THE MOST POWERFUL WEAPON IN SPACE ENGINEERS!!!

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
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ความคิดเห็น • 845

  • @chad8742
    @chad8742 ปีที่แล้ว +355

    I feel like warheads weren’t made so that you could make custom missiles or bombs but rather that they were made so that you could plant them onto enemy bases sort of like C4.

    • @SignalRaptor_
      @SignalRaptor_ ปีที่แล้ว +51

      That's _if_ the interior turrets don't kill you first. Or the enemy themselves.
      I could see someone doing something master chief like from halo 2 though

    • @joshuawaldron5929
      @joshuawaldron5929 ปีที่แล้ว +23

      I think that's certainly the implied idea with a control panel on the block, while the small grid warheads seem to be intended to be used as a weapon instead

    • @oliverdickens3219
      @oliverdickens3219 ปีที่แล้ว +6

      Idk I always wanted to use them as cheap bombs to drop or throw at enemy’s

    • @rhaskia7807
      @rhaskia7807 ปีที่แล้ว +17

      They're also very good to hide in a ship, let your friend fly test it, and then remotely blow them up midair

    • @hadeshades2365
      @hadeshades2365 ปีที่แล้ว +6

      Have you looked into piston guns? A pistongun transforms every object into a projectile with a velocity of up to 1000m/s. That works with warheads as well. Missed your target? Slap a sensor on that detects enemy grids for non direct hits even in space.
      Greetings Kendoka2

  • @lastfirst5863
    @lastfirst5863 2 ปีที่แล้ว +805

    Interior turret should be higher on the list, it’s very good at the exact thing it’s designed for: killing players inside your ship with minimal collateral damage to the vessel.

    • @derdrache0512
      @derdrache0512 ปีที่แล้ว +52

      I usually use interior turrets to protect blindspots from hydromen

    • @lvl10cooking
      @lvl10cooking ปีที่แล้ว +6

      I like using them for CIWS. They can hit rockets and meteors pretty well.

    • @TheWarlock97
      @TheWarlock97 ปีที่แล้ว +4

      Personally, I think there should be a static pistol / AR weapon people can make custom turrets with using the new AI blocks which wouldn’t damage your own structures compared to the assault rifle. Not to mention pretty sure you can make more pistol bullets per batch than the AR.

    • @Johnny_200
      @Johnny_200 ปีที่แล้ว +2

      You clearly haven't seen the interior ball turret. Same space, auto reloads and is four miniguns strapped to a rotor and a hinge. Plus it's way better armored

    • @casualspawnpeeking3680
      @casualspawnpeeking3680 ปีที่แล้ว +2

      @@Johnny_200 cwis but to the power of four lol

  • @ForgeofAule
    @ForgeofAule 2 ปีที่แล้ว +54

    The thing about the railgun is that its one line. You don't have to hit the same place multiple times to reach a component, its one shot and it goes through most ships

  • @josephdeliz3455
    @josephdeliz3455 2 ปีที่แล้ว +58

    For the missile launcher, use timer blocks to Salvo. Basically you'll have a missile machine gun. Set 9 timer blocks attached to 9 rockets all set to start at 1 second. They will fire 9 rockets separately in the course of 1 second. All my vehicles have this for their rocket Turrets and it decimates all grids.

    • @subzero1456
      @subzero1456 6 หลายเดือนก่อน +1

      Should do this with the autocannon or assault cannon as its shots can't be shot down and you can shoot further than 800m.

  • @TarsonTalon
    @TarsonTalon 2 ปีที่แล้ว +13

    I'd use railguns on fighter bombers, since a fighter is likely to get closer to the enemy than a large ship will, and you can flick your wrist while flying it. It'd be used to specifically target enemy guns and engines.

  • @chriseash6497
    @chriseash6497 2 ปีที่แล้ว +11

    Another nail in the Railgun’s coffin is that after you charged it you still have to aim it, spin it up and fire. Realistically the large grid is firing more like every 70-80 secs.

  • @truesnakegod
    @truesnakegod 2 ปีที่แล้ว +3

    Despite its drawbacks I feel that the rail gun probably benefits the most from building multiple especially in a broadside type of configuration. Yes they cost a lot but building multiple can decrease the cooldown time by staggering the shots or it can be used as a quick massive burst of damage to try to increase your chances of hitting critical systems.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      I could just build artillery for nearly a third the cost and a much higher dps

  • @daheroweneed2169
    @daheroweneed2169 2 ปีที่แล้ว +9

    Obviously, the best weapon is using all weapons on a ship to cover any scenario you come across as they have their own strengths and weaknesses when fighting ships.
    I would rank the railgun higher. The one thing you forgot to mention is velocity. When shooting at ships farther away, the higher muzzle velocity means you have to lead the target less and there will be a lot less drop from gravity (main issue with artillery at a distance).

  • @dwavenminer
    @dwavenminer 2 ปีที่แล้ว +66

    Huh, surprised that the original weapon, that's been in since the start, hasn't been included: Ramming
    Ah good fun in the very early stages of game development when there were no weapons, building specialist blade ramming ships to cut other ships in half
    Also, what about the second weapon in the game:
    Gravity propelled rock cannons

    • @-_Dawg_-
      @-_Dawg_- 2 ปีที่แล้ว +5

      Unfortunately gravity based rock and ore cannons no longer work. The damage against floating ore was patched out a long time ago

    • @beanman853
      @beanman853 ปีที่แล้ว +3

      Ramming but mounting a warhead on a spar is godly

    • @guillaumerattaire290
      @guillaumerattaire290 ปีที่แล้ว +1

      im gonna ask you the question cause you seemed to have played the game, i always wonder when i watch youtube video about it...why arent they doing some sort of pod that they launch at ennemie whit a shit load of gatling on it....if the main ship is far away from the actual battle and that the ennemie is occupied whith shoting down the pod that are blocking his ways and shoting him, it meaning that the main ship could have artilery or laser canon to support from afar...but i dont know i never played the game maybe this strat sucks

    • @someroboguy
      @someroboguy ปีที่แล้ว +1

      @@guillaumerattaire290 i think i've seen a video of someone doing something similar with explosives

    • @generalshock4359
      @generalshock4359 ปีที่แล้ว +2

      @@guillaumerattaire290 someone did exactly what you said but like 10 times deadlier imagine that pod had ai and a drill on it and when it touches i ship it drills to its reactor and drops small turret drones in random areas inside the ship (it was a very old video and i dont remember what it was even called. the guy made several versions of it too i think he even made a hacking variant of it)

  • @terrakross5376
    @terrakross5376 ปีที่แล้ว +2

    I only use missiles as a "door knocker" breaching weapon for smaller ships. The idea is to quickly knock out something like a window or door so you can get inside a ship more easily/quickly. But I wouldn't use them them for pretty much anything else.

  • @TrueMetalWarlord
    @TrueMetalWarlord 2 ปีที่แล้ว +5

    As for large railgun, my way to increase their effectiveness is to add a rotor with a singe stack of blocks out like a fan blade and a circle of sensors each controlling fire now on each railgun to create a burst fire and give me a better shot spread in a critical area.

  • @ritzcracka411
    @ritzcracka411 2 ปีที่แล้ว +2

    Because of the fact that missiles can be shot down they actually make a fairly good decoy rather then a straight up weapon. If the enemy turrets are firing at the swarm of missiles coming towards them then they aren't shooting at you and if they do not have missile turrets themselves then all of your turrets are going to do damage to their ship which will end with you having a massive DPS advantage over the enemy ship plus the missiles themselves will do damage if they don't end up getting shot down which will boost the DPS advantage over your opponent even more.

  • @casualfluufy_nes7471
    @casualfluufy_nes7471 2 ปีที่แล้ว +6

    Honestly, the artillery cannon would be perfect for a Swordfish II build due to it's profile, not to mention it's slow fire rate and damage output too.

  • @lakojake4215
    @lakojake4215 2 ปีที่แล้ว +1

    The warhead is great if you know how to use it. I make rail guns with grav generators. The ammo is a large grid strip tipped with heavy armor, then a sensor, then a warhead or two and artificial mass. The sensor sets off the warhead a second after detecting the target ship, which is usually just after the ammo penetrates the target ship. It blows up inside the ship.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      Yeah, if it hits, it's only a small waste of resources

  • @nofas5883
    @nofas5883 2 ปีที่แล้ว +2

    I recently made a script that lets you control an entire array of guns (like artillery, assault cannon, railgun, etc.) and shoot them in sequence so that they don't all fire at once. The script also displays the optimal firerate for how many of those guns you have so you can have a steady stream of shots.
    It's pretty fun when you can full auto fire railgun shots with like 120 railguns shooting back to back

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      Sounds cool, I'll check it out

    • @nofas5883
      @nofas5883 2 ปีที่แล้ว

      @@Zer0sLegion I haven't uploaded it anywhere...

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      @@nofas5883 then I won't check it out...

  • @eanschaan9392
    @eanschaan9392 2 ปีที่แล้ว +2

    I find it hard to accurately class weapons for Space Engineers as they each fill a specific niche. To think of each being used as the sole weapon on a ship ignores the fact that they are not meant to be used that way. Railguns and Artillery take a long time to rechamber, but lighter weapons can cover while they reload. Light weapons are consistent, but struggle to punch through thick armor like heavies.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Yes, they struggle per shot to break through armour, but every weapon in the game has higher dps than the railgun so in the same amount of time they do more damage.

    • @eanschaan9392
      @eanschaan9392 2 ปีที่แล้ว

      @@Zer0sLegion As a flat number, yes. The point is, why have just one when you can exploit the strengths of both?

  • @ferrofeles2063
    @ferrofeles2063 ปีที่แล้ว +2

    the war head is the most fun in my opinion its an easy way to self destruct your ship or base to prevent enemy players from taking it and it can be used as a era system if done right i designed a ship that ejects sections of its armor if they become too beat up thus making the ship lighter and leaving the equivalent of the alley way garbage can and if you do it right you can get a whole mini ship installed and literally launch it towards your enemy as a weapon in and of itself or just that really aggressive ship defense lol

  • @raysandrarexxia941
    @raysandrarexxia941 2 ปีที่แล้ว +11

    I think the Railgun should do some type of EMP effect, disabling a ship for a few seconds when hit

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +6

      I feel that might be a bit too strong lol

    • @cavemanbonk8320
      @cavemanbonk8320 2 ปีที่แล้ว +2

      Its a cool idea but it's still just a kinetic projectile, the projectile itself is very similar to what modern tanks fire, just faster (and probably bigger)
      That said, vanilla energy weapons would be really cool

    • @capslfern2555
      @capslfern2555 2 ปีที่แล้ว

      It shoots a dense rod of uranium

  • @mcklucker17
    @mcklucker17 2 ปีที่แล้ว +12

    So a large grid custom ball turret packed full of autocannons would be SS tier?

    • @conflictZ0NE
      @conflictZ0NE 2 ปีที่แล้ว +7

      1 of the best weapon setups I found to be 8 autocannons on a ball turret set to Target weapons. The enemy cannot resist

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +5

      Basically yeah, the more firerate you have the better in my opinion

    • @SpacemanSpraggz
      @SpacemanSpraggz 2 ปีที่แล้ว +1

      No, custom turrets are incredibly fragile and not PCU efficient once you factor in the numerous other components to make it work. You'd be better off with a well armored fixed subgrid of longer range weapons or the standard turrets.

    • @nathanbarrett213
      @nathanbarrett213 2 ปีที่แล้ว

      @@SpacemanSpraggz after like 15 test designs I actually managed to create a custom turret that did not instantly get severed from my craft after getting shot and I have to say, once you have a functional one, they are absolutely devastating

  • @polydullmemes3497
    @polydullmemes3497 ปีที่แล้ว +2

    I like it when the gun has big boom and the damage number real big, make monkey warrior brain happy with the cinematic explosion of the enemy

  • @redranjer
    @redranjer 2 ปีที่แล้ว +5

    autocannons need a spot in A, because if you put several down they can obliterate small grids

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +3

      Yeah, you're probably right, they're very good.

  • @shawnhannah7060
    @shawnhannah7060 2 ปีที่แล้ว +2

    Just put 6 static auto cannons on a custom turret and it's really good for shooting down small and large grids.

  • @oofm4n281
    @oofm4n281 2 ปีที่แล้ว +2

    I want someone to build a ship that looks normal, but its entire inside is a GIANT custom turret with enormous firepower.

    • @nicksmans7109
      @nicksmans7109 2 ปีที่แล้ว +1

      A guy in my old faction made a giant octopus with 4 rail guns on turrets on each arm and hidden thrusters inside. And the arms were covered with normal turrets. Thing was insane!

  • @Xahnel
    @Xahnel 8 หลายเดือนก่อน +1

    So, Halo boy here, and I have some experience in rail guns.
    The railgun is NOT a midships gun. It is NOT a broadside gun. The railgun is the most effective when you are aiming down the length of the ship. You want a center mass hit that punches through the nose or the tail. It's also the sort of gun best situated for building a ship around, like the A10 warthog is built around its main cannon. It should be a forward weapon mostly concealed inside the ship's hull.
    And warheads, you're looking at the active use and missing the passive. Warheads are excellent mines. Put a little series of fabiricators on the rear, display a hologram, and craft up a deadly defensive shield.

  • @some_random_toaster
    @some_random_toaster 8 หลายเดือนก่อน +1

    Imagine a turret that doesnt fire at where you ARE, but where you are GOING TO BE.
    Its basically the first shown turret, but when it detects a player, it uses their velocity on all 3 axis (x, y, z) to predict where they are going to be, and thus, where to shoot.
    You can however confuse them with eratic and wild movements.
    How do yall like my idea?

  • @colinjoshi402
    @colinjoshi402 2 ปีที่แล้ว +5

    Why use a rail gun when you could induce the power of Klang and make a piston jolt ;)

  • @ghost_ship_supreme
    @ghost_ship_supreme ปีที่แล้ว +1

    I think warhead should be as expensive as missiles, maybe more, but they need to ramp up the damage considerably

  • @NUTDOM
    @NUTDOM 2 ปีที่แล้ว +7

    i love the ai turret accuracy dropping off at longer ranges really puts an emphasis on players manning a ships guns and rewards you for playing the game in a fun way crewing a larger ship as a group of four is now more incentivised and in my opinions seems more fun than four medium sized ships fighting in a skirmish added benefit of players that lose their turret can swap to manning another or reparing the ships key systems i really think this update is a step in the right direction

  • @TheOnlyKingBee
    @TheOnlyKingBee ปีที่แล้ว +2

    i kinda built a ship with missiles in mind and all of my turrets are custom with 4 gatling guns each as i want to engage at longer ranges and have a defense grid against fighters and missiles

  • @WingsAboveCS
    @WingsAboveCS 2 ปีที่แล้ว

    Rainguns have a use as a first strike weapon, just put a bunch of them on a merge block, and then try to hit an enemy ship with it as a fight starts, you can instantly cripple the enemy if it hits, and even if it does not instakill you just discard the railguns as you move into combat range to stop them draining energy and slowing you down.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I don't know how you'd merge block then unless you manually loaded every single one before combat.

  • @KikoBean
    @KikoBean 2 ปีที่แล้ว +1

    railguns are finisher weapons. They have to hit but they can cripple a ship

  • @fluffysnowgryph4527
    @fluffysnowgryph4527 2 ปีที่แล้ว +2

    But I will say in sheer destructive potential, CLANG weapons are a good choice.

  • @novantha1
    @novantha1 ปีที่แล้ว +1

    IMO railguns aren't a "weapon", they're a "tactic".
    To clarify, they're a very decisive way to deal a lot of damage on a huge cooldown but deploying them is difficult. IMO they're more effective as a "trap" in an asteroid field that you drag an enemy into, for instance, or you could launch some drones with inertial dampeners off to travel alongside you.
    While the enemy's focused on you they take like, four or five railgun shells from automated systems out of nowhere, potentially taking a hit to a critical system, while you just focus on dogfighting, potentially at knife-point with gatling guns or assault cannons.

  • @Duke_of_Lorraine
    @Duke_of_Lorraine 2 ปีที่แล้ว

    Contrary to bigger guns, the autocannon has no overperforation, its shots will only hit one block. That means a lot of wasted damage against small ship light armour.
    A very important factor vs moving targets is the speed of the projectile. It's very easy to dodge rockets with a fast ship, but even a fighter will struggle to dodge a properly aimed railgun shot.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Yes, but you're much more likely to hit if you're firing more often, 1 missed railgun is a minute of time waiting to fire again, 1 missed auto cannon has another 59 to follow in the same period.

  • @Geroskop
    @Geroskop 2 ปีที่แล้ว +1

    Railgun is alfa strike weapon... good for strafe bombers that dont tend to be inside of PD enveloupe for long.

  • @CyberTheFurry
    @CyberTheFurry ปีที่แล้ว +1

    the railgun is decent, its more of a shoot while all other turrets are shooting. and yes while 1 does nothing, make a custom turret with 26 small grid railguns. any small grid and some large grid vessels stand no chance. You could do the same thing with large grid railguns... but take too long to build and cost a fortune to fire once. Tho if that one shot connects- Goodbye enemy ship

  • @thatrandomguycommenting1261
    @thatrandomguycommenting1261 ปีที่แล้ว +1

    The most powerful weapon in the game is putting more than one piston on a ship that collide with a single block and it becomes an infinitely spinning box of fuq.

  • @danielroy8232
    @danielroy8232 2 ปีที่แล้ว +2

    railgun seems like it would be good for opening shock and awe. surprise your opponent and then use gatling guns.

  • @Guzy_B
    @Guzy_B 2 ปีที่แล้ว

    What you're missing is not every combat situation is 2 ships/vehicles constantly shooting each other.
    The most effective way of combat is staying in cover, peaking, dealing damage and taking cover again.
    Gatling gun is great for defence/air combat, but its terrible in dealing with armoured vehicles with assault cannons and acces to cover.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Yeah, that's why I rated the weapons generally and not in niche scenarios

  • @lancejobs
    @lancejobs 2 ปีที่แล้ว +1

    .... 7 weapon types is too much, god I I I didn't know engineers were so so umm overwhelmed. Glad you are making ships not bridges.

  • @dailenking3879
    @dailenking3879 ปีที่แล้ว +1

    Love the railgun, I always use it to cripple ships propulsion

  • @bartegexe8182
    @bartegexe8182 2 หลายเดือนก่อน +1

    So I fixed the missiles
    They now fly 5 times as fast, moving at 1 km/s after achieving this speed in 1 second
    And Weaponcore makes them guided
    Deadly as fuck

  • @Milenos
    @Milenos 2 ปีที่แล้ว +4

    Greatest weapon is clank.

    • @kamilbialo4549
      @kamilbialo4549 2 หลายเดือนก่อน

      You are EVIL BRO 😂

  • @ealtar
    @ealtar 2 ปีที่แล้ว +1

    the railgun needs hitscan, no deflection and EMP to be usefull, even then it's range is too short and it's reload is too long

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I dunno, I feel like it's balanced for it's role, it's just it's role isn't great imo

  • @connordalton4553
    @connordalton4553 ปีที่แล้ว +1

    With regards to the rocket launchers, I feel like with three relatively subtle changes, you could easily bump them into B tier.
    First, massively increase the rate of fire. Second, increase the reload time for all appropriate launchers. Third, remove the platinum and uranium from the production cost, or at least locate a cheaper substitute.
    This would make the rocket launcher into a sort of ship board shotgun. High fire rate with AOE plus the raw damage would give it insane burst damage potential, but a slower reload would mean that the weapon cannot sustain itself in combat. It's not a weapon you would use for say, sustained combat. However, if you managed to ambush an opponent and wanted to quickly knockout as many components on their surface as possible, it's perfect. Equally, if their turrets are configured for intercepts, you have a way to momentarily give yourself some breathing room mid combat. It would also make for an excellent strike asset.
    Want to bomb a base? RP as a katusha strapped to an aircraft, and rain bursty hell fire.
    A simple and effective fix.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      I think the removal of the platinum and uranium cost would be enough, the fact they are both bad and the most expensive ammo in the game is stupid.

  • @legiongaming99
    @legiongaming99 6 หลายเดือนก่อน +1

    I hope they add star wars themed and the expanse themed weapons aka tractor beams and torpedoes etc

  • @CMDRINC
    @CMDRINC 2 ปีที่แล้ว +1

    for real maybe its not the strongest but the railgun has the most cool anomation and sound

  • @kylesellers3826
    @kylesellers3826 2 ปีที่แล้ว +1

    Just an fyi if you have a ship and put like 100-300 interior turrets on it you can use them to shoot missiles or they shreed ships(not too good against heavy) not extremely practical but is funny to fight with

  • @Random_Dragon_Furry
    @Random_Dragon_Furry ปีที่แล้ว +1

    This tier list is interesting but in reality the most powerful weapon in Space Engineers is creativity because I mean it's all fun and games tell bombs start dropping on your base from 20,000 km above

  • @chitinousbones9230
    @chitinousbones9230 ปีที่แล้ว +1

    I mostly agree. But id put interrior turets higher and assault cannon turrets on large grid ships hit fighters suprisingly well. (Like 25% of the time for me but their shots are devastating and each turret is tanky and shoots two shots at a time) and the custom turrets id put at A or B tier simply for the fact that they are way too soft. You can try and protect the hinge by covering its sides but then it can only point at 45 degree angles and just one stray rocket disables it if it hits right. While the other turrets have high elevation and higher health pools. Yeah the custom turret wins in dps but that doesnt mean much if its immediately disabled. Not to mention its pcu cost is higher if you want to add lets say 6 gatling guns.

  • @roboticintelligenceunit1a652
    @roboticintelligenceunit1a652 2 ปีที่แล้ว +1

    The best weapon must be the cheapest, stronges but also coolest.

  • @Gebunator
    @Gebunator 10 หลายเดือนก่อน +1

    Due being solely explosive weapons, both warhead and missile launchers do indeed suck when hitting the exterior. Because roughly half of the potential damage is wasted. It's why the better torpedo designs that use warheads ram real deep into a hull and then blow up. Now, for picking internals, the missile launcher is good..
    BUT still, the fact that missiles eat platinum makes it reaal real bad. Heck, from what I've experienced assault and artillery guns also do little explosion and ALSO penetrate without eating platinum for ammo, making 'em real great.
    Only if missile launchers were actually guided missiles and had a little more range (the large grid variants at least), they could be worth it.

  • @Horesmi
    @Horesmi 2 ปีที่แล้ว +1

    Autocannon does this weird smoke thing when it fires, and on a compact fighter with a lot of guns it ends up covering your camera. So I go for gatlings instead.

  • @superbot8
    @superbot8 2 ปีที่แล้ว

    Warheads are very effective, as long as the delivery system is capable. from my experience material costs for ammunition are neglectable, the expensive part is the ship, that operates them. I use rocket launchers and warheads a lot, besides gatling guns, because of the high DPS.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I can accept the niche uses for warheads but missiles are f tier, they're outclassed by every other weapon.

    • @superbot8
      @superbot8 2 ปีที่แล้ว

      @@Zer0sLegion i see this video as a motivation to check my build. The key feature of my designs was high acceleration to come close to the enemy and cover a lot of the enemys ship surface with rockets, so the enemy weapons are destroyed. rockets do this job pretty well, but as i said, ammunition costs does´t really play a role in a standard universe.

  • @undertaker1147
    @undertaker1147 ปีที่แล้ว +1

    I use warheads to make a larger entrance for mining.

  • @Zerethon
    @Zerethon 2 ปีที่แล้ว +1

    Way late to the party, but i actually would put missiles around B-tier....Because of the downside. Seriously
    Remember, Gats do a TON of damage, and most people (EG: Basically everyone) Has Int or Gat turrets set to target missiles, heck, i'm one of those people
    So, having a swarm of missiles coming in can draw the Ire and Fire of those turrets, allowing say, a boarder to hop on to hack things or you to do a closer pass with less DPS from them hitting your ship because they're targeting the missiles
    Also, purely a PVP thing, but having a wall of incoming missiles trailing smoke everywhere while dealing with say, a carrier-type ship, can make it harder to track where stuff like fighters or more....inventive weapons may be coming from, making life harder for anyone controlling a custom turret
    Yeah, they're expensive, and just having a wall of artillery to smack from long range is going to be better, but i find using a combination of mixed fire to be more effective overall

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      That's true, never thought of it that way.

  • @allbriardup6451
    @allbriardup6451 6 หลายเดือนก่อน

    Interior tires and warheads should rank higher but I agree with everything else you’ve listed. Great points! I appreciate your work and your video and
    I look forward to more bud!

  • @rjplays8397
    @rjplays8397 2 ปีที่แล้ว

    What about clang guns? You know... Like the ones that blow a ship in half in one shot? Granted, most are hard if not near impossible to build in survival but recently someone has made one that is able to be built in survival

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      They're covered under custom weapons

  • @JackEverton101
    @JackEverton101 2 ปีที่แล้ว

    Seriously who the hell thought having the rail gun rounds bounce off a target was a good idea!?
    The first time I saw it do that I thought I had encountered a bug!

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I guess it's realistic? Railguns are the only weapons that pierce through blocks as every other weapon explodes on impact, I'd presume maybe they all do it.

  • @System0Error0Message
    @System0Error0Message 2 ปีที่แล้ว

    it seems like you didnt know you could deploy warheads as a cluster style towards 1 direction with 5KM of range. It has the longest range because of this and in cluster form even if some are shot down they are bound to connect and do decent damage. Another thing you can do is employ modern munition methods by using the old gravity based railgun. heavy armour upfront, mass block and explosives. It will move fast and connect, basically piercing the ship then exploding inside. By default, the railgun method has infinite range but hard to predict on gravity.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      That's fine against a stationary target but any moving target at 5km, good luck.

    • @System0Error0Message
      @System0Error0Message 2 ปีที่แล้ว

      @@Zer0sLegion cluster version works well against moving targets at 5KM, but the rail version has infinite range for as long as the battery lasts. you can make it spin as well. For a target moving at constant velocity, the rail version will hit assuming your aim is true. By cluster that means you have to be moving and making more and releasing. The range of the cluster is 5KM away from grids due to the unpowered grid clean up.
      Better yet you should check out one of my ships based on a multi purpose projectile design. You can make missiles or gravity propelled projectiles. Design is based on an annoying ship from a mecha game. Instead of a single strong ship, it deploys a large array of smaller ships while having a lot of weapons while being viable in survival in terms of resources/mass.

  • @ColinRichardson
    @ColinRichardson 2 ปีที่แล้ว +1

    I guess it comes down to "what are you firing at" ..
    Are you firing at a base that is WAY in the distance?
    Or are you dog fighting in atmosphere?
    Or, are you firing at a wall 20 feet away....
    There are always "it depends"

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      All weapons are situational, I was ranking that for general usage

    • @ColinRichardson
      @ColinRichardson 2 ปีที่แล้ว

      @@Zer0sLegion I dont remember you defining what "general usage is"..
      General usage for me is "shooting spiders"... What is your "general usage" ?

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      @@ColinRichardson you're thinking about this way harder than I did

  • @atheosathonille130
    @atheosathonille130 ปีที่แล้ว

    Meh, I'd place Interior Turret higher simple because it doesn't exactly what it's intended to do very efficiently and not obvious to spot.
    Railgun I'd put as a B. While the reload is the biggest weak point, it can do pretty significant damage just by hitting the broadest side of a ship.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      If you hit, which is a bit if.

  • @wmayhugh
    @wmayhugh 2 ปีที่แล้ว +2

    So this is a little off topic, but is the BAO Cloud Buster in the Steam Workshop🤔? I have been searching with no luck. I personally think it's a neat ship.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      Yeah it is, it's here: steamcommunity.com/sharedfiles/filedetails/?id=2175086396

  • @MagentiumPRIME
    @MagentiumPRIME 2 ปีที่แล้ว

    In my opinion, all weapons are S tier.
    Because it depends on the scenario, zer0 is mostly fixated on scenarios where you have advanced and experienced competitive players whilst the rest barely know how to put up a defense against missiles or even build a ship at all
    It mostly depends on the scenario.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Yeah, any weapon is S in the right scenario, but for general use, my picks are the best.

  • @stige10
    @stige10 2 ปีที่แล้ว +1

    @Zer0 Have you seen the Railgun Turrets/Ship mounted quick-reload? 4 seconds instead of 60 seconds? Not sure if it can be done on the Artillery, but should. 50k damage every 4 seconds is pretty good.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      Is that by grinding them and welding them? I think that's been fixed

    • @stige10
      @stige10 2 ปีที่แล้ว

      @@Zer0sLegion I did test it today, and it still works for me at least.

  • @TheMhalpern
    @TheMhalpern 2 ปีที่แล้ว

    I would say for the warhead, I'd agree with your assessment before the turret controller, now even without heavy scripting we can make guided missiles, its a bit more useful, if they make it easier to print sub grids, it'd be even better, realistically any missile would be using either hydrogen or atmo thrust to keep it cheap, ironically the best use of the missile launcher is probably to provide aiming for the turret controller on a guided missile. The benefit is the large AOE to take out exposed blocks like turrets. At the end of the day, DPS isn't all that's important, its how its applied in reducing enemy DPS,

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I've built custom turret controlled missiles, I use them in this video, however, they not great. The biggest issue with them is that you can't build them with projectors so you'd have to manually build each one.

    • @TheMhalpern
      @TheMhalpern 2 ปีที่แล้ว

      @@Zer0sLegion or at least manually assign the rotors, you CAN print the sub grids and use various methods to make them easier to put together. it takes some set up, and you have to make them in advanced but it is a solvable problem

  • @paulkocherhans608
    @paulkocherhans608 2 ปีที่แล้ว +1

    I think your tier list may be slightly undervaluing range on some of these turrets, there is something to be said for the alpha strike ;D
    That being said, I feel like most good warships ships are going to boast a variety of weapons, and that's always going to include gatlings, as PD if nothing else
    Side note....I wonder if missile launchers could be valuable in "distracting" turrets, using them as a defensive tool with possible offensive side effects xD

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      I dunno, I feel like a decoy would be better that a missile.

  • @bones0013
    @bones0013 ปีที่แล้ว +2

    Ok here me out wall of railgun

  • @xingx355
    @xingx355 ปีที่แล้ว +1

    the ship weapon balancing in this game have never been great but it is disappointing to see the dev not addressing the previous problem with the old weapon types while introducing new problems with the new weapons. it just feels like they could easily tweak the numbers on the weapons to make them viable or fill specific niches but they don't do that.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      The weapons are all about equal in power (perfectly balanced lol), it's the usage scenarios of each weapon that makes them good.

  • @kuroitami1001
    @kuroitami1001 ปีที่แล้ว +1

    me with my mobile space station with 16 railguns decimating anything in my path

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Sorry, I can't hear you over the sound of my Gatling guns tearing apart your ship.

    • @kuroitami1001
      @kuroitami1001 ปีที่แล้ว

      @@Zer0sLegion you can’t hear me because there’s no sound in space after I blew your ship into nothing

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      There is sound in space in Space Engineers but my ship moves so fast you don't hear me coming until your ship has already evaporated.

  • @jonumine6250
    @jonumine6250 2 ปีที่แล้ว

    I feel the tier list doesn't account for situation.
    Is it a dodgefight? Gatlins.
    Long range bombardment? artillery.
    If I would choose a single type of weapon for a combat, I would DEFINITELY ignore railguns or missiles.
    But it's not meant to be a single weapon type per ship.
    If I wanted to bombard an enemy base, gatling would drop to ~C tier.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      In very specific circumstances, any weapon can be good

  • @krirub8166
    @krirub8166 2 ปีที่แล้ว +1

    You'll need railguns against players that quickly change direction to evade your shots, all other weapons won't work unless you get very close, but that's not gonna happen.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Firing once a minute is the weakness of the railgun, not it's range.

    • @robopenguin5501
      @robopenguin5501 2 ปีที่แล้ว

      @@Zer0sLegion add more railguns and you can have a higher rate of fire

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      @@robopenguin5501 add more of any weapon to get a higher fire rate 4head

    • @robopenguin5501
      @robopenguin5501 2 ปีที่แล้ว

      @@Zer0sLegion well yes, but railguns specifically you need more than 1 or 2 because if you miss you have to wait so long. I’d really like to see them add a feature to the railgun to get off 3 or so shots before having to recharge it.

  • @GonTar_X
    @GonTar_X 2 ปีที่แล้ว

    have to agree, the warfare upgrade had its "best more expensive guns" be the actual worse of em all, i think the devs didn't know how to balance the big guns to make them good, but not OP, they are a bit out of their confort zone with guns maybe?

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      It's definitely a balance thing. As there's no progression, each weapon has to be kinda the same.

  • @jxx125
    @jxx125 2 ปีที่แล้ว +1

    There is now a way to make custom turrets without using scripts in space engineers? Finally time to reinstall.

  • @darthnovii
    @darthnovii 2 ปีที่แล้ว

    Here's my main complaint about warfare 2 weapons:
    They were all added without any regard for defenses. Armor was already squishy before, but now with weapons like the railgun potentially on ships, armor is meaningless. And I understand that the railgun is slow. But saying that evades the purpose of the railgun. It's not intended for dps, and it's certainly not intended for killing small ships. Both the small and large grid varients are intended for killing exclusively large ships. And I don't mean killing shot by shot over the course of a battle. I mean killing instantly with a single shot. A railgun can destroy an entire ship with one well placed shot. There's no defence for that, and it makes building large grid combat ships worthless.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Hitting with a railgun is easier said that done. On paper it's an alright weapon but in use, unless you're aiming at a static target it ain't that great.

  • @andrewgodly5739
    @andrewgodly5739 ปีที่แล้ว

    Warhead is by far the most deadly weapon. You just need to harness the power of clang to see it's full potential

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Then it's not the Warhead that's good is it?

    • @andrewgodly5739
      @andrewgodly5739 ปีที่แล้ว

      @@Zer0sLegion well you can use blast doors but they're not as effective as warheads, they have better penetration but are iffy at high speeds and less overall damage. You can bundle up warheads in one pay load and they do massive damage when they connect. Also, they technically have no maximum range. I could hit you thousands of km away, given that my accuracy is good and there's nothing in the way

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      @@andrewgodly5739 Drills don't take damage from impacts so you can penetrate an entire ship with them. Is it the drill that's good or the method your propelled it with?

    • @andrewgodly5739
      @andrewgodly5739 ปีที่แล้ว

      @@Zer0sLegion most servers limit drills and they cost a lot of pcu. They also dont work nearly as well at high speeds (over 100m/s). Usually just dents the heavy armor then deflects off, also they do have a chance of breaking at high speeds

  • @yozutaro
    @yozutaro 2 ปีที่แล้ว

    WARHEAD SHOULD BE LIKE AT LEAST A TIER SINCE LOCUSTS EXSIST AND YES THEY STILL WORK U JUST HAVE TO RECOMPILE THE SCRIPTS AND TIMERS TO GET THE BP WORKING

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Scripts make any weapon s tier

  • @kolotiti
    @kolotiti 2 ปีที่แล้ว +1

    Nice breakdown, my question is in the table with cost did you also calculate amount of ammo used to get to same dmg? Also i would add that from my previous encounters withing 800m turret range where only AI turrets were firing, artillery was hitting almost all the time on large grids. It was almost impossible to avoid. On paper gatling turret has good dmg output, but it takes time to accumulate it. Artillery can deliver a punch and if you take turret health into account gatlings will be out of action really fast before they can deliver dmg over time. I still need to test this because we are using auto-repair on turrets. We also tried AI controlled assault turrets vs small grid fighters in pvp and they were hard to avoid.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      Accuracy isn't something you can really calculate but I'm not aware of any of the weapons being more or less accurate than each other so the DPS is a fairly good indication. Obviously, static weapons are based on player inputs so they're generally less accurate.

    • @kolotiti
      @kolotiti 2 ปีที่แล้ว

      @@Zer0sLegion Thanks for reply. If you dont mind let me share the test we were doing in pvp. Large ship vs small grid ship to find most useful anti-fighter turret as defense. Rockets were easy to avoid and same goes for artillery turrets, auto-cannon custom turrets were a bit better but it took time to cripple the fighter. Gatling turrets were hitting and gradually destroying target, as you stated they are really good at constant dmg. Most surprise results were from assault cannon turrets, they insta-killed the fighter every time.

  • @mcmicanator
    @mcmicanator 2 ปีที่แล้ว

    ctc (custom turret ctrl) is the best, you can have every good weapon in one turret.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Yeap, that's why I put it in S

  • @nemesis666first
    @nemesis666first 2 ปีที่แล้ว +1

    You forgot to mention the IA only target at 800m max with all weapons, so, even if the range is greater, it will not use them beyond 800m :( .

    • @pineberry212
      @pineberry212 2 ปีที่แล้ว

      Copy target action in the toolbar allows for the ai to shoot at max distance.

  • @sirhenry1714
    @sirhenry1714 2 ปีที่แล้ว

    The best weapon in my opinion is the gravity generator and the artificial mass block.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      True, with a drill on the end.

  • @Hurkas
    @Hurkas 2 ปีที่แล้ว

    Jolts are the bests. If u have a good jolt, u can win almost any battle.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      What's a jolt?

    • @Hurkas
      @Hurkas 2 ปีที่แล้ว

      @@Zer0sLegion I replied, but the TH-cam deleted it... Nevermind, the jolt is a physics gun, wich can shoot bombs, objects, and etc.

  • @Nozerone
    @Nozerone 2 ปีที่แล้ว

    What about explosive payloads for torpedos? How much damage does a loaded cargo container do over a warhead, or is there other components that could do better/worse?

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      That doesn't work anymore, it hasn't for a while

    • @Nozerone
      @Nozerone 2 ปีที่แล้ว

      @@Zer0sLegion I could have sworn they had changed it so that if a cargo container holding ammunition exploded, it would make a bigger explosion.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      @@Nozerone Oh, I didn't release you meant ammo

    • @Nozerone
      @Nozerone 2 ปีที่แล้ว

      @@Zer0sLegion Yea, or a lot of ore in the cargo container. Huge junks just popping out inside a ship.

  • @thedeathdemonsonic.e.x.e
    @thedeathdemonsonic.e.x.e 2 ปีที่แล้ว +1

    try the bfg10000 mod you see how much damage it does

  • @RfLARedBeard
    @RfLARedBeard ปีที่แล้ว +1

    thank you for this!

  • @DoremiFasolatido1979
    @DoremiFasolatido1979 2 ปีที่แล้ว +2

    Space engineers still needs lasers.

    • @chewyfungus
      @chewyfungus 2 ปีที่แล้ว

      If this game had heat dissipation requirements and radiators I would agree

    • @DoremiFasolatido1979
      @DoremiFasolatido1979 2 ปีที่แล้ว

      @@chewyfungus It needs that too.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I'm not convinced, I don't know what it would add to the game...

    • @DoremiFasolatido1979
      @DoremiFasolatido1979 2 ปีที่แล้ว

      @@Zer0sLegion constraints are the core of creativity. Any moron can make anything with limitless options. MacGyver is cooler than god.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +1

      @@DoremiFasolatido1979 I think you just argued against your own point...

  • @joaocosta1579
    @joaocosta1579 11 หลายเดือนก่อน

    Would a video about ranking of costum turrets be any diferent?

    • @Zer0sLegion
      @Zer0sLegion  11 หลายเดือนก่อน

      Custom weapons would probably be difficult to rank because whilst you can build whatever you want, the turret is weaker because each of the individual parts can take damage and have less HP than a normal turret.

  • @neoluna1172
    @neoluna1172 ปีที่แล้ว

    couldnt warheads be really good if you were able to make a clang gun fire them?

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      You'd more than likely blow up your clang gun.

  • @micheallinne3159
    @micheallinne3159 2 ปีที่แล้ว

    Rail guns are anti base and anti cumbersome small grid weapons really. You miss a static target, thats your fault

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Yeap, they're good against static targets but in a fight against any ship they're nearly useless.

  • @PLASMA_2005
    @PLASMA_2005 2 ปีที่แล้ว

    Me who has made vanilla homing missiles using the turret blocks that use warheads for the payload, (yes there EXTREMELY reliable) can hit anything you want it to target parts and even out pace 99% of aircraft if it's an acceleration war your dead before you hit the w key, I BEG TO DIFFER
    Though these missiles work great at kamikaze missiles too... lol
    Though I should mention they are small grid... hard to shoot down but deadly as iv shoot down LG ships by destroying the rear thrusters with a single shot

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      Scripts would make every weapon S-tier

  • @UwUSenpai6969
    @UwUSenpai6969 2 ปีที่แล้ว

    Ever heard or understood the definition of balancing in the gaming world no wonder why it take 1 min for a shot on the rail gun it was supposed to be balanced

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      I never said it wasn't balanced, I said it was very good based on it's stats and usage.

  • @brodymontague9433
    @brodymontague9433 2 ปีที่แล้ว

    could you use the warhead as like a last resort ramming weapon?

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว

      What's the point, if you're able to get in that close, you've already won

  • @SSS333-AAA
    @SSS333-AAA ปีที่แล้ว +1

    (Opinion on the Internet Warning (Scary)
    Personally i think Missiles and Warheads are the most powerful weapons (this is due to my personal playstyle (this is an opinion based thing again so this is also scary)

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Imagine having an opinion on the internet 💀💀💀

    • @SSS333-AAA
      @SSS333-AAA ปีที่แล้ว

      @@Zer0sLegion i can't imagine

  • @nyther
    @nyther 4 หลายเดือนก่อน

    10:58 Excuse me but the Custom Turret Controller goes where???? 🤨🤨🤨🤨

  • @SuicideNeil
    @SuicideNeil 2 ปีที่แล้ว +2

    Nope, most powerful weapon in the game is the Rotor head cannon, followed closely by a Mass driver based on Gravity Generators. We old-skoolers knew how to build WMD's way before the Warfare updates came along... ;)

  • @lukab826
    @lukab826 2 ปีที่แล้ว +503

    Something people seen to overlook when judging the new weapons is that the artillery and assault cannon turret has wayy more health than the original turrets. I mean building a gatling costs like 40 plates or something and an assault cannon something around 200. This means that even if it outputs less damage, its lifespan is probably gonna be longer in a fight, witch would result in more damage overall

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +96

      I was looking at that the other day, the arty turret has higher health than the railgun!

    • @noneofyourbusiness4133
      @noneofyourbusiness4133 2 ปีที่แล้ว +78

      @@Zer0sLegion “Space engineer used to have only four different types of weapons”
      *me who’s seen gameplay when ramming was the only option and engines could be put behind covered panels* “am I a joke to you?”

    • @zakgrubb7512
      @zakgrubb7512 2 ปีที่แล้ว +20

      @@noneofyourbusiness4133 heavy armor missile spear raming things is pretty effect if it's used properly and dose not miss the target you can use the turret block gyros and roter with rc blocks and cameras to make rc missiles gravity propelled heavy armor is all so pretty good.

    • @wyattelliott2274
      @wyattelliott2274 2 ปีที่แล้ว +15

      You could use the war head for extreme ranges trumping 2000 meters as they can be built into their own ships making it a great weapon for sneak attacks but other than that they do almost become useless

    • @System0Error0Message
      @System0Error0Message 2 ปีที่แล้ว +5

      @@noneofyourbusiness4133 you still can put engines behind panels, just make sure you have 6 blocks of gaps

  • @dragonf1recdn
    @dragonf1recdn 2 ปีที่แล้ว +276

    The railgun would be better as a combat opening weapon over a continuous combat weapon. 1 or 2 railguns on the front of your main battle ship would be good to surprise the enemy with a strong shot. on top of this, the railgun's impulse is strong enough to turn a ship, so you could use it more strategically to get the enemy ship to face in a certain way where it's more vulnerable. Another good use is to strike weak spots. With the addition of turret controllers, we gained the ability to tell turrets what to aim at. Putting a railgun turret down with instructions to attack only power generators would be a very good strategic option for a few railgun turrets on a high armoured creation. This would allow for the periodic destruction of reactors during combat, due to the overall damage per shot of the railgun, over the other weapons, which could be used to target armament of the enemy ship, engines, control systems, fighters, the latter. This makes the railgun the best for a support ship's armaments, or as a support armament for a combat oriented ship.
    tl;dr:
    So, as a main weapon, the railgun does suck. But as a support weapon, used to assist in combat by targeting essential systems, it surpasses all the other weapons by a long way.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +66

      Yeah, I have no problem with using the railguns, the best overall strategy is to have a variety of guns. Just overall, i'd recommend less railguns.

    • @zackallen6084
      @zackallen6084 2 ปีที่แล้ว +4

      I bet he plays German bb's in WOWS 😂

    • @Democratic_Goose
      @Democratic_Goose 2 ปีที่แล้ว +9

      Or put a few rail guns big or small on a fast and humble ship for hit and run or sniping strats

    • @kirtrex
      @kirtrex 2 ปีที่แล้ว +7

      The railgun has a really nice use, you can get rid of all the turrets and go in and take the ship. It's actually rather good at acquiring ships without taking out too much of the internals.

    • @nickgennady
      @nickgennady 2 ปีที่แล้ว +2

      Yha, like in “The Expanse”.

  • @kaymarx9677
    @kaymarx9677 2 ปีที่แล้ว +614

    Looking at railguns, an idea (that might be impossible) to simulate their effects and also make them more worthwhile: Every time they hit a block they also send out a cone of damage in the direction of travel based on their residual energy and the mass of the struck block.

    • @Zer0sLegion
      @Zer0sLegion  2 ปีที่แล้ว +123

      I think what the railguns do is fine, they serve their purpose to the T and aren't too overpowered, I just don't think there purpose is very good.

    • @cavemanbonk8320
      @cavemanbonk8320 2 ปีที่แล้ว +41

      I kinda of agree, widening the cone of damaged after initial impact could really step them up to be one of the best weapons you could use on a fighter type ship, although I'd personally always recommend still have either auto or assault cannons to back it up

    • @danburrykerman6826
      @danburrykerman6826 2 ปีที่แล้ว +44

      @@Zer0sLegion They could be used as spinal weapons for motherships as they can create holes for infiltrators and drones to work their way through the inside, or a window to a subsystem. Not very useful on their own, but they can be strategically abused

    • @crobopulusmichael9097
      @crobopulusmichael9097 2 ปีที่แล้ว +29

      @@Zer0sLegion you forgot to mention the greatest weapon of them all, the clang gun.
      I also wonder if you have seen the gatling rail gun.....

    • @IAA2152
      @IAA2152 2 ปีที่แล้ว +3

      Sounds dope

  • @GhostOfSnuffles
    @GhostOfSnuffles 2 ปีที่แล้ว +128

    For single player the small grid fixed assault cannon is panacea for taking over SPRT station and ships as you can hang outside turret range and pick off all of it's turrets and antenna with precision. The 2km range of it outclasses anything the space pirates currently have and the ammo is dirt cheap.

    • @ceilyurie856
      @ceilyurie856 2 ปีที่แล้ว +7

      assuming the SPRT ship would even fire at you to begin with. Some, like the RUST, are broken and WILL NOT FIRE BACK, not even the interior turrets. Meaning all ya gotta do is snip the antennas.

    • @GhostOfSnuffles
      @GhostOfSnuffles 2 ปีที่แล้ว +10

      @@ceilyurie856 It's because Keen never updated the magazine inventory for the new turrets. They're still putting the 5.56NATO magazines in the turrets which are so outdated you can't even build/deconstruct them in an assembler.

    • @angeltensey
      @angeltensey 2 ปีที่แล้ว +12

      The ultimate weapon in the game are custom kinetic missiles, preferrably with script control. This thing, loaded with hangar door blocks or container with stacks of stone can bork the game and punch moon-sized holes in any kind of armor. Cant be effectively intercepted, since there are no explosives as main source of damage. If this kind of missile uses glitch drive, it also even doesnt give any time for turrets to take it out.

    • @gamerelite3989
      @gamerelite3989 2 ปีที่แล้ว +8

      that is until keen updates the space pirate weaponry ( i know if ever ) but still havin sprt ships updated would be the nightmare of many o.O

  • @tophattechpriest6218
    @tophattechpriest6218 2 ปีที่แล้ว +52

    The first thing I ever built was a fighter I named the “beautiful boy”. It had 20 railguns. When I shot it, it sent me backwards and took away all my power. I still have that design saved and enjoy terrorizing my friend with it sometimes.

    • @I-Stole-Your-Toast700
      @I-Stole-Your-Toast700 7 หลายเดือนก่อน +3

      "Beautiful Boy, what a odd ship na-"

    • @mrmirchiTheCodGuy
      @mrmirchiTheCodGuy 5 หลายเดือนก่อน +3

      @@I-Stole-Your-Toast700 **gets obliterated out of existence**

    • @WParham
      @WParham 3 หลายเดือนก่อน +4

      I've got a cruiser class called broadside that has 15 large railguns mounted to the port side. When in doubt return to 18th century naval stratagy.