Warfare 3 - The DREAM Space Engineers Update

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Zer0's Legion

Zer0's Legion

Күн бұрын

Пікірлер: 838
@Zer0sLegion
@Zer0sLegion Жыл бұрын
So which of the things listed in the video do you most want to be added? Let me know!
@gamer-de3cn
@gamer-de3cn Жыл бұрын
more weapons
@raccoon_1231
@raccoon_1231 Жыл бұрын
need for planets like ksp and game like that
@Zer0sLegion
@Zer0sLegion Жыл бұрын
@@raccoon_1231 Nah, we need to improve what we have first. The planets are barren and empty.
@daskampffredchen
@daskampffredchen Жыл бұрын
I would like some sort of player armor. I think players are too squishy
@raysandrarexxia941
@raysandrarexxia941 Жыл бұрын
I want walker legs and tank treads... something other than wheels lol
@barrettoliver2009
@barrettoliver2009 Жыл бұрын
I think more hostile alien npcs would be cool . Kind of a mix bettween a combat update and an exploration update
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I couldn't even find a Saberoid for this video, I had to get Striker to transform into one at a medbay. Even if we don't get more of them, it would be nice if they spawned a bit more often.
@helsingS_
@helsingS_ Жыл бұрын
Ancient high tech drones/ruins would be cool with a puzzle to fix parts of it to generate power or gain the tech the drones have would be really cool I think
@anguschamberlain633
@anguschamberlain633 Жыл бұрын
Smart aliens for space engineers would be awesome not only would it be good for possible enemy factions. But also new player character models ? Sigh one can only dream 👽
@simulacra7885
@simulacra7885 Жыл бұрын
I think it would be cool to have something similar to thargoids, boss enemies that show up at random, curious and nonhostile, but if you fuck around, you are gonna find out
@spongex2002
@spongex2002 Жыл бұрын
there is a possibility to experience this now but unfortunately only with mods
@misterymaster5678
@misterymaster5678 Жыл бұрын
In terms of shield, I think I would like to see something along the lines of an electric field that damages anyone getting to close. That way you can’t just grind down the walls anymore when using just a jetpack to attack others in space…
@tartine2463
@tartine2463 Жыл бұрын
so instead of full on energy shields its a primitive electric field that damages, i think thats a cool idea to consider
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I mean, interior turrets are very lethal at the moment, one or two makes you untouchable to jetpack welder, but I see the point.
@misterymaster5678
@misterymaster5678 Жыл бұрын
@@tartine2463 Exactly. More like spikes then an impenetrable shield…
@sorrowandsufferin924
@sorrowandsufferin924 Жыл бұрын
Like a hostile safe zone...
@MCD10000
@MCD10000 Жыл бұрын
@@Zer0sLegion it would also give an space for actual boarding craft and have a block or something which creates a protective bridge between the target and boarding craft
@armastat
@armastat Жыл бұрын
You completely skipped THE MOST IMPORTANT feature request. I can't believe you didn't mention it. but the ability to control the ship while also using the toilet seat has got to be #1.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
THIS
@SeventhAlpha410
@SeventhAlpha410 Жыл бұрын
​@@Zer0sLegion YES
@cardenlim190
@cardenlim190 Жыл бұрын
Where’s the dislike button for this video 🤣
@soulsurvivor8293
@soulsurvivor8293 Жыл бұрын
Can we not pilot the ship from the toilet via the Remote Control block? Would be the best mobile phone game to "Play" while on the loo.
@armastat
@armastat Жыл бұрын
@@soulsurvivor8293 Well we have to have some semblance of propriety. However, maybe the Gunner's seat?
@Stoney3K
@Stoney3K Жыл бұрын
Guided missiles and heavier stuff like torpedoes, but combined with a good radar system and ECM. So you can only use guided missiles and turrets if you have a working radar block and your target is in range. If your target has an ECM block to counteract radar, it may cause the targeting to be fuzzy or the target not to show up on radar at all. So if you want fancy targeting it would mean you have to be looking for targets and in turn, show up like a blaring light on the enemy's radar. Or use passive radar only, stay under ECM, and sneak up on your enemy using *their* radar block to target them. It would give the space combat dynamics much more of a 'submarine thriller' feel where you won't always get an advantage by throwing more weapons at your adversary.
@Eulendamon
@Eulendamon Жыл бұрын
I know how to make a radar it only has 4 important blocks would you like to know how to make it?
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'd imagine radar, or something like it, is coming in the exploration update.
