or auto drop decoys.
So the game won't tell you automatically if another player has you in a target lock, but you CAN set it up to do so. Cockpits, control stations, etc. have a toggle option in their control terminal to trigger something when their grid is locked onto, rather like a button panel triggers things. So one could set up the cockpit to trigger some red emergency lights, or an alarm off a sound block. Or even trigger a timer; then the timer could trigger multiple things like turning on weapons and sounding alarms all at once.
800m is a handicap. Still does nothing to make small grid relevant like something akin to tracking of turrets. Or well anything that allows them too not get cockpit sniped within 800m and well GL getting hits past that in vanilla.
The thing about the Aiming Time for the Assist is dependent on the Distance to the Target and its Size, as a Bigger/Closer Target gives of a Better Signal, plus you can’t Target something out of your Weapons range
I really appreciated you taking the time to highlight how the paid-for equipment is largely just reskins of existing. All the weapons and the new controller are free. I don't consider better seating to be OP in combat.
I don't know why, but I really like the turret spot light, lol... it'll be great for immersion when exploring or defence or even better 'escaping jail' scenes, haha!!
From what I understand you can tell the cockpit/control seat to trigger something when locked/locking, if so it could be as easy as adding an alarmblock to get an alert
@@jimbothegymbro7086 yeah it has always confused me why they show the reactors oozing gas and not harming the player in any way. It would be so much cooler if they damaged the player slowly
1:00 - 1:02 Apologize to Whiplash141 this instant. *Yes, I'm aware that many servers are still stuck in the dark ages as a result of having a blanket ban on scripts, but goddamnit this man deserves some goddamned recognition for his efforts.
I'd credit LSG with getting me into Space Engineers. I remember watching his videos on how to make your own custom turrets using rotors and gyros and here we are years later and you can finally do it with a handy vanilla block!
I always thought the combat of SE was lacking. You have a game full of possibilities, but if you want a gun, you basically have to use a mediocre one or use scripts that more often than not are not perfect. That was something I thought would never change, so the new custom turret controller is like a miracle for me. Though, I would critique some of the new built in turrets. Wouldn't it be cool if you HAD to built your own custom turrets if you wanted eg autocannons or artillery?
warfare 3: gunmaker basically you have various barrels, firing mechanisms and solenoids, and there is a new production block with a vending machine-like UI to make custom ammo: if the ammo however, would not work in the gun, there is a 50/25/25 chance it works, duds or detonates the ammofactory and surroundings.the guns are all fixed guns to further give use to the turret controller
I'd have a couple problems with relying exclusively on custom turrets. First is lag; every custom turret is a minimum of two grids, each of which will have their own velocities and hitboxes that interact with each other and the main grid in complex ways, it's adding a dozen factors per turret that the computer has to take into account every second. With an in-game turret though, it's just a one block on one grid, and the computer doesn't need to work as hard to keep track of it. Second problem is just ease of maintenance and manufacture, which is pretty self-explanatory. Heck, you can't even build the ball turrets he's using in the video without a crane or tug of some kind. I think the way they did it was very nice; the custom turret controller makes it miles easier to build your own, but they also give you an easy way out if you don't want to bother with that.
I always thought the game was about engineering, building cool stuff with simulated physics. But for some reason people just want guns... It's not like we don't have other games that do the shooting part much better...
@@anakreonmh87 That's why I think that the premade turrets are in the way of the game. In a true game of engineering, you have to engineer everything, including the guns. That way, shooting becomes just another part of the engineering
@@anakreonmh87 before we used to do the engineering, just with guns. people and myself included just really like warfare engineering, and also trauma from a few bad apples on server UK#2 called the imperium of man scarring us into battle readiness after losing our duck on wheels to kinetic bombardment dreadnoughts shaped like phalluses that yeet heavy armour penetrators from the "glans" and say "get Jizzed on Slaneeshi"
Gonna love the light turret... 2 or 3 from multiple angles... set to track friend... = plenty of spot on light when working in the dark, no wasted energy for flood lights
Could set up a drone to follow you and track you with a spotlight as well especially of your playing with the space got real mod (it makes night time as dark as being underground)
One thing I love about Keen is that they always revolutionise SE with almost every update. They don't give you bonuses if you buy stuff and they can balance stuff pretty well.
It'd be cool if they made a toggle that let's you only lock onto grids with power, no power, ai controlled, player controlled, or all grids. I feel this would help during battles to avoid locking onto debri, and post battle for finding debri to salvage.
LSG was the MVP of the Q&A section of the update stream. Thank you for asking the good questions! And I don't think Xocliw will ever recover from the fire in your words XD
Keen really outdid themselves on this one. I was more than happy to buy the premium content. After all, it's only the price of a coffee. They definitely earned my buying them a coffee. Always good to show support for devs who listen to and care about their customers.
@@victic6679 Lol, spoken like a child with no income of their own. Nobody's forcing you to buy cosmetic content. I will say, the only premium content that should have been free is the transparent LCD; that's actually a really, really useful block, and I use it in nearly all my builds.
The Large Railgun's charge sound reminds me of the Orbital Macro-Cannons in Halo 2, which are described in the literature as sounding like a "Funeral Bell."
Halo uses MAC cannons. ie, Magnetic Accelerator Cannon cannons(a bit like ATM machines :p ). Think you're referencing the Super-MACs featured in Halo 2? Only macro cannons I can recall are from warhammer 40k.
I had this thought of what if someone made an Ore targeting script for spotlights to focus on. And then we can find it more easily between two focused Spotlights!
what I find sad is that there's so many new (and great looking/sounding) weapons coming out yet there's still no AI factions to shoot them with.. I get it, MP brings more sales in, but still I have hope that eventually this game will grow into an X3-type of sandbox where even SP people can have fun with warfare and economics.. guess SE will keep gathering dust in my library for a few more years at least
This is by far always been the biggest draw back with SE. You have all these amazing mechanics to build and fly ships, but there's nothing to do with them. From the depths is in many ways a very similar game, albeit alot more clunky and ugly, but it's a lot more enjoyable because they do have this aspect.
Heads up for lock-on for like missiles and stuff. Your ship does detect being locked on, but you need to put some kind of alert system up so it actually shows if someone is locked on. One idea is like a light on the nose that blinks when you get locked on.
fyi, the railgun, artillery, and assault cannon have just under 2x range compared to the gatling and autocannons if my testing is correct. large railgun has penetrated more than 20 blocks of light armor in atmosphere testing
When there is a SE update this is my long time place to come. Quality as always. Aaron gives the best "from the gamer's" practical perspective every time. Overall Im happy to see the hanger door blocks the most. I have long awaited a new look or something. I just wish they give us a longer variant.
I see the railgun as more of a infiltration weapon Mark a critical system and then the railgun knocks it out and kills the power to different systems such as maybe knocking out a battery bank and a generator meaning a ship instantly looses power or will quickly run out Or used to do minimal damage to a ship but kill a bounty target or what ever Easy way to fight against the railgun is redundant systems and an atypical bridge location that is full armored Glancing shot at the back to obliterate multiple thrusters i guess is also a thing it can do For the sliding door it would have been way better as a self contained airlock… they missed a chance at a good block design there 2 sliding doors 1 each side with that giant block off to the side as an air vent for pressurising and depressurising Or at the very least just 2 sliding doors so minimal air gets vented in space constrained ship’s
5:53 Turrittt! New content looks quite nice so far. Would be cool to see a little more of this controller thing, settings and turret to hinge applications. Ion thrusters should be overhauled (especially compared to amount of detail sreactor or turrets have).
Are we ever getting some more colony wars type stuff? Because with the combat updates i wonder how you will handle non modded weapon battles as experiment
the fact that the lock increases when you have debris around you gives a nice option to make noise screens around your ship by just ejecting blocks that are part of your ship
You forgot to put in your toolbar a sound block amp specifically for the cockpit to trigger it, then you can make an alarm sound if you’ve been targeted, and you can also set up the action for if it isn’t targeted which is basically allowing you to turn it off when they unlock location with you.
I'm mind blown by this dlc given the rising popularity and success of weapon mods. They are amazing for making basically a turret maker...removes all the complicated clunkyness I'm so happy
@@cpt-cheese3489 I don't think its that simple. From the behind view of that thing, you can't even see the hinge part. And the guns and ore detectors are a half a block inset into the hinge. No way to conveyor the guns attaching them to the small hinge part anyway. Something is missing or a mod is being used.
Make a large hinge, delete the head part of the hinge, scroll through your hinge parts for a small ship until you see the 1 x 1 head version, attach it to the hinge base. No mod needed, 100% vanilla.
I like that it takes longer to lock targets with debris around them. Opens up better opportunities for tactics like "play dead", or hiding in debris fields, etc
You can make heat seeking missiles now :D With the new turret block you can have it steer the missile towards a target :D I haven’t been able to lock the missiles remotely though :( But you can consistently hit targets 2km+ away if you send the missile within the 600m targeting radius, which is easy for stationary targets, difficult for moving targets.
@@MediumRareOpinions Nope, only uses the new block :) Here’s a video of it working with a link to the steam workshop m.th-cam.com/video/PyWpzZYSQKE/w-d-xo.html
@@beaconofwierd1883 neat, I'm curious how did you set up the controller block for that? I had largely relegated my missile launcher ships to the graveyard for various reasons but I'm interested in new techniques that could bring those blueprints out of mothball.
@@MediumRareOpinions If you look at the inside you can see that it’s actually a ”turret”, with the 4 gyros as a base, and the the whole missile is the ”gun”, so the turret block tried to point the ”gun” towards the target :)
Player made weapons idea: remote controlled or kinetic projectile (bomb) with a tip of heavy armor or blast door (for penetration), a medium cargo container full of ammunition for gatling gun, a gatling gun aimed at the container and a sensor witch shoots the gatling gun, plus a small battery. From the tests I did (quickly in an hour) I managed to cut a ship (light armor) in two, usually about 3 layers of armor are destroyed.
@@Rallysoldier it won't work too well, the problem is penetration, at 100 m / s with small grid you need at least 6 layers of heavy armor on the tip, so you can penetrate a single layer of light armor (because the blocks are destroyed on impact) most likely it will not penetrate enough and the autocanons will remain on the outside the same goes for warheads and the container, only in this case the explosion has the opportunity to do damage
Interesting thing is, that out of three guns for small grids, the autocannon has highest firepower, followed by ye olde gatling gun and the assault gun is at the end, although following gatling closely. Firepowers are approximately 10:7:6 for autocannon:gatling:assault (tested vs large grid light armor). Of course that's *just* firepower. It may be more devastating to pierce armor and what's behind with assault cannon than to wash armor in gatling bullets that would just do surface damage. And then there's 1400m range on the assault cannon and the fact the shells aren't exceedingly expensive (you still pau like 40% of whole gatling ammo box for single shot, but no uranium or platinum needed like for rockets).
By the statements of the devs the locking is dependant on size and distance. larger signeture = faster lock. Further away = slower lock. As for weapons this ones unconfirmed but ive heard that they scan a 800 auto targeting by defult and when you lock you extend that fire range of all turrets to their max of 2km
The Searchlight could also help with Atmosphere fights. If you have a multicrewed ship with manned turrets, a couple searchlights helping the gunners target would be a big help.
FYI, player ball turrets STILL have the same flaws they used to: literally any hit will break them. I imagine Keen will fix this soon given that player-made turrets are now officially supported, but when fighting against AI with Gatling guns your player-made turrets won't last very long. I am very glad to see the obsolescence of MART and AI turret slaving scripts. And also very happy that the new searchlight functions as a steerable camera, so you don't have to use jittery MART turrets for raycast target acquisition anymore.
Praiseth Almighty Clang. For we have been blessed with new tools to bring our enemies the glorious fate of launching themselves to places far beyond. Bare witness, for we stand at a new dawning. Go and bring lag to far away places, bless those with low ping the gift of desync, and show our lost brotherine and sisterine the way, the true way, of Almighty Clang. Haileth our destroyer and creator, Clang.
I just love how keen actually listen to their player base. Space engineers and maybe even rust are the best games Purely just because they listen and implement.
So, you put a question regarding the new windows and their power in relation to base windows. I figured, why not math? I used the recently-updated BuildInfo (bleeding edge) to get the values of integrity and damage for the weapons, I compared only the fixed weapons in small grid, except for the artillery that is large grid only. BI mentions windows have a x7 damage taken from explosions as well, so I took that into account. As it is, it takes 11 gatling shots to kill a base window, and 16 to kill a bridge window. Autocannon, those kill a base window in 4 hits, and a bridge window in 5 hits. Any other weapon just obliterates those windows for twice their integrity at minimum. Given the rate of fire of a gatling gun, I doubt they have a noticeable disadvantage against bridge windows, the autocannons are slower than gatlings and taking one more shot MIGHT be an advantage, maybe. But windows are still the most fragile pieces of the build in all cases and one more shot shouldn't make much of a difference, particularly since those pieces are getting shot by autocannons there's probably a great deal of volume going on in there.
One handy thing about the new stock turrets compared to a home made one is they are much tougher to break. They have hundreds of steel plates in the top layer of the artillery and assault cannon turret. So while you can make a player made turret with more firepower, the standard ones with a welder underneath them are going to be significantly more durable. I'm hoping they update the gatling and missile turrets to the same style and durability for the next update.
Damn, still covering videos huh. Respect dude! I tought i finally had all the fun i could have and was done with space engineers. Seeing this vid im installing again, and probably gona double the playtime :p Thank you for the vid
Good stuff, but I feel we need hostile spawns which have these weapons too, existing drones and cargoships will be sitting ducks against the 2000m range of the big guns.
Okay I was skeptical but damn that gunner control block is EXACTLY what this game needed I haven't checked in game yet, but could you make a quick tutorial on setting them up? Unless it's super easy. I'm so used to giving up trying to figure out rotors, etc. Lol
I really appreciate the devs for wanting to make sure none of their DLC's are pay to win and are entirely cosmetic. I haven't played the game in some time and saw this video, when I saw that all these were free I was baffled that they made a dlc just for the cosmetic stuff. I was sure all the items would be paid for.
for the ball turrets, at least with the assault cannons, i'd set them up to where instead of firing all at once, they fire after, in this instance, every quarter of the rate of fire of one cannon. let's say one cannon fires every two seconds. you have the first cannon fire, half a second later, the next cannon, and the next half a second, the next, and so on. this way it's continuous fire, easier to shoot down enemy fighters
another great video as usual thx LSG it would be nice to see an in depth testing of the new decoy and exploding/leaking hydrogen and oxygen tanks so we can find out if it's better to keep less hydrogen in your tanks on combat ships like if it's better to have them in more tanks and have each of them less full and see how the leaking system works and if the tanks being more damaged makes them leak faster, and then testing how much damage the do when they explode.
I think this is the first time I'm really happy with a SE DLC... Of course I'm too broke to buy it anyway lol. And the new weapons and functional blocks are amazing
I want someone to take these new weapons and previous weapons and try to make some functional mechs from battletech in the game even if it's just the trash can that is the urbanmech
The Searchlight is they coolest thing in that DLC in my opinion, tho it is not pay to win as you can just slap a normal Searchlight on all your Turrets to shine the way you aim
The video is rushed to not waste our time but it was so quickly paced I can barely settle on a concept before it moved on... I kinda wish SE would go back to the days of Xocliw explaining everything in the update vid instead of flashing cinematics at us and expect us to tune in to their livestream. Anyway, about the update: it looks great and the Weaponcore-ish mechanics are nice. That said, the 2km range is laughable, they should increase it by a magnitude or more.
If you can tell a turret to target the player or teammates the spotlight turrets could be useful in underground base building after all it gets dark and light is useful
Is it possible to offset the firing of weapons on the ball turret? Let's say you want a more flak oriented weapon or just make it look cool like having only 1 gun firing each time you click out of the 4 guns. Or would that be less effective for practical use?
What I want to know is how to set the locked target for turrets... there is Copy Target, and select subsystem, which sometimes (rarely) does what I suppose is should, but most of the time it doesn't :( It's a complete mystery to me
thats what i like about space engineers all the important bits are included in the update for free and only visual things are released as a dlc unlike games like skyrim where survival which should have been in the base game is a paid dlc
It's a shame the Artillary gun is not available for small grid builds. Not as big and powerful as a rail gun but I love the highly parabolic trajectory of Artillary. Always wanted the ability to fire over hills and ridges with another player playing foreward observer through Discord
You missed two things.
One there was a hidden upgrade to the beacon. Beacons are now useful. they transmit to 200km and if you can see it you can use it as a jump point and find the location in you jump menu. So now fleets can regroup easier and you can call a whole fleet to your location if you have a big enough faction
Two there is an option in the cockpit menu that gives you a programing option for when you are target locked. So you can make an alarm or auto drop decoys.
Would the decoys even be effective now? Since turrets will just prioritize the lock and not the first ship they see?
Amazing tiddbit man!
@@Rallysoldier As far as I remember decoys still are targeted first.
Fire a beacon drone to an enemy ship and you can easily jump to it
@@Rallysoldier Decoys were reworked so they are prioritzed first
So the game won't tell you automatically if another player has you in a target lock, but you CAN set it up to do so. Cockpits, control stations, etc. have a toggle option in their control terminal to trigger something when their grid is locked onto, rather like a button panel triggers things. So one could set up the cockpit to trigger some red emergency lights, or an alarm off a sound block. Or even trigger a timer; then the timer could trigger multiple things like turning on weapons and sounding alarms all at once.
Oh that's cool, an automatic warning system, there's a lot you could do with that, such as escape pods
@@Leffrey Or dodge the railgun before turning your ship into a cheese theme ship.
@@cristianalvarez5803 seriously underrated comment
[emergency jump activated]
You have saved the life of countless space engineers.
ive been watching this guy for YEARS
Same
Man the first episode with tazoo was a long time ago...
Same
thank you Mr president
Same, im 17 now but i used to watch when i didn't even have a pc and i was so amazed at space engineers.
The turret maker and the new seats make this worth every penny.
1:19 that hinge turret is sexy as hell
and then it doesnt cost much .. I mean under 5 dollars (3,29€)
Is the turret make on console
Yeah, the turret auto-maker is sexy as hell. Makes it so easy to make custom turrets now. So good
Just change some lines in a .txt file :)
That custom turret controller is a godsend.
I haven't used it yet... But its so good as a decoration item
800m is a handicap. Still does nothing to make small grid relevant like something akin to tracking of turrets. Or well anything that allows them too not get cockpit sniped within 800m and well GL getting hits past that in vanilla.
or you could just... yknow... get MART
Though there are scripts.
@@nonnayobuissness5682 MART?
The thing about the Aiming Time for the Assist is dependent on the Distance to the Target and its Size, as a Bigger/Closer Target gives of a Better Signal, plus you can’t Target something out of your Weapons range
I like the color coding idea! Thanks for making free vs. paid stuff so clear.
I really appreciated you taking the time to highlight how the paid-for equipment is largely just reskins of existing. All the weapons and the new controller are free. I don't consider better seating to be OP in combat.
The seat really only help for compact transport ships that are jumping around a lot
It's the "He just has a good gaming chair" thing.
I don't know why, but I really like the turret spot light, lol... it'll be great for immersion when exploring or defence or even better 'escaping jail' scenes, haha!!
It will be great for illuminating night battles and directing player controlled turrets to targets, or rocket launchers
I shall illuminate my bases brighter than Berlin in 1945
From what I understand you can tell the cockpit/control seat to trigger something when locked/locking, if so it could be as easy as adding an alarmblock to get an alert
It would be really cool for them to add a Geiger counter tick that speeds up when you get closer to uranium ore, ingots and reactors.
And radiation damage from busted reactors would be neat nothing drastic just some DOT
@@jimbothegymbro7086 yeah it has always confused me why they show the reactors oozing gas and not harming the player in any way. It would be so much cooler if they damaged the player slowly
@@Ballissle it would also give a reason to use hydrogen engines paste super early game
whats really cool about the new blast doors is that theyre entirely seamless- it look like one big long door when theyre placed together
1:00 - 1:02
Apologize to Whiplash141 this instant.
*Yes, I'm aware that many servers are still stuck in the dark ages as a result of having a blanket ban on scripts, but goddamnit this man deserves some goddamned recognition for his efforts.
I'd credit LSG with getting me into Space Engineers. I remember watching his videos on how to make your own custom turrets using rotors and gyros and here we are years later and you can finally do it with a handy vanilla block!
With all these updates making combat better, I'd love to see a return of the Drone Fighting League, or something similar to it.
Yes, I would like such a series as well
I always thought the combat of SE was lacking. You have a game full of possibilities, but if you want a gun, you basically have to use a mediocre one or use scripts that more often than not are not perfect. That was something I thought would never change, so the new custom turret controller is like a miracle for me.
Though, I would critique some of the new built in turrets. Wouldn't it be cool if you HAD to built your own custom turrets if you wanted eg autocannons or artillery?
warfare 3: gunmaker
basically you have various barrels, firing mechanisms and solenoids, and there is a new production block with a vending machine-like UI to make custom ammo: if the ammo however, would not work in the gun, there is a 50/25/25 chance it works, duds or detonates the ammofactory and surroundings.the guns are all fixed guns to further give use to the turret controller
I'd have a couple problems with relying exclusively on custom turrets. First is lag; every custom turret is a minimum of two grids, each of which will have their own velocities and hitboxes that interact with each other and the main grid in complex ways, it's adding a dozen factors per turret that the computer has to take into account every second. With an in-game turret though, it's just a one block on one grid, and the computer doesn't need to work as hard to keep track of it. Second problem is just ease of maintenance and manufacture, which is pretty self-explanatory. Heck, you can't even build the ball turrets he's using in the video without a crane or tug of some kind.
I think the way they did it was very nice; the custom turret controller makes it miles easier to build your own, but they also give you an easy way out if you don't want to bother with that.
I always thought the game was about engineering, building cool stuff with simulated physics. But for some reason people just want guns... It's not like we don't have other games that do the shooting part much better...
@@anakreonmh87 That's why I think that the premade turrets are in the way of the game. In a true game of engineering, you have to engineer everything, including the guns. That way, shooting becomes just another part of the engineering
@@anakreonmh87 before we used to do the engineering, just with guns.
people and myself included just really like warfare engineering, and also trauma from a few bad apples on server UK#2 called the imperium of man scarring us into battle readiness after losing our duck on wheels to kinetic bombardment dreadnoughts shaped like phalluses that yeet heavy armour penetrators from the "glans" and say "get Jizzed on Slaneeshi"
Gonna love the light turret... 2 or 3 from multiple angles... set to track friend... = plenty of spot on light when working in the dark, no wasted energy for flood lights
Could set up a drone to follow you and track you with a spotlight as well especially of your playing with the space got real mod (it makes night time as dark as being underground)
Even if the spotlights gave an advantage to paying players, the turret control block would allow for a comparable tracking spotlight too.
Yeah there's all sorts of stuff we can build with that thing
I’d go a step further and and say custom turrets are better since you can have a turret combined with a spotlight
Real bombs and shells have yellow striping denoting live ammunition. Inert stuff has blue striping. Neat little detail.
One thing I love about Keen is that they always revolutionise SE with almost every update. They don't give you bonuses if you buy stuff and they can balance stuff pretty well.
It'd be cool if they made a toggle that let's you only lock onto grids with power, no power, ai controlled, player controlled, or all grids. I feel this would help during battles to avoid locking onto debri, and post battle for finding debri to salvage.
Until someone keeps turning their power on/off to screw with your locking onto them
@@Martingray7875 that would be annoying, but choosing the all option would beat that.
@@Martingray7875 Reactors should have startup time, as well as batteries but faster giving them advantage
LSG was the MVP of the Q&A section of the update stream. Thank you for asking the good questions!
And I don't think Xocliw will ever recover from the fire in your words XD
Keen really outdid themselves on this one. I was more than happy to buy the premium content. After all, it's only the price of a coffee. They definitely earned my buying them a coffee. Always good to show support for devs who listen to and care about their customers.
How about you buy a calculator real quick, add up all dlc available and see how much they "care about their customers" huh.
@@victic6679 Lol, spoken like a child with no income of their own. Nobody's forcing you to buy cosmetic content. I will say, the only premium content that should have been free is the transparent LCD; that's actually a really, really useful block, and I use it in nearly all my builds.
@@victic6679
Then they’re getting multiple coffees. Plain and simple
The Large Railgun's charge sound reminds me of the Orbital Macro-Cannons in Halo 2, which are described in the literature as sounding like a "Funeral Bell."
Halo uses MAC cannons. ie, Magnetic Accelerator Cannon cannons(a bit like ATM machines :p ). Think you're referencing the Super-MACs featured in Halo 2?
Only macro cannons I can recall are from warhammer 40k.
@@WulfgarOpenthroat I tried to type MAC, but autocorrect thinks I'm using much fancier words in sentence thingies.
I had this thought of what if someone made an Ore targeting script for spotlights to focus on. And then we can find it more easily between two focused Spotlights!
what I find sad is that there's so many new (and great looking/sounding) weapons coming out yet there's still no AI factions to shoot them with.. I get it, MP brings more sales in, but still I have hope that eventually this game will grow into an X3-type of sandbox where even SP people can have fun with warfare and economics.. guess SE will keep gathering dust in my library for a few more years at least
I wish i really wish :(
This is by far always been the biggest draw back with SE. You have all these amazing mechanics to build and fly ships, but there's nothing to do with them.
From the depths is in many ways a very similar game, albeit alot more clunky and ugly, but it's a lot more enjoyable because they do have this aspect.
With mods you can add AI.
Heads up for lock-on for like missiles and stuff. Your ship does detect being locked on, but you need to put some kind of alert system up so it actually shows if someone is locked on. One idea is like a light on the nose that blinks when you get locked on.
I'm willing to bet someone's already put and LCD script on the workshop for it
fyi, the railgun, artillery, and assault cannon have just under 2x range compared to the gatling and autocannons if my testing is correct. large railgun has penetrated more than 20 blocks of light armor in atmosphere testing
When there is a SE update this is my long time place to come. Quality as always. Aaron gives the best "from the gamer's" practical perspective every time.
Overall Im happy to see the hanger door blocks the most. I have long awaited a new look or something. I just wish they give us a longer variant.
I see the railgun as more of a infiltration weapon
Mark a critical system and then the railgun knocks it out and kills the power to different systems such as maybe knocking out a battery bank and a generator meaning a ship instantly looses power or will quickly run out
Or used to do minimal damage to a ship but kill a bounty target or what ever
Easy way to fight against the railgun is redundant systems and an atypical bridge location that is full armored
Glancing shot at the back to obliterate multiple thrusters i guess is also a thing it can do
For the sliding door it would have been way better as a self contained airlock… they missed a chance at a good block design there
2 sliding doors 1 each side with that giant block off to the side as an air vent for pressurising and depressurising
Or at the very least just 2 sliding doors so minimal air gets vented in space constrained ship’s
5:53 Turrittt!
New content looks quite nice so far. Would be cool to see a little more of this controller thing, settings and turret to hinge applications.
Ion thrusters should be overhauled (especially compared to amount of detail sreactor or turrets have).
Are we ever getting some more colony wars type stuff?
Because with the combat updates i wonder how you will handle non modded weapon battles as experiment
I'd personally love to see more colony wars content with these new updates
Man I really wish the the exhaust vents had a kind of steam bursting effect whenever opened.
the fact that the lock increases when you have debris around you gives a nice option to make noise screens around your ship by just ejecting blocks that are part of your ship
Refreshing to just see reskins in DLC, I feel this should be the way forward in future...
You forgot to put in your toolbar a sound block amp specifically for the cockpit to trigger it, then you can make an alarm sound if you’ve been targeted, and you can also set up the action for if it isn’t targeted which is basically allowing you to turn it off when they unlock location with you.
Imagine the fortress you could build with this for players to attack! :D Can't wait
imagine people actually screaming about a huge update that costs about the same as a coffee...an update for a game thats 8 years old.
I'm mind blown by this dlc given the rising popularity and success of weapon mods. They are amazing for making basically a turret maker...removes all the complicated clunkyness I'm so happy
Never knew you could make a ball turret like that! How did he do it??
Replying here for the same question, I can't figure it out.
Large grid hinge without the middle bit, then a small grid top bit attached via the control panel
@@cpt-cheese3489 I don't think its that simple. From the behind view of that thing, you can't even see the hinge part. And the guns and ore detectors are a half a block inset into the hinge. No way to conveyor the guns attaching them to the small hinge part anyway. Something is missing or a mod is being used.
Make a large hinge, delete the head part of the hinge, scroll through your hinge parts for a small ship until you see the 1 x 1 head version, attach it to the hinge base. No mod needed, 100% vanilla.
@@tazmania52d Either I'm not understanding, or that doesn't work.
FYI: Some buds tested glass armor. Don't bother. The new high pen weapons cleave through it like butter. Glass armor is dead, especially on welders.
Which makes sense, glass isn't as good as real armor. Though the [now old] glass armor trick was funny.
I like that it takes longer to lock targets with debris around them. Opens up better opportunities for tactics like "play dead", or hiding in debris fields, etc
You can make heat seeking missiles now :D With the new turret block you can have it steer the missile towards a target :D I haven’t been able to lock the missiles remotely though :( But you can consistently hit targets 2km+ away if you send the missile within the 600m targeting radius, which is easy for stationary targets, difficult for moving targets.
Is that taking advantage of the missile scripts which are directed by the remote block?
@@MediumRareOpinions Nope, only uses the new block :) Here’s a video of it working with a link to the steam workshop m.th-cam.com/video/PyWpzZYSQKE/w-d-xo.html
@@beaconofwierd1883 neat, I'm curious how did you set up the controller block for that?
I had largely relegated my missile launcher ships to the graveyard for various reasons but I'm interested in new techniques that could bring those blueprints out of mothball.
@@MediumRareOpinions If you look at the inside you can see that it’s actually a ”turret”, with the 4 gyros as a base, and the the whole missile is the ”gun”, so the turret block tried to point the ”gun” towards the target :)
@@beaconofwierd1883 thats quite clever, I'm impressed and I think I'll have a bit of fun testing these out myself
I gotta figure out how to make a ball turret like that now
Player made weapons idea: remote controlled or kinetic projectile (bomb) with a tip of heavy armor or blast door (for penetration), a medium cargo container full of ammunition for gatling gun, a gatling gun aimed at the container and a sensor witch shoots the gatling gun, plus a small battery. From the tests I did (quickly in an hour) I managed to cut a ship (light armor) in two, usually about 3 layers of armor are destroyed.
Imagine a kinetic weapon that penetrates armor and delivers a autocanon within the target ship that starts firing INSIDE the ship
@@Rallysoldier it won't work too well, the problem is penetration, at 100 m / s with small grid you need at least 6 layers of heavy armor on the tip, so you can penetrate a single layer of light armor (because the blocks are destroyed on impact) most likely it will not penetrate enough and the autocanons will remain on the outside the same goes for warheads and the container, only in this case the explosion has the opportunity to do damage
Oh man. I can already see those updates to BattleStar Galactica projects :D Those gun will fit it perfectly!
Awesome update.
it sucks that you can only designate one elevation rotor for the Custom Turret Controller though
I think it's an intentional soft cap on the number of gubs
Interesting thing is, that out of three guns for small grids, the autocannon has highest firepower, followed by ye olde gatling gun and the assault gun is at the end, although following gatling closely. Firepowers are approximately 10:7:6 for autocannon:gatling:assault (tested vs large grid light armor). Of course that's *just* firepower. It may be more devastating to pierce armor and what's behind with assault cannon than to wash armor in gatling bullets that would just do surface damage. And then there's 1400m range on the assault cannon and the fact the shells aren't exceedingly expensive (you still pau like 40% of whole gatling ammo box for single shot, but no uranium or platinum needed like for rockets).
By the statements of the devs the locking is dependant on size and distance. larger signeture = faster lock. Further away = slower lock. As for weapons this ones unconfirmed but ive heard that they scan a 800 auto targeting by defult and when you lock you extend that fire range of all turrets to their max of 2km
The Searchlight could also help with Atmosphere fights. If you have a multicrewed ship with manned turrets, a couple searchlights helping the gunners target would be a big help.
FYI, player ball turrets STILL have the same flaws they used to: literally any hit will break them. I imagine Keen will fix this soon given that player-made turrets are now officially supported, but when fighting against AI with Gatling guns your player-made turrets won't last very long. I am very glad to see the obsolescence of MART and AI turret slaving scripts. And also very happy that the new searchlight functions as a steerable camera, so you don't have to use jittery MART turrets for raycast target acquisition anymore.
Praiseth Almighty Clang. For we have been blessed with new tools to bring our enemies the glorious fate of launching themselves to places far beyond. Bare witness, for we stand at a new dawning. Go and bring lag to far away places, bless those with low ping the gift of desync, and show our lost brotherine and sisterine the way, the true way, of Almighty Clang. Haileth our destroyer and creator, Clang.
I just love how keen actually listen to their player base. Space engineers and maybe even rust are the best games Purely just because they listen and implement.
Now all they've got to do is add more vanilla AI and it'll be great
I cant wait to see players making giant battleships just bristling with guns!!!
I can't wait to see the little infiltration ships come out since there's a small grids railgun
So, you put a question regarding the new windows and their power in relation to base windows. I figured, why not math?
I used the recently-updated BuildInfo (bleeding edge) to get the values of integrity and damage for the weapons, I compared only the fixed weapons in small grid, except for the artillery that is large grid only. BI mentions windows have a x7 damage taken from explosions as well, so I took that into account.
As it is, it takes 11 gatling shots to kill a base window, and 16 to kill a bridge window. Autocannon, those kill a base window in 4 hits, and a bridge window in 5 hits. Any other weapon just obliterates those windows for twice their integrity at minimum.
Given the rate of fire of a gatling gun, I doubt they have a noticeable disadvantage against bridge windows, the autocannons are slower than gatlings and taking one more shot MIGHT be an advantage, maybe. But windows are still the most fragile pieces of the build in all cases and one more shot shouldn't make much of a difference, particularly since those pieces are getting shot by autocannons there's probably a great deal of volume going on in there.
One handy thing about the new stock turrets compared to a home made one is they are much tougher to break. They have hundreds of steel plates in the top layer of the artillery and assault cannon turret. So while you can make a player made turret with more firepower, the standard ones with a welder underneath them are going to be significantly more durable.
I'm hoping they update the gatling and missile turrets to the same style and durability for the next update.
Damn, still covering videos huh. Respect dude!
I tought i finally had all the fun i could have and was done with space engineers. Seeing this vid im installing again, and probably gona double the playtime :p
Thank you for the vid
Good stuff, but I feel we need hostile spawns which have these weapons too, existing drones and cargoships will be sitting ducks against the 2000m range of the big guns.
Man, space Engineers is really getting great!
Wait… WE COULD BUILD BALL TURRETS WITH THAT! That turret block is so cool!
Slapped an aa tank together works amazing on drones and small ships absolutely love the new content
That searchlight would be quite useful for making designator turrets for turret slaving.
Okay I was skeptical but damn that gunner control block is EXACTLY what this game needed
I haven't checked in game yet, but could you make a quick tutorial on setting them up? Unless it's super easy. I'm so used to giving up trying to figure out rotors, etc. Lol
This the birth of a new way and the future of warfare
This is a very well made video, I can tell you put quite a lot of work into this one, thanks :)
I loved this update so much, sometimes I just want Elite Dangerous but with custom ships yknow 🤔
Large rail gun breaks 18 light armor or 3 heavy armor in one shot.
I really appreciate the devs for wanting to make sure none of their DLC's are pay to win and are entirely cosmetic. I haven't played the game in some time and saw this video, when I saw that all these were free I was baffled that they made a dlc just for the cosmetic stuff. I was sure all the items would be paid for.
hmm, now for multi firing patterns on those custom turrets, and theses could be very cool indeed.
for the ball turrets, at least with the assault cannons, i'd set them up to where instead of firing all at once, they fire after, in this instance, every quarter of the rate of fire of one cannon. let's say one cannon fires every two seconds. you have the first cannon fire, half a second later, the next cannon, and the next half a second, the next, and so on. this way it's continuous fire, easier to shoot down enemy fighters
With the new custom turret block you can make your own search light
at the beginning of the video, what block is inside that quad turret hinge so it can use four small grid auto-cannons?
another great video as usual thx LSG it would be nice to see an in depth testing of the new decoy and exploding/leaking hydrogen and oxygen tanks so we can find out if it's better to keep less hydrogen in your tanks on combat ships like if it's better to have them in more tanks and have each of them less full and see how the leaking system works and if the tanks being more damaged makes them leak faster, and then testing how much damage the do when they explode.
I believe we should be able to make our own spotlights with the new turret control block so the spotlight block is just a pre-built thing,
11:20 The helm isn't a "control panel", it functions like a cockpit/control seat.
A cool addition would be a small grid coilgun. Short charging time and then a burst.
I think this is the first time I'm really happy with a SE DLC... Of course I'm too broke to buy it anyway lol.
And the new weapons and functional blocks are amazing
So a bunch of new toys and skins for anyone that want's to give them money.
I realy like it. Especialy the custom turret thing
Finally a vanilla way to make custom turrets. fantastic.
I want someone to take these new weapons and previous weapons and try to make some functional mechs from battletech in the game even if it's just the trash can that is the urbanmech
never doubt the trashcan
@@genericuser984 I can do whatever I want with my custom Atlas and you can't stop me
The new ion thrusters definitely give out a an Argo Mole vibe
Awesome Update video as always, Always happy to see this game is still NOT pay to win
The Searchlight is they coolest thing in that DLC in my opinion, tho it is not pay to win as you can just slap a normal Searchlight on all your Turrets to shine the way you aim
how do you build that 4 gun turret ?
Specialista has a vid on it
I can't wait to see how all these new weapons get used
The video is rushed to not waste our time but it was so quickly paced I can barely settle on a concept before it moved on... I kinda wish SE would go back to the days of Xocliw explaining everything in the update vid instead of flashing cinematics at us and expect us to tune in to their livestream.
Anyway, about the update: it looks great and the Weaponcore-ish mechanics are nice. That said, the 2km range is laughable, they should increase it by a magnitude or more.
You can set up an action to be done when you are locked onto in your cockpit.
How did you make the turret at the beginning, it looks so cool
If you can tell a turret to target the player or teammates the spotlight turrets could be useful in underground base building after all it gets dark and light is useful
how does that ball turret work please
th-cam.com/video/tfiGDhI9O5c/w-d-xo.html
Is it possible to offset the firing of weapons on the ball turret? Let's say you want a more flak oriented weapon or just make it look cool like having only 1 gun firing each time you click out of the 4 guns. Or would that be less effective for practical use?
What I want to know is how to set the locked target for turrets... there is Copy Target, and select subsystem, which sometimes (rarely) does what I suppose is should, but most of the time it doesn't :( It's a complete mystery to me
An option comes up on screen when manually controlling it
you can use the custom turret controller to give you ship arms like outlaw star
I’m getting into space engineers this guy is the god of space engineers
ngl the intro made the update look like it was made as a promo for halo by making the blocks looks like its from the covenant
Best thing about space engineers it's not pay to get an advantage in combat.
The small reactor looks just like the base generators from Tribes 2. I am gonna have to build some sort of T2 inspired arena map now.
You can have any action happen whenever you get locked on, it's in the cockpit's settings.
thats what i like about space engineers all the important bits are included in the update for free and only visual things are released as a dlc unlike games like skyrim where survival which should have been in the base game is a paid dlc
It's a shame the Artillary gun is not available for small grid builds. Not as big and powerful as a rail gun but I love the highly parabolic trajectory of Artillary. Always wanted the ability to fire over hills and ridges with another player playing foreward observer through Discord