Gauss cannons, coilguns. Some sort of autocannon for small/large grids (single mount turret/block for small, quad turret for large). Lasers of all sorts. Torpedoes, can`t forget about those.
I like how the big artillery looks like a space Flak 36. Would be nice to have proxy shells for this as an alternate fire mode. And a prototech shield. A weak normal one or one that blocks projectiles and not dmg so you can shut it down with gatlings + a way heavier but stronger one for base. A fusion reactor, a light laser point defence and a heavy fixed laser too (high damage, reduced damage against armor, mid range, really high power consumption).
That is literally the only thing that's missing! Giving missiles their own role in the game, existing and/or non existing ones. Maybe adding mini PDS turrets along with it, and we're set! (like interior turrets with the rifle ammo, only having a conveyor port below it)
I'd accept a set of small grid missile parts designed for making more slim munitions. Currently, the smallest homing missile you can build is the size of a pickup truck.
@@HalIOfFamerwell I mean keen could just make a missile programming block that you can just slap into a build with a battery and warhead and engines with thrust everywhere and it automatically tracks and goes towards the closest enemy or the one you have targeted
@@The-Ink-Dragon97 there’s a Star Trek weapons mod that works with weaponcore that the photon torpedos track the target, I think a majority of weapon core missiles do that too
Maybe it could run on Cobalt (also radioactive) with less Power output (50%) for double the Fuel cost compared to uranium 25% Efficiency compared to a normal reactor on uranium) or if powered by uranium (100% more efficient than the basic reactor with 4x the power output so 2x power per uranium bar) to get a Battleship running on only 1 reactor alone
@@danilp8757 Well it typical keen to give us a half baked update DLC for future stuff that MIGHT be added or not. Honestly all this DLC stuff should have been in the game even 4-5 years ago. A prototech update should contain all PROTOTECH stuff even if the dlc would cost 10 dollar we would still buy it. Future dlc's shouldn't be a continue of the current dlc we got.
@@danilp8757 I like where you’re going but I think it can be even better with real nuclear science (if you’ll bare with me) Radioactivity is not the same as fission, though any nuclei heavier than iron will release energy when split, most of them try and release energy in a less destructive way, as radioactivity (gamma radiation in the case of an isotope of Co). Anything decaying with radioactivity will only release energy according to its half-life, so you can’t put it together to get more power out than the sum of its parts. Heavy elements (like uranium 235) are so big and unstable that if given the right push form a neutron, they will split releasing *~100x* the energy of one Co60! Better still, they make ~2.5 _more neutrons_ to go off and keep the reactions going! Other heavy elements when given that push (like U238 which is 99% of the uranium in the ore) won’t split and make a ton of energy [boo] but instead they decay into another element that _will_ split when hit with a neutron. [A nucleus that spits easily is called fissile one that needs an extra neutron to become fissile is called fertile.] Since we only need 1 neutron to keep the reaction going, the extra 1-2 can go off and hit the boring uranium if we leave it on the outside of the reactor. All this means: *We can make more fuel than consumed in this type of reactor!* (called a breeder reactor) TL;DR There is a type of reactor that turns the uranium in ore into more uranium fuel than you had at the start. A design that would fit great as a prototech version of a reactor.
Thanks for showcasing his mod! I wanted to make sure it reached a larger audience so he can hopefully hit the front page so I've been sharing it around as well. :p
@@CaptainJack hey captain jack do you have a blueprint list of the ships used one of your series that include a ship called the rwi archimedes and if so then are they ps5 compatible (as in the mods will actually download/update and let you load into the world / spawn in the ships yours sincerely @patrickhogan9256
Supposedly we are gonna get a Warfare update sometime in the future. So hopefully we can get some Prototech weapons in it. Edit: Uncontroversial opinion, but I think we need Small Grid Gravity (Even if it has to be Prototech), and Shields for ships.
@@RusAmethyst no shields You guys got mods I like the vanilla limitation of weapons. Simplicity is good and there should always be repairs after a battle
@@lolasdm6959 I think more armor upgrades. Maybe something lighter and stronger but more expensive? I think two options for defensive blocks is a little slim
I am so glad this DLC is a PVE oriented expansion. I don't really care for PVP play when I'm playing SE. PVP works well when you can host a couple thousand users on your server, and when that is the case I'm down for it. When you want to go on a killing spree that's a challenge you don't want to search forever to find your first target. For me the biggest disappointment is the empty planets. Now that there are some encounters it won't be completely empty, but I want some creatures crawling some of the worlds. Wolves are easily the dumbest choice for adversaries as they aren't known to be a real threat to humans. Sure they can be, but historically not a deadly threat to humans. How about something like a mutated predator. Each world with an atmosphere should have several non-predators, and at least one predatory species. The predators should be a threat to both a person and to a base/vehicle. Make the planets come to life.
Electron guns firing something that looks like lightning that disables blocks. A range of laser weapons personnel, small grid, turrets, and fixed large grid. Some sort of escape pod. And finally the ability to have a screen in a ship display the view from a camera. Having the central screen in a fighter cockpit show a tail view or a belly view would be huge.
I was thinking more of a coil cannon when i thought photoetch, something able to hit and go striate through a grid that won't miss. all the same i love the design of these, well done jack, good ideas. well done 50 cow! good as always.
I want a extremely accurate fast firing weaker gun to disable enemy guns and systems. To help take prototech bases intact so we can see or capture them.
@@popinmo Seems like there should be something done about that. in real life, all weapons are trying to be as meta as possible - our weapons look the way they do not because of style, but because of engineering, efficiency. Last time anything military-related was designed to "look cool", was 1700s uniforms (before camouflage). They would have been "cool" in that era. You could have SE engineering constraints set, so that the "meta" in SE looks like the meta of IRL weapons
Fantastic. I really want a good tutorial on how to do custom “bullet” models so I can make my own, but I love the plasma. Wish it was blue or purple but still great
*Sometime in the future in the Colony Universe with this weapon mod on future RWI ships.* Enemy: Oh shit, hey stop poking holes in my ship!!!. Jack: *Evil grin.*
The problem with prototech weapon’s is that on ships the things that get destroyed the most is the weapons. That would mean your strong gun would get destroyed all the time. Making it a tedious process to get new guns.
7:15 I would like to see: 1. Interior turret version - It should be 2x1x1 in size, bottom block should be square with some conveyor or not and top block is a turret - It can also be retractable version if possible 2 . Regenerative ablative armor panels (let's say like 3rd type of steel panel blocks but much much durable and with possible regeneration) only for large grid - It can be 1x1x1 block similar to regular plates blocks in size but it should act as an armor/shield and it can be destroyed if it decays faster than it regenerate 3. Energy shield only for small grid - it can consume electricity or hydrogen or oxygen or combination both Electricity/Oxygen or Electricity/Hydrogen but only when regenerating and Electricity can't act alone as a fuel - If there's no fuel to support regeneration it can't absorb damage and then grid will take damage same as without the shield 4. Any type of laser weaponry - It should generate heat on target and destroy blocks overtime with precision - power of heat should be equivalent to how much excess power ship can generate until 99% or it can be restricted of how many of them is on a grid - It can also use combination of electricity and hydrogen as ammo in combination (only electricity should not work it must have any catalyst like gas or even Ore for operation) - for example, any type of ore should act like catalyst and power of heat should be also affected by ore type. It can give a player reason to leave some unprocessed ores on board :D I hope I gave some ideas :D I also have lot of ideas but the comment is not the place, it will become tooooooo long lol I like both plasma and artillery as well. If it is possible, plasma weapon should also have restriction, it should consume lot's of electricity when recharging (I mean A LOT! ) Great video Jack, keep doing them
Prototech (PT) is efficiency based, as such i think plasma weapons, ion cannons, proton torpedoes, ect would fit that cue, as they mostly have extreme battery capacity and efficiency, and prototech assemblers can only make PT comp's, so id probably add a "canister PT" of sorts for use in certain weapon's that would be considered high end/destructive, and the high efficiency ones would be purely energy based.
Would love to see something like these in vanilla game like a super heavy artillery cannon or like mining laser turned weapon or something. I would like some vanilla heavier/siege weapons and turrets as I don’t trust using super grid turrets on my current system so something like a super heavy howitzer would be great
maybe a prototech heavy laser with mini lance turret versions, or even a prototech pulse weapon (whoch deals AoE damage as alarge spherical pulse is let out, however I feel this would require lot of energy)
I imagine that there might be a 'Prototech Warfare' update in the works which might add some weapons, and maybe a 'Prototech Zero Point' with reactors could be an idea for the future?
It would be nice if prototech used mainly energy weapons. It also adds a way to get energy shields in the game offiicially. Some sort of energy shield that can take the first few heavy shots and perhaps even the first couple torpedo hits in a ratio relative to mass would be nice. Of course that leaves the question of if the shield should get better or worse as ships get bigger and at what rate.
I Hope for a warfare 3 DLC with : Large Grid Auto Cannon Turret (Dual or even Quad barrel), Plasma/laser guns/turrets with 3km range as prototech, Triple Railgun Turrets For large grid and Double ones for small grid (small variant), And maybe if not shields at least Prototech Armor (4-5x Heavy armor HP and weight is Like a light armor Block BUT you need prototech components to build and repair it so its only for Vital parts or for Very important base parts/ship parts) and similar to the video a siege gun (slow projectile so bad even for half mobile enemy ships) but does Incredible damage if it hits but ammo should be 10kg uranium, 30kg magnesium etc so really expensive per shot oh and maybe laser weapons (do very low damage to blocks, medium to players but at the advantage of only using power instead of ammo) maybe 10% the dps of a Gatling as small grid but only uses 500kw power instead of ammo and large grid does 50% of a gatling at 2.5MW power
I would love to see them add A heavy battery turret a 5x5x3 turret like the ones on large battleships you know It would be amazing to see a heavy hitting prototech battery turret to see it just demolish stuff with a twin barrel desing maybe even triple it would be awesome..
I get the impression that the new content is supposed to remain at least moderately challenging to the average player. The moment you add in "better weapons" you risk trivializing the new "end game" content *and* you risk putting too large of a gap between established players and new players on PvP-enabled servers. I get that prototech weapons "feel" obligatory, but I'd argue that including them might actually do damage to the goals of the update.
Well this new faction is advanced, so I think they would be past cannon's and gatling guns/chemical based shell weapons, and into energy weapons. After all as long as you got power you got a laser and shield tech...
Personally, I would like to see a system that can fire a configurable volley of missiles/rockets of say 1-6 without it having to be a custom turret. Would be great for base defense, assaults on enemy structures, etc, especially if it can be built on a small grids.
I would have liked to see prototech warheads and *armor*. a lighter and more efficient heavy armor alternative and a much stronger explosive could make capital ship combat a lot more interesting, and make armoring vital components more efficient.
I dont know about the heavy artillery Turret, but the plasma turret should be vanilla in the Prototech update. Prototech guided missiles should also be part of the update (sadly it isnt)
If I could choose a new weapon it would either be a fire and forget missile or a torpedo tube like from elite dangerous. And then have a range of 4 km or something. Missile turret already looks like something that could fire a torpedo so perhaps just do a reskin version and turn it in to torpedo instead with increased range and target lock. I don’t know if that is possible to code in to the game, but anyway it was just a suggestion and wish 😊
yah keen is doing great work on distracting everyone from the important problems...mp capabilities..20 player-active at once..heavy limited ..on grid s8ze, heavy limited of allowed on rotors,etc..scripts,engagement size.. I want to have 20 members clan and fight another 20 player clan with our capital 500m long carrier and its 100m destroyer group..point on the right server
Hey if the mod maker is watching this here’s some ideas to make it look more Protech like (for the skin indents use gold glitter skin and when in the camera mode make the two orange color bars change from being orange to black then as the gun is loading the black bars start to turn orange as they go up as it is load then when it’s fully loaded the bars are completely orange
If it the mod is meant to be end game than my 2 coppers is that it should use the end game materials, so long as you have the DLC. Now as for a new weapon then a large grid laser (turret maybe) and small grid Point defense laser turret. SE needs a bit wider range of weapon to me with out having to dig thru mod lists. That's not to say I do enjoy the mods I play with.
Ok, now we need a script writer to make sure we get a rapid-fire version of the Plasma Turret! And I've just seen a lot of great ideas about weapon development in the other comments, so I suggest we keep bugging KEEN until we get another Warfare update!
I would like to see more space age like weaponry but not like plasma weapons make electrical like tethering an enemy down and removing power temporarily to their ship if close enough
the mod (rb compact weapons) converted to prototech in both lrg and sm grids. using a new ammo type. say a Fe/Co core(bullet), missiles that use just explosives say sm missile use 2 and a lrg using 5, then the U-missiles use 5 ingots. each one having a different velocity. prototech small to lrg thrusters. for both grids. then the New Ions being a much hunted items as like Assert u need to find them. better decals as for those who like to build a ship with eng/sci rooms. a actual med bay or hospital and such, arboretum, gyms. bars. new decals for armors looks. just saying :)
love how much damage it does and how slow the projectile goes. makes it feel like a plasma weapon :O edit: looked for and found out how to change the range of weapons, and feel I could set it to make orbital bombardments doable. Imagine firing a few artillery turrets on an orbital base, basically. Be nice to make a script for it next, to allow for orbital firing stations to suppress the player (not obliterate) every time they pass overhead, at least for a scenario. Could also make large and distance space battles feasible, since you would need to look out for fire sent far away, which would be inaccurate yet present.
I think you should prepare for the advent of a shielded homing stealth torpedo that warps in 500 meter jumps, pops in, 12 secs later activates stealth, starts tracking toward the fleet 30 sec stealth over, shield pops up till jump drive activates , 500 meters later ..... proto headache (*_*)
so I feel like one of the reasons they didn't do it in this update is that the prototech encounters are already being reported as pretty hard. Can you imagine fighting prototech weapons without access to prototech weapons?
Well there only hard for Vanilla gameplay but if you have modded weapons you would just melt the Factorum. I have a battleship that is that heavily armed it can destroy everything within 10km radius (Using a mod that extends the range of all weapons) also it uses Star Wars and other modded weapons the battleship i have has not been defeated once!.
Hey jack any chance if u heard any work when the update will drop on xbox I bought it yesterday when it drop and was watching the stream when they said it not working for xbox yet but was wondering with your higher powers I'd u hear and progress on the matter thank u and thank you for all the content
And I think they should actually add proto tech weapons. And also a heavy factum jump drive that can jump 12 times as far as the normal jump drive. I seriously need something like that for my Around 240,000 metric ton Ship
Its think best guns would be -CRAM😂(gatling mk2 less reload speed) - tracking missile (powerfull tracking missile whit 30s reload -heavy artilery turret(like in video) -toroedos(slow moving super powerfull torpedo , cant be automaticly reloaded) I think thats all i want to see😅
Prototech weapons are a risky idea. Prototech is to be stolen from npcs so you might not want to risk it in battle, as weapons are typically targeted first by other turrets. You might end up losing them more than you can use them
There's two solutions: on structure's end - put them inside the structure in a disabled state. On player's end - set turrets to prioritize other blocks and fight carefully.
there is no need to those two to become WC ready. all weapons you can have in endgame ar way more powerfull than that. and most importent have more range. i mean if you wanna go with 2km have fun but i take my 9km 404 explosiv railgun turret
these feel more like siege guns you use to hammer a station before you go into steal their proto-blocks.
Proto railgun turret nuff said
I was going to suggest this. Maybe stick to SG equivalent railguns for this though
Simply adding kinetic penetrator rounds to the existing turrets would basically accomplish the same thing.
@@tackytrooper Proto Ammo
Gauss cannons, coilguns. Some sort of autocannon for small/large grids (single mount turret/block for small, quad turret for large). Lasers of all sorts. Torpedoes, can`t forget about those.
I like how the big artillery looks like a space Flak 36. Would be nice to have proxy shells for this as an alternate fire mode.
And a prototech shield.
A weak normal one or one that blocks projectiles and not dmg so you can shut it down with gatlings + a way heavier but stronger one for base.
A fusion reactor, a light laser point defence and a heavy fixed laser too (high damage, reduced damage against armor, mid range, really high power consumption).
Prototech Tracking Missiles, I really want easy missiles that can track and follow targets.
That is literally the only thing that's missing! Giving missiles their own role in the game, existing and/or non existing ones.
Maybe adding mini PDS turrets along with it, and we're set! (like interior turrets with the rifle ammo, only having a conveyor port below it)
I'd accept a set of small grid missile parts designed for making more slim munitions. Currently, the smallest homing missile you can build is the size of a pickup truck.
missiles are hard to code due to engine limitations no? Otherwise I dont see a reason why keen did not make any.
@@HalIOfFamerwell I mean keen could just make a missile programming block that you can just slap into a build with a battery and warhead and engines with thrust everywhere and it automatically tracks and goes towards the closest enemy or the one you have targeted
@@The-Ink-Dragon97 there’s a Star Trek weapons mod that works with weaponcore that the photon torpedos track the target, I think a majority of weapon core missiles do that too
Another block I feel was missing were prototech reactors, something like either a more powerful reactor or even a new fusion reactor!
Maybe it could run on Cobalt (also radioactive) with less Power output (50%) for double the Fuel cost compared to uranium 25% Efficiency compared to a normal reactor on uranium) or if powered by uranium (100% more efficient than the basic reactor with 4x the power output so 2x power per uranium bar) to get a Battleship running on only 1 reactor alone
I reckon they are saving that for a futur update like prototech 2 or somethin
@@danilp8757 Well it typical keen to give us a half baked update DLC for future stuff that MIGHT be added or not. Honestly all this DLC stuff should have been in the game even 4-5 years ago.
A prototech update should contain all PROTOTECH stuff even if the dlc would cost 10 dollar we would still buy it.
Future dlc's shouldn't be a continue of the current dlc we got.
@@danilp8757 I like where you’re going but I think it can be even better with real nuclear science (if you’ll bare with me)
Radioactivity is not the same as fission, though any nuclei heavier than iron will release energy when split, most of them try and release energy in a less destructive way, as radioactivity (gamma radiation in the case of an isotope of Co). Anything decaying with radioactivity will only release energy according to its half-life, so you can’t put it together to get more power out than the sum of its parts.
Heavy elements (like uranium 235) are so big and unstable that if given the right push form a neutron, they will split releasing *~100x* the energy of one Co60! Better still, they make ~2.5 _more neutrons_ to go off and keep the reactions going!
Other heavy elements when given that push (like U238 which is 99% of the uranium in the ore) won’t split and make a ton of energy [boo] but instead they decay into another element that _will_ split when hit with a neutron. [A nucleus that spits easily is called fissile one that needs an extra neutron to become fissile is called fertile.]
Since we only need 1 neutron to keep the reaction going, the extra 1-2 can go off and hit the boring uranium if we leave it on the outside of the reactor. All this means: *We can make more fuel than consumed in this type of reactor!* (called a breeder reactor)
TL;DR There is a type of reactor that turns the uranium in ore into more uranium fuel than you had at the start. A design that would fit great as a prototech version of a reactor.
@@nathanj202 tbh i like the idea as well considered the work you have to do to get to prototech blocks.
1:20 oh booy we need this sooo much in the game, maybe not with such firepower, but this looks just "woah"
Thanks for showcasing his mod! I wanted to make sure it reached a larger audience so he can hopefully hit the front page so I've been sharing it around as well. :p
No problem!
@@CaptainJack hey captain jack do you have a blueprint list of the ships used one of your series that include a ship called the rwi archimedes and if so then are they ps5 compatible (as in the mods will actually download/update and let you load into the world / spawn in the ships
yours sincerely @patrickhogan9256
Keen: We spent months creating the models for this update-
50 COW: I spent a day to create this whole mod, get on my level. /s
Prototech warheads should *definitely* have been a thing!
Supposedly we are gonna get a Warfare update sometime in the future. So hopefully we can get some Prototech weapons in it.
Edit: Uncontroversial opinion, but I think we need Small Grid Gravity (Even if it has to be Prototech), and Shields for ships.
Space engineers don’t need shields
@@lolasdm6959 yea it does
Edit: but not bibble shields i want the other old abandoned shield mod "dont know what its called" as prototech
SHIELDS GIVE SHIELDS
@@RusAmethyst no shields
You guys got mods I like the vanilla limitation of weapons. Simplicity is good and there should always be repairs after a battle
@@lolasdm6959 I think more armor upgrades. Maybe something lighter and stronger but more expensive? I think two options for defensive blocks is a little slim
I am so glad this DLC is a PVE oriented expansion. I don't really care for PVP play when I'm playing SE. PVP works well when you can host a couple thousand users on your server, and when that is the case I'm down for it. When you want to go on a killing spree that's a challenge you don't want to search forever to find your first target. For me the biggest disappointment is the empty planets. Now that there are some encounters it won't be completely empty, but I want some creatures crawling some of the worlds. Wolves are easily the dumbest choice for adversaries as they aren't known to be a real threat to humans. Sure they can be, but historically not a deadly threat to humans. How about something like a mutated predator. Each world with an atmosphere should have several non-predators, and at least one predatory species. The predators should be a threat to both a person and to a base/vehicle. Make the planets come to life.
Electron guns firing something that looks like lightning that disables blocks.
A range of laser weapons personnel, small grid, turrets, and fixed large grid.
Some sort of escape pod.
And finally the ability to have a screen in a ship display the view from a camera. Having the central screen in a fighter cockpit show a tail view or a belly view would be huge.
I'll say it again: Proto-tech "Spinal Laser"/"Wave Cannon" or we (or at least just me) riot.
I was thinking more of a coil cannon when i thought photoetch, something able to hit and go striate through a grid that won't miss. all the same i love the design of these, well done jack, good ideas. well done 50 cow! good as always.
Cant wait to see a brick covered in those heavy artillery in pvp
I would be nice to see more end game weapons. If they are meant to be the late game type blocks then it would be nice to have them.
Wow! Thought these were actual weapons from the update for a second!
I want a extremely accurate fast firing weaker gun to disable enemy guns and systems. To help take prototech bases intact so we can see or capture them.
@@strategyfirst2414 that's a SG auto cannon or Gatling gun, isn't it?
wonderfull another Great Weapon mod with out weapon core
all the cannons in the game really should fire at 2000ms to fix meta brick spam
What is meta brick spam?
@@foxtrotunit1269 just built a block with a bunch of guns thats heavily armored and uses grav drives
@@demondangr Isn't a heavy block with guns simply a ship?
What should be the limit of # of guns on a ship?
@@foxtrotunit1269 its a ship that is only armor and railguns its just a wall of railguns so it can kill anything nothing else
@@popinmo Seems like there should be something done about that.
in real life, all weapons are trying to be as meta as possible - our weapons look the way they do not because of style, but because of engineering, efficiency.
Last time anything military-related was designed to "look cool", was 1700s uniforms (before camouflage). They would have been "cool" in that era.
You could have SE engineering constraints set, so that the "meta" in SE looks like the meta of IRL weapons
I hope they realize proto tech weapons would be a great addition
Fantastic. I really want a good tutorial on how to do custom “bullet” models so I can make my own, but I love the plasma. Wish it was blue or purple but still great
I think they will be there for a future update… warfare 4 or invasion
2:46 whatever you was controlling is very scary if the NPC had that weapon 😮😬
Prototech laser cannon, and swarm missiles
*Sometime in the future in the Colony Universe with this weapon mod on future RWI ships.*
Enemy: Oh shit, hey stop poking holes in my ship!!!.
Jack: *Evil grin.*
This could replace other modded guns that are too big.
The problem with prototech weapon’s is that on ships the things that get destroyed the most is the weapons. That would mean your strong gun would get destroyed all the time. Making it a tedious process to get new guns.
this really does look like prototech guns awesome job yes new weapons would be good
My word the mod devs were fast
Cow started working on it before the update, and launched it along side the proto update
I had they probably started doing that, that would explain why the materials aren’t Prototech ones
Yupp, he is making more upgreaded ones with the prototech components tho
Some of them likely had beta access to Contact and were able to get these mods developed in-time for Contact's official release.
The plasma one needs to fire more shots before rechange
that plasma turret has me thinking about Starcraft Battle Cruiser ATS & STS Laser Turrets
An Atlas superlaser sort of thing could be a very cool addition, either to the mod or vanilla
7:15 I would like to see:
1. Interior turret version
- It should be 2x1x1 in size, bottom block should be square with some conveyor or not and top block is a turret
- It can also be retractable version if possible
2 . Regenerative ablative armor panels (let's say like 3rd type of steel panel blocks but much much durable and with possible regeneration) only for large grid
- It can be 1x1x1 block similar to regular plates blocks in size but it should act as an armor/shield and it can be destroyed if it decays faster than it regenerate
3. Energy shield only for small grid
- it can consume electricity or hydrogen or oxygen or combination both Electricity/Oxygen or Electricity/Hydrogen but only when regenerating and Electricity can't act alone as a fuel
- If there's no fuel to support regeneration it can't absorb damage and then grid will take damage same as without the shield
4. Any type of laser weaponry
- It should generate heat on target and destroy blocks overtime with precision
- power of heat should be equivalent to how much excess power ship can generate until 99% or it can be restricted of how many of them is on a grid
- It can also use combination of electricity and hydrogen as ammo in combination (only electricity should not work it must have any catalyst like gas or even Ore for operation)
- for example, any type of ore should act like catalyst and power of heat should be also affected by ore type. It can give a player reason to leave some unprocessed ores on board :D
I hope I gave some ideas :D
I also have lot of ideas but the comment is not the place, it will become tooooooo long lol
I like both plasma and artillery as well. If it is possible, plasma weapon should also have restriction, it should consume lot's of electricity when recharging (I mean A LOT! )
Great video Jack, keep doing them
It's been TWO days... already a prototech mod :D
Prototech (PT) is efficiency based, as such i think plasma weapons, ion cannons, proton torpedoes, ect would fit that cue, as they mostly have extreme battery capacity and efficiency, and prototech assemblers can only make PT comp's, so id probably add a "canister PT" of sorts for use in certain weapon's that would be considered high end/destructive, and the high efficiency ones would be purely energy based.
That did not take long! All about the new mods around prototek theme!
I think the creator mentioned making this Vanilla+, which would really give it that extra boost.
They'll likely do what they did with warfare and have a 2nd DLC that adds weapons, skins, etc.
I can't wait for them to expand faction specific technology trees like pirates have faster jump drives at the cost range or accuracy
Would love to see something like these in vanilla game like a super heavy artillery cannon or like mining laser turned weapon or something. I would like some vanilla heavier/siege weapons and turrets as I don’t trust using super grid turrets on my current system so something like a super heavy howitzer would be great
maybe a prototech heavy laser with mini lance turret versions, or even a prototech pulse weapon (whoch deals AoE damage as alarge spherical pulse is let out, however I feel this would require lot of energy)
I imagine that there might be a 'Prototech Warfare' update in the works which might add some weapons, and maybe a 'Prototech Zero Point' with reactors could be an idea for the future?
Maybe they will call it "Contact II" instead.
Man i'm excited for the crossplay server to come online
It would be nice if prototech used mainly energy weapons. It also adds a way to get energy shields in the game offiicially. Some sort of energy shield that can take the first few heavy shots and perhaps even the first couple torpedo hits in a ratio relative to mass would be nice. Of course that leaves the question of if the shield should get better or worse as ships get bigger and at what rate.
The artillary reminds me of the call of duty infinite warfare orbital defence guns in the beginning
Guided missiles could be good
I Hope for a warfare 3 DLC with : Large Grid Auto Cannon Turret (Dual or even Quad barrel), Plasma/laser guns/turrets with 3km range as prototech, Triple Railgun Turrets For large grid and Double ones for small grid (small variant), And maybe if not shields at least Prototech Armor (4-5x Heavy armor HP and weight is Like a light armor Block BUT you need prototech components to build and repair it so its only for Vital parts or for Very important base parts/ship parts) and similar to the video a siege gun (slow projectile so bad even for half mobile enemy ships) but does Incredible damage if it hits but ammo should be 10kg uranium, 30kg magnesium etc so really expensive per shot oh and maybe laser weapons (do very low damage to blocks, medium to players but at the advantage of only using power instead of ammo) maybe 10% the dps of a Gatling as small grid but only uses 500kw power instead of ammo and large grid does 50% of a gatling at 2.5MW power
You want this to be a dlc and not vanilla? Seems p2w.
Proto Laser or Railgun would be neat
I would love to see them add
A heavy battery turret a 5x5x3 turret like the ones on large battleships you know
It would be amazing to see a heavy hitting prototech battery turret to see it just demolish stuff with a twin barrel desing maybe even triple it would be awesome..
I definitely wanted energy weapons with the new update.
Everyone thinks about weapons, but armor would be more valuable. Specialized armor would open up many more ways to build your ships.
I get the impression that the new content is supposed to remain at least moderately challenging to the average player. The moment you add in "better weapons" you risk trivializing the new "end game" content *and* you risk putting too large of a gap between established players and new players on PvP-enabled servers.
I get that prototech weapons "feel" obligatory, but I'd argue that including them might actually do damage to the goals of the update.
Plasma weapons that use hydrogen would be a nice touch
Well this new faction is advanced, so I think they would be past cannon's and gatling guns/chemical based shell weapons, and into energy weapons. After all as long as you got power you got a laser and shield tech...
wish the skin for the prototech weapons mod had that gold aesthetic plating thats on the vanilla prototech blocks
Personally, I would like to see a system that can fire a configurable volley of missiles/rockets of say 1-6 without it having to be a custom turret. Would be great for base defense, assaults on enemy structures, etc, especially if it can be built on a small grids.
Would have been cool if we got a prototech reactor. I feel a bit robbed in my plans to build a full prototech ship.
A good heavy armor ship to test against is the Vetra its a huge heavy armor gyro armor ship. Its a literal space tank
I would have liked to see prototech warheads and *armor*. a lighter and more efficient heavy armor alternative and a much stronger explosive could make capital ship combat a lot more interesting, and make armoring vital components more efficient.
i see a Harbinger refit already in progress now... plasma guns yes please....
I dont know about the heavy artillery Turret, but the plasma turret should be vanilla in the Prototech update. Prototech guided missiles should also be part of the update (sadly it isnt)
If I could choose a new weapon it would either be a fire and forget missile or a torpedo tube like from elite dangerous.
And then have a range of 4 km or something. Missile turret already looks like something that could fire a torpedo so perhaps just do a reskin version and turn it in to torpedo instead with increased range and target lock.
I don’t know if that is possible to code in to the game, but anyway it was just a suggestion and wish 😊
yah keen is doing great work on distracting everyone from the important problems...mp capabilities..20 player-active at once..heavy limited ..on grid s8ze, heavy limited of allowed on rotors,etc..scripts,engagement size.. I want to have 20 members clan and fight another 20 player clan with our capital 500m long carrier and its 100m destroyer group..point on the right server
The plasma turrents were very powerful
How I wish energy shields for structures were added to the game
Hey if the mod maker is watching this here’s some ideas to make it look more Protech like (for the skin indents use gold glitter skin and when in the camera mode make the two orange color bars change from being orange to black then as the gun is loading the black bars start to turn orange as they go up as it is load then when it’s fully loaded the bars are completely orange
This was very quick.
It would be cool if they could make MK41 VLS cells for Space Engineers.
If it the mod is meant to be end game than my 2 coppers is that it should use the end game materials, so long as you have the DLC. Now as for a new weapon then a large grid laser (turret maybe) and small grid Point defense laser turret. SE needs a bit wider range of weapon to me with out having to dig thru mod lists. That's not to say I do enjoy the mods I play with.
Me currently having ptsd of the green drones possible return but Blue.😂😂😂
Ok, now we need a script writer to make sure we get a rapid-fire version of the Plasma Turret!
And I've just seen a lot of great ideas about weapon development in the other comments, so I suggest we keep bugging KEEN until we get another Warfare update!
I would like to see more space age like weaponry but not like plasma weapons make electrical like tethering an enemy down and removing power temporarily to their ship if close enough
I would like them to make a big turret with 3 cannons like the ones on the Yamato
I just had an idea for a space engineers like game but it's in VR
Ok so i wasnt the only one that wanted more turrets and also prototech turret
the mod (rb compact weapons) converted to prototech in both lrg and sm grids. using a new ammo type. say a Fe/Co core(bullet), missiles that use just explosives say sm missile use 2 and a lrg using 5, then the U-missiles use 5 ingots. each one having a different velocity. prototech small to lrg thrusters. for both grids. then the New Ions being a much hunted items as like Assert u need to find them. better decals as for those who like to build a ship with eng/sci rooms. a actual med bay or hospital and such, arboretum, gyms. bars. new decals for armors looks. just saying :)
love how much damage it does and how slow the projectile goes. makes it feel like a plasma weapon :O
edit: looked for and found out how to change the range of weapons, and feel I could set it to make orbital bombardments doable. Imagine firing a few artillery turrets on an orbital base, basically. Be nice to make a script for it next, to allow for orbital firing stations to suppress the player (not obliterate) every time they pass overhead, at least for a scenario. Could also make large and distance space battles feasible, since you would need to look out for fire sent far away, which would be inaccurate yet present.
how long were they working on this? the update came out YESTERDAY, thats imressively fast
I think you should prepare for the advent of a shielded homing stealth torpedo that warps in 500 meter jumps, pops in, 12 secs later activates stealth, starts tracking toward the fleet 30 sec stealth over, shield pops up till jump drive activates , 500 meters later ..... proto headache (*_*)
A vanilla prototech gatling that has like 850-900 range wouldn't have been too broken
so I feel like one of the reasons they didn't do it in this update is that the prototech encounters are already being reported as pretty hard. Can you imagine fighting prototech weapons without access to prototech weapons?
@@pyxl8 it would be awesome!
Well there only hard for Vanilla gameplay but if you have modded weapons you would just melt the Factorum. I have a battleship that is that heavily armed it can destroy everything within 10km radius (Using a mod that extends the range of all weapons) also it uses Star Wars and other modded weapons the battleship i have has not been defeated once!.
Wow that was gast for this mods release gah dam lol
50 COW you goat!
These should need a proto frame at the very least.
Protech laser weapons
come on Proto Shields!
Have you tried de artillery on planets? Are the projectiles influenced by gravity?
Hey jack any chance if u heard any work when the update will drop on xbox I bought it yesterday when it drop and was watching the stream when they said it not working for xbox yet but was wondering with your higher powers I'd u hear and progress on the matter thank u and thank you for all the content
as far as I understood it, it all depends on microsoft approving the update on their end.
5:14 likely an APHE round.
A prototech shield generator. Adds something new that’s not in vanilla
And I think they should actually add proto tech weapons. And also a heavy factum jump drive that can jump 12 times as far as the normal jump drive. I seriously need something like that for my Around 240,000 metric ton Ship
Hope he makes a triple barrel turret
Its think best guns would be
-CRAM😂(gatling mk2 less reload speed)
- tracking missile (powerfull tracking missile whit 30s reload
-heavy artilery turret(like in video)
-toroedos(slow moving super powerfull torpedo , cant be automaticly reloaded)
I think thats all i want to see😅
Prototech weapons are a risky idea. Prototech is to be stolen from npcs so you might not want to risk it in battle, as weapons are typically targeted first by other turrets. You might end up losing them more than you can use them
There's two solutions: on structure's end - put them inside the structure in a disabled state. On player's end - set turrets to prioritize other blocks and fight carefully.
Would love to join the Discord community, but the invite link is expired. Otherwise, great showcase.
Hmm, potentially your account is banned. What is your username ?
there is no need to those two to become WC ready. all weapons you can have in endgame ar way more powerfull than that. and most importent have more range. i mean if you wanna go with 2km have fun but i take my 9km 404 explosiv railgun turret
Well that didn't take long
cool mod pack I'll have a look at it but yes weapons should have been a thing ingame
how about the waffle iron no one would expect that!
I wonder if these shouldn't require Prototech components.
Edit: Oh, you did mention that.