@Eulendamon
@Eulendamon Жыл бұрын
@@Zer0sLegion It already exists in the form of the sensor
@Stoney3K
@Stoney3K Жыл бұрын
@@Eulendamon Sensors do nothing to *detect* targets that aren't already on your targeting view. Unless you can set them to detect stuff thousands of meters away. And enemies have no way of hiding themselves from targeting/radar/sensors.
@Eulendamon
@Eulendamon Жыл бұрын
@@Stoney3K i use no mods that affect the sensors their max range (for me) is 50KM small grid and 100KM large grid
@addedcheese
@addedcheese Жыл бұрын
One ship weapon we are missing and would diversify ground vehicle combat is indirect fire weapons, howitzers and/or mortars are missing. It feels even weirder since gravity now affects shells but they detonate far too early to be used in this manner. Besides raining down high explosive death from a far is cool
@helpme2738
@helpme2738 Жыл бұрын
Instead of a shield generator block, maybe we could have an integrity field block, like from Avorion. It emits a field where blocks are still damageable, but they are more resistant inside it. That would probably be a good solution to the shields or no shields dilemma while not completely changing how combat works, so older designs still work.
@hypernovamkvi715
@hypernovamkvi715 Жыл бұрын
or a buff to heavy armor making it less heavy and expnsive for the same health so people are more willing to use it
@the11382
@the11382 Жыл бұрын
@@hypernovamkvi715 I would rather have specialized armor. The arms race becomes more strategic. Kinetic armor, blast armor(not to be confused with blast doors), reactive armor etc.
@hcolider2817
@hcolider2817 Жыл бұрын
integrity fields only work when there's a global value for the ship's health, as opposed to the health being based entirely around the individual blocks. For them to add something like that would be for them to introduce an entire system akin to Avorion's; it'll totally change the balance of the game in favor of endlessly bigger ships just dominating everything else, even if you're right. I suppose it's also possible to argue the same for shields, but it'd be easier to introduce workarounds for that
@Vivi-yw1eu
@Vivi-yw1eu Жыл бұрын
@@hypernovamkvi715 afaik block health and weight in SE come from components, so you can't really make changes to singular blocks without affecting everything else that uses the same comps
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Like Hypernova said, you might as well just buff armour
@Window_ig
@Window_ig Жыл бұрын
Maybe the guided missile should be like some kind of a cruise missile. Expensive, very situational but devastating against large ships and bases(and also able to track the ships)
@Nymrod78
@Nymrod78 Жыл бұрын
I belive one needed thing ( that you did not mentioned or simply categorized under melee) is throwing granades. Actually the hability of handhelding something and throwing it would be a gain as you could simply throw an explosives package and shoot it to blow it. Thats something i would really like to have!
@genxtinct6207
@genxtinct6207 Жыл бұрын
Hand grenades, satchel charges and landmines.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, grenades would be cool. You can throw explosives in the base game but they don't explode unless you shoot them.
@alexandersergal
@alexandersergal Жыл бұрын
what i would wanna see for a "warfare 3" update would be an update to ground ai/more enemy characters to fight something like ai enabled but not exactly.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I hope they cover something like that in the exploration update.
@darthtempest4722
@darthtempest4722 5 ай бұрын
I agree also spawning planetary bases for enemies so the player can raid them
@the11382
@the11382 Жыл бұрын
The way to add guided missiles is to add flares. This way small ships can easily get rid of guided missiles. I also want to add jammers and scanners. Jammers make enemy turrets worse, and scanners make them better. However, there are tradeoffs. You can effect lock on time, lock on distance, and the accuracy of turrets, but other factors still apply. Depending on what you focus on, you get different builds. SE needs tradeoffs.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'd imagine scanners are coming as part of the exploration/encounters update.
@royamir9102
@royamir9102 Жыл бұрын
the decoys sort of work like flares would
@the11382
@the11382 Жыл бұрын
@@royamir9102 Not at all. Lock on made launching decoys useless. Decoys need to be on the same grid now. Decoys are actually nerfed.
@sabatcross8110
@sabatcross8110 Жыл бұрын
Flare for IR missile aka heat seeking and chaff for radar guided missile. A game call Nebulous fleet command let you design ship that can decoy missile or torpedo with chaff and flare plus ecm jamming if your ship has the slot to install them. Also navy ships in real life has chaff and flare launcher which I thought for a long time was found only on military aircraft.
@the11382
@the11382 Жыл бұрын
@@sabatcross8110 There is no need to seperate them.
@RageQvist
@RageQvist Жыл бұрын
With tracking missiles they could copy real life abit, make it so the missiles have fuel and a limited burn time. With that you can dodge and defeat missiles with skill.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
They only have a 800m range anyway so you could just keep that.
@water435
@water435 Жыл бұрын
On that note, I'd personally like to see the range of missiles increased to something like 1400m, but have such missile tracking be limited to targets within 800m (for example, I fire a missile at your ship slightly off target from 1.2km, the missile goes straight until it's within 800m of your ship at which point it begins tracking). Longer missile ranges could also give them more time to accelerate and thus become harder to shoot down, but it would probably take some further tweaking to ensure they don't become OP. Main point being that missiles do need some feature like tracking to distinguish them from assault cannons and artillery, though that tracking should be on the weaker side (so missiles aren't unfair to fight and still require aim to properly use). Just my opinion though, I had quite a lot more fun with missiles when their range was longer (even if the AI targeting was still 800m)
@dakaodo
@dakaodo Жыл бұрын
Good thoughts! On the shield topic, I ran into this meta/mechanic issue in Rimworld, and I think the same thing is at work here. In RW, there are several mods that seek to put clothing, weapons, etc into a kind of narrative stasis by short circuiting their loss of durability (repairing/mending etc). But the game narrative is partially predicated on a continual cycle of change -- growth, conflict, loss, renewal. RW is a sandbox, so if someone wants to exchange play time and labor for selectively excluding some precious legendary items from that game loop, then that's fine. Just be aware of what that choice can mean for the storytelling. Same thing for SE. SE's game loop implies the need for destruction, consumption, or reset of existing blocks (resources) in order to justify continuing to mine, refine, and create new blocks. And resources/blocks/etc ultimately are measured in the only (?) gamer resource there is in-game, which is playing time. Right now, the vanilla game does not offer many very compelling ways for resources to be consumed/spent. (GTA Online is a counter example, with way too many ways to frivolously consume/spend in-game money, not many meaningful ways to spend that money after initial one-time capital investments in properties or certain effective vehicles, and a diverse but not very deep range of ways to earn money. There's no compelling build-up mechanic like there is in SE. But all that is aimed at a totally different kind of player base and drives purchases of in-game money with real world money for GTA's revenue model.) OTOH, shields and other mods that short circuit the destruction/consumption/deconstruction half of this cycle logically point toward an endgame of accumulating infinite ships and blocks. A balanced shield mod, block, or vanilla feature needs to have a pretty close to net zero trade-off in playing time costs in order to maintain game balance. Either initial block tech research (but almost no one seems to enjoy the vanilla block unlock tech progression, so while this variable is available in many other builder games, it's not really an option thus far in SE), initial high resource/labor cost to build the shield, and/or some level of usage risk that remains beyond player control. Humans are risk averse. We don't like losing stuff, and we want to hoard resources "just in case" forever. I see this in RW video series, Project Zomboid series, etc. It's also true in pretty much every SE video survival series -- the players/content creators accumulate STUFF at a rate that typically exceeds their chosen vanilla/modded SE environment's ability to consume it. NPC AI mods and other hazards provide some variation in the accumulation trend, but we don't often (ever?) see organic unscripted net losses, near-total, or total wipes of a player's base and ship assets. Nothing that fundamentally bends the accumulation trend line in a more interesting narrative path with meaningful ups and downs and non-zero risk of game-ending death. If we look at it using RW's storyteller or narrative framework, then SE needs some source of change. Whether it's other players, player self-imposed rules, NPCs, or environmental challenges, the story is more interesting if we experience ups and downs, gain resources and lose resources with (depending on each player's and audience's preferences) varying degrees of loss risk. Some people prefer a story with a guaranteed happy/victorious ending. Others prefer one that is guaranteed loss. And everything in between. SE is a sandbox and a game of course, so everyone's free to play the way they want to. If someone wants to use any means (shield or otherwise) to build and accumulate ships and blocks until they crash the game out for lack of CPU/RAM resources, that's fine. But either the game crash or voluntary player new game start will achieve a similar end result to any other kind of block/resource destruction/consumption -- starting over partially or fully with reduced resources or no resources once again. So in the end, if Keen add vanilla support for mobile shield blocks with energy/ damage absorption balancing, then that's fine. Whether through vanilla, mods, or self-imposed rule restrictions, players are going to hoard or expend their resources and playing time however they want anyway. More vanilla engine support to reduce a need for modded script functions is almost always going to be more CPU/RAM efficient, though the implementation end result is not always exactly as in-game powerful (unbalanced?) as players might wish for.
@TheDovensian
@TheDovensian Жыл бұрын
I'd love to see customizable suits and weapons systems. Such as being able to add armor or modifying the rifles to serve purposes more effectively. Perhaps adding some weapons systems such as shotguns, SMG's and LMG's. Along with a few tweaks that may allow for some interesting anti vehicle gameplay while on foot. As well. Upping your armor in your suit may allow you to survive shots from a Gatling or even glancing explosives.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I wouldn't mind upgrade for weapons as it would reduce in the inventory clutter but suit's already have upgrades, it's called a ship.
@WardingHalo555
@WardingHalo555 Жыл бұрын
My wish for warfare 3 is complete weapon and suit customization and being able to build your own suits and weapons from the ground up with the blocks we have, such as hinges, pistons and rotors, but on a smaller scale, whilst also adding bullet blocks for small projectiles. Although this will probably never happen.
@thegamerserpent4271
@thegamerserpent4271 Жыл бұрын
@@WardingHalo555 I agree
@sucide_is_not_a_joke9790
@sucide_is_not_a_joke9790 Жыл бұрын
@@WardingHalo555 OP
@TheDovensian
@TheDovensian Жыл бұрын
​@@Zer0sLegion though I'd agree at first, wouldn't it also be a good idea to have different kinds of engineers? Being able to take on different roles more effectively
@Duros1394
@Duros1394 Жыл бұрын
Custom suit upgrades. Just like a grid system what Factorio has that allows players to augment, carry capacity, oxygen tanks, energy cells and personal armour and shields that allow people to have loadouts for certain situations.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
The upgrade for the suit is a ship 😜
@thomasb1521
@thomasb1521 Жыл бұрын
Anyone who has played starmade remembers rails. Just something to continuously move grids on other grids that's reliable.
@shawn7393
@shawn7393 Жыл бұрын
Maybe instead of shields, have like a Star Trek enterprise style of polarized hall plating, so you use energy to make armor blocks gain more health
@TheDovensian
@TheDovensian Жыл бұрын
Another thing would be AI enemies, and possibly some handheld means of detonating blocks without utilizing a rocket launcher, for example c4 or breaching charges. Allowing for someone to enter a base or ship. Another thing, if we were so blessed to get it in an update, I would love to see the addition of AI fighters and bombers.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Better AI is coming soon with GridAI!
@death13a
@death13a Жыл бұрын
Suits for different needs. Light suits fast but not much hp. Engineer suit lots of space for components but not much of hp and speed. Heavy combat suit lots of HP and booster for quick speed but consumes lots of Hydrogen.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
The upgrade to the player is a ship, just build a mech suit 😜
@MCD10000
@MCD10000 Жыл бұрын
@@Zer0sLegion nar it would make sense adapt your suit to your needs, you build have a suit with a bigger storage space and a bigger battery. you like combat have a suit with a intergrated plate carrier which slows you down slighty but gives you, more hp and quicker reloads. the rookie suit as the standard one, but seperate the suit into multple pieces so you can pick what you want. And maybe a new type of grid which is tiny is used to attack extra gear to you using a special harness
@thatguy2889
@thatguy2889 Жыл бұрын
I would like the addition of personal body armor, something to give you a slight buff to either your health or your damage resistance. Maybe have a subtype of a flak armor that only gives you a little resistance to explosions but not bullets. Or a first contact suit for engaging with any new hostile arthropods or canines ( melee resistance)
@StarCrossedLines
@StarCrossedLines Жыл бұрын
Look up "Armour Plates Version 2.0" on the workshop for a mod of your request. I like the steel plates version myself.
@Unknown_Calrissian
@Unknown_Calrissian Жыл бұрын
Walker legs and tank tracks, and volumetric water😜 I recently built a GDI tiberium harvester and was thinking about also building a Titan and Wolverine mech in which the walker legs would come in quite handy, mainly because like you said, walker legs often need alot of timer blocks which in turn can cause quite the troubleshooting nightmare... Atleast for me they can😏
@mrooshoo
@mrooshoo Жыл бұрын
0:00 PLEASE NO I DONT WANNA GO BACK TO HELPING PRESTON GARVEY AND HIS SETTLEMENT FRIENDS
@justinisaacs9617
@justinisaacs9617 Жыл бұрын
I feel like shields take a lot of the challenge out of the game, you hide under them while npcs come by, and your guns just gun th down, that is unless it's guaranteed that npcs do as well. I do agree that more hand held weapons would be nice. And ground combat needs to be enhanced. One thing for sure is how some AR round deform all the walls around you. Maybe if small arms didn't damage walls so much?
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Agreed on both points, and I forget to mention alternate ammo types but never mind.
@Cooldude-ko7ps
@Cooldude-ko7ps Жыл бұрын
Yeah. It may be better to buff armour like light armour (and especially small grid light armour). Maybe a “medium armour block” as a middle ground between light and heavy armour?
@RikkiNakesone
@RikkiNakesone Жыл бұрын
I'd like "True" camo blocks, that either automatically copy the local ground or are presets you pick from. That way you could have true hidden complexes with sam sites that can pop up out of the ground if suspicious individuals are wandering a little too close to your base. Either for stationary grids only, or have these blocks "Disabled" upon moving for balance? Keep those pesky people out the secret lab. A radar jammer to lessen the chances of being found easily, designated people/factions not jammed.
@kelp2697
@kelp2697 Жыл бұрын
i'd like to see minor improvements come to the custom turret controller and weapon controls as is, the ability to have dual gun setups more easily done without needing to connect the 2 guns physically would be much appreciated, also different ammo types be able to move through weapons to make coaxial autocannons / MGs easier, and the controls of weapons have the option to be separated / sequential as opposed to simultaneous.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Different ammo types was something I meant to mention but forgot.
@benseaman3856
@benseaman3856 Жыл бұрын
A personal physical handheld shield might be a good idea one that can allow you to take some turret fire but over time it disintegrates. Just enough to reposition but not enough to be broken.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Overwatch 2 😜
@enkaidos
@enkaidos Жыл бұрын
walker legs could be cool and better for ground combat, because imagine your base is under attack and then you release an army of mech suits.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I wanna drive around in my mech suit and never get out.
@luzfire7523
@luzfire7523 10 ай бұрын
Shields are nice to not have to run around and search for damaged parts after every encounter with a Drone or so. But this can also be fixed with a way to highlight damaged blocks/ blocks not on full health, similiar to the "Track on HUD" option in the Control Panel. If you link it with the Antenna, you'd also force them to broadcast while repairing, meaning there is a meaning in turning it of so that enemies don't know where to target weakened armor
@Foxtrop13
@Foxtrop13 Жыл бұрын
modular canon, a block is the canon, the more blocks the higher speed the proyectile reach, another block is the chamber, the more blocks the more damage it makes, ammo would be configurable(similar to artillery powder chargers in modern artillery)
@nosidenoside2458
@nosidenoside2458 Жыл бұрын
I think they should add a heavy missile, and change the default missiles to not require uranium
@Zer0sLegion
@Zer0sLegion Жыл бұрын
🙏Please remove the uranium requirement from missiles🙏
@The_fusion_physics_guy
@The_fusion_physics_guy Жыл бұрын
RIGHT?!? The current usage of uranium in ammo makes literally no sense, they're not nuclear. I love the idea of different ammo types and effects, which would really set the stage for modders to make even More types of ammo.
@somedudeonline1936
@somedudeonline1936 Жыл бұрын
Warfare servers with 32vs32 matches with two factions on one planet with a large base for each faction that has starting supplies and ships/rovers. There would be mining facilities scattered around the planet that can be captured by either faction. Whatever faction controls the most mining facilities by the time the match timer wins or whoever destroys the enemy base.
@vladkruglov7719
@vladkruglov7719 Жыл бұрын
Needs: -Shields -shotgun -sniper -flame thrower Energy based weapons would be interesting too, like electricity beam or maybe plasma
@Zer0sLegion
@Zer0sLegion Жыл бұрын
A flamethrower would be cool!
@vladkruglov7719
@vladkruglov7719 Жыл бұрын
@@Zer0sLegion burn the spiders!
@gundamnexus-dk8yi
@gundamnexus-dk8yi Жыл бұрын
The problem with adding shotguns is that they the pellets they use are similar to space debris that are already the biggest challenge in space. I think they went with the approach that armor has been improved to the point where this is not longer a problem. The reason that bullets still do damage is that they have been specifically designed to transfer all of their force onto whatever they hit, unlike most bullets today which primarily cause damage by making a hole in whatever they hit. Shotguns would probably do little damage to anything other than other players, and even that would be questionable.
@vladkruglov7719
@vladkruglov7719 Жыл бұрын
@@gundamnexus-dk8yi makes sense if your hull is one panel, what about guided missiles and some system to protect us from them?
@Marcos-eg9lt
@Marcos-eg9lt 10 ай бұрын
@@gundamnexus-dk8yiwhy would they be used for anything other then players?
@jellyini
@jellyini Жыл бұрын
tank steering works two ways. Lateral steering; steering w a control (stick) for each track which applied a brake to that side. Or a steering wheel (yoke). Some tanks can do a pivot steer; each track goes a different direction, some can't. Driving a tank w a lateral steering mechanism would take being able to apply different friction to each track, the way the yoke works would be better for gaming.
@simulacra7885
@simulacra7885 Жыл бұрын
Here’s the thing with shields, it already takes forever to build ships, and but a few well placed 20mm rounds can take out small chunks of a ship that ruin its looks and symmetry, where as a shield can give you a little more leeway, shields encourage combat Without shields, I don’t take ANY fights purely because of this, because even the smallest of ship can ruin a ships look or even damage something super small now, but completely crippling later, I.e a main drive conveyer
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Then it's building/repairing ships that needs to be improved then
@armastat
@armastat Жыл бұрын
As for shields? I am half and half. but one that would not have an objection over are what you could call Umbrella Shields. Or deflectors. they only work in one direction. Imagine a custom controlled turret. its guns can only fire in the direction they are aimed, same with the shield (more power can make it larger//stronger) but it swivels with its projector. This means u can set up multiple shields to cover all directions and can even overlap for added protection in spots.
@lkirk97
@lkirk97 Жыл бұрын
One of the biggest things I want for Warfare 3 aside from shields is Energy Weapons. Like Lasers. Where you can change the colour of the Laser and connect it to the conveyor line so you can water cool it with Ice so you can set it to fire for as long or as powerful as you want before it overheats.
@theAverageJoe25
@theAverageJoe25 Жыл бұрын
There are mods for that
@lkirk97
@lkirk97 Жыл бұрын
@@theAverageJoe25 Mods yes.... But I want this for vanilla. And Warfare 3.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I feel that doesn't fit the game but each to their own.
@lkirk97
@lkirk97 Жыл бұрын
Well we've seen ballistic weapon's in SE, why not energy based one's. Besides in a practical sense it would be an excellent alternative for other weapon's if there is no magnesium to make ammo nearby.
@tamnker8465
@tamnker8465 Жыл бұрын
What if, instead of shields, they added a "reconstructor" to rebuild ships. I know there's holograms, and that you can make ship builders on your own, but it would be something more new-player friendly. You shouldn't be able to construct brand new ships with it, just reconstruct or repair existing ones. Maybe you could place a "black box" on a ship, which would be indestructible to enemies. Then, once the ship is built, you could press "save construction" and store the design of the ship onto it. (I know there are a ton of issues with an indestructible block, but this is just an idea, I'm sure there are better ways of implementing something like this) You could only place one of them, and It would act as the "origin point" for your ship. The reconstructor would send out tons of small construction drones (which isn't that unrealistic for the near future) that would rebuild the ship from that black box, ignoring any parts still attached. They would also repair damaged or partially destroyed ships back to the "saved design" stored in the black box. To balance this, the reconstructor would only work when enemy ships were not nearby, and would take much longer (possibly configurable per server) to rebuild than a welder setup. The black box would also fall like any other block, so you would have to pick it up and bring it back into space before rebuilding. That also might open up the possibility of enemies grabbing and stealing black boxes before people could get them back. I don't know if that should be prevented or not.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, I'd prefer that make it easier to build/repair ships that add shields. My suggestion would be welding drones (which we might be getting soon 👀) or making the welder weld a much larger radius.
@DWal32
@DWal32 Жыл бұрын
5:50 iirc, they did have some kind of meeting specifically about how they would design a "gait controller," which was shown in a video with a title along the lines of "Our visit to KSH in Prague" by Kelevra Engineering at about 2:50. In other words, they are thinking of adding legs and are trying to.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Oh nice
@Aetrion
@Aetrion Жыл бұрын
I don't think they should add shields, but it would be nice if they added something like repair drones that can go out and fix up damaged or destroyed blocks autonomously. Maybe limit them to only being able to replace structural blocks but not function blocks. The thing that annoys me about going into battle in SE is not that stuff can get destroyed, it's that even if you only take superficial damage, hunting down every single block that has been dinged slightly and having the right repair materials handy to fix it up is an obnoxious chore. If you could just have a convenient way to replace blocks you'd just have armor racks instead of shields. They just need to make it easier to repair ships, because it's obnoxious that it's simpler to print off a whole new ship than to repair one most of the time.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Yeah, hopefully repair drones are coming with GridAI
@sasquach18
@sasquach18 Жыл бұрын
Both tracking missiles and point defense turrets. Tracking munitions are a modern staple and the lack of them makes the combat in SE feel a bit like WW2 in space.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
You know there's point defence turrets in game, interior turrets delete all missiles
@remanscimitar
@remanscimitar Жыл бұрын
For the shield convo, I probably would like to see cloaking technology be included in this case (shielding from physical or thermal/electrical observation). For the walker/track debate, I lean closer to tracks because of both CnC Mammoth and Stealth tanks (plus more stable), walkers can be understood from Black Armor's mech tutorial (if playing modded on steam, idk on consoles).
@samuelfowler5921
@samuelfowler5921 Жыл бұрын
I said that shields should be good for an all around purpose tool like Ray shields to keep oxygen in a hangar when deploying fighters or freight based ships to haul cargo to a base/port too small or add more function for a small hauler for than a mining role used a few times and be mothballed after all resources are required for a large ship
@krykkatorix
@krykkatorix Жыл бұрын
The shoulder fired rocket launchers should be tracking or heat seeking. The javelin and the stinger, essentially.
@robinchwan
@robinchwan Жыл бұрын
those 4 legged robot dogs we currently have in our world would be nice, it can carry stuff for you ! i think it's called " Mule " or something like that
@ViVi-gi1ns
@ViVi-gi1ns Жыл бұрын
I would like a precursor/forerunner like faction or at least their tech ruins left behind to enhance pve: exploration
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'd imagine something like this would come in the exploration update they keep teasing.
@redman7775
@redman7775 Жыл бұрын
Total missile changelog: Projectile velocity slightly increased (they're way to slow base game) Projectile "health" slightly increased (so one bullet doesn't delete them) Projectile damage signifigantly increased (it's a missile, why the hell does a small-caliber cannon do more damage) Weapon reload speed decreased (so players don't spam a thousand and kill everyone) It's a missile. It should move fast and hit like a train, but reload slow and be able to be shot down with enough effort
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Poor missiles 😭
@TASTEGROUND
@TASTEGROUND Жыл бұрын
they should definitely add tanks treads
@The-Ink-Dragon97
@The-Ink-Dragon97 5 ай бұрын
Tank tracks in the Game!
@FinestFellaz
@FinestFellaz Жыл бұрын
Personally id like to see some kind of torpedo launcher, i know u can build torps. But to save the hassle a dedicated torpedo launcher would be great 🎉
@The_fusion_physics_guy
@The_fusion_physics_guy Жыл бұрын
Another cool addition would be basically "Ion Cutters", a short/medium-range plasma-cutter type high dps weapon. Could be like 100m, gets weaker with distance, but can slice through enemy ships pretty well. Cost an enormous amount of power and would work worse depending on how much atmosphere there is, like ion engines. This kind of thing is already buildable with today's tech, so I feel like it's fair game.
@phoenixyo9987
@phoenixyo9987 Жыл бұрын
Maybe for the guided missiles, they could add a block or something that allows custom missiles that have a antenna to be guided by a laser. Where as long as they have up, down, right, left and forward thrusters, the missile will go towards the laser. Which could balance it, since you need to be able to create effective custom missiles, and custom missiles can be shot down. The downside to the missile could be that missiles guided by the custom block have a higher target priority by turrets. So decoys dont work on them, or some other balancing feature. Or better yet, some drone feature that requires a custom controller seat, which could double as a guided missile launcher seat. It could look like a normal seat with a large radar panel and control surface in front of it. Which has to be hooked up to a large antenna array, and have a laser antenna for each drone/missile being fired. And what could separate a guided missile vs a drone is a "collide" or "do not collide" button for each drones target. With personal weapons, I think it would be dope to have a scope system, a guided rocket launcher (but longer reload time, and you gotta stay on target), a Hand held MG. Maybe even a armor system, where you can equip some extra armor. Maybe it could be a exoskeleton that gives you a extra 100% health, but its health that cant be healed, and needs to be repaired inside say the Assembler block. Could even have two models, one is purely for combat, so you get 100% extra health at the cost of it using energy (could have a battery that needs to be charged like its health) and jumpjet speed, and eating up a bit of your total inventory. The other model could offer like 25% bonus to your health, but increases your carrying capacity by 25% of base vanilla, yet still requires energy and reduces jumpjet speed. For these exosuits, you could also make it so that in field, they use up battery components for longer uses. And maybe even allow fellow engineers to repair your suit on you, if they have the components to do so. What could be interesting also if you could carry a med kit and have fellow engineers heal you out in the field, like a medigun tool. You have to fill it with medical fluid for it to work, and you can heal yourself, but it means you cant do anything else while its equipped. It could balanced by a full charge only being able to heal a engineer up to 150% of base health. And that carrying the packs is fairly heavy. So having the ability to carry and do everything at once could be made harder, making engineers choose carefully.
@adamjenkins7653
@adamjenkins7653 Жыл бұрын
my big ask is Powered Decoy blocks. The blocks mimic targeting parameters and consume power to pull AI turrets off of the equivalent block. Default is a light tug across all, a particular sub-system has a great effect against turrets targeting that particular system, but less against default and useless against other subsystem targeting. and passive mode like current decoys.
@williamwheaton8117
@williamwheaton8117 Жыл бұрын
I like shields for small grid ships so they aren’t as fragile as a paper airplane. It’s no fun getting shot down in two encounters. On the other hand shield mods are probably giving too much protection. Also I’d love to see some amount of the aerodynamics mod in the base game with some alternative thrusters like turbo prop engines. And it would pair well with bumping up the maximum speed of ships and players. So that smaller planes can exploit their speed advantage to greater effect.
@risenlegend9443
@risenlegend9443 Жыл бұрын
My line of heavy fighters is currently on the MK 16 and i have been using them since before planets back when i was test running the MK 8 against an AI large grid cruiser (from some AI mod) with the old shield mod not defence shields (and it only had 4KPT shields not even enough to stop a single rocket it just had them to stop me denting it i was bad at parking) It survived that run and then actually got continnually used on multiple different raiding missions against well armed large grids to the point my friend who flew it was still using that banged up re repaired MK8 by the time i had developed my MK 11 2 years later on an active server so small grids arnt paper airplanes ya just got to make them that way.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
They're investigating aerodynamics for the new engine... 👀
@fakshen1973
@fakshen1973 Жыл бұрын
Flak cannons for missiles and small ships would be nice. The damage amount should be just enough to kill a missile. By using an explosive type round, you wouldn't need the accuracy of a bullet hitting a missile. You would just need the flak round to search for anything that's near it like you would with a sensor.
@IamusTheFox
@IamusTheFox Жыл бұрын
I want tracking missiles and tank tracks. legs could only work in SE with a leg controller. And that would be asking for a lot
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I can't even see them adding a "leg controller", there's no way to simplify all that needs to be done into a block.
@ДанилаГерман-н4ч
@ДанилаГерман-н4ч Жыл бұрын
man, u covered it, all of it, all of whats been on our minds for years, thank you, besides of a bit more pve encouners
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Well, we know more PVE is coming so I didn't mention it.
@MichaelEdmond
@MichaelEdmond Жыл бұрын
A lot of what is mentioned can be easily implemented as 'alien tech' that instead of building, you need to scavage, and can have a high resource requirement, So, a shield, you cant build the 'key component ' from resources, only build the housing, you would need to get the missing component from an alien ship... Without destroying it. (It can be suitably fragile) so, if you get one, and if you build a ship able topower it and resource it, you can have a shield generator, And, you could have it so its only useful against certain projectiles, (energy weapons OR projectiles for example)
@misty1226
@misty1226 Жыл бұрын
If devs would create special weather conditions, or just conditions on some number of planets, like sand storms that heavily damaging thrusters and lowering vision and lack of ice/water, or just water planets, were everything is located in depths, that would make sense to use rovers or maybe boats. By now the only differences in planets we can see is gravity, temperature and air/no air, thats it.
@mastere6115
@mastere6115 Жыл бұрын
I suppose one method for shields could be what star trek enterprise did. Where they magnetised the Hull. It'd probably work similar to the defense shields mod where it hugs the ships exterior Hull, and basically gives the blocks some extra damage protection. So say you have it on and it makes light armour blocks almost as string as heavy, and heavy a little stronger. And it would match up with the timeline, as we have gravity gens and such which seem to base around magnetic fields, so the universe of space engineers clearly has some understanding and control over magnetic fields, so it could be an idea to add that is relatively simple, and not extremely op
@brendanswain939
@brendanswain939 Жыл бұрын
Ship sized shotgun turret, buff rocket speed, and add distinct tracking missile weapons. This way you could balance missiles and tracking missiles separately. Ie make tracking missiles very slow and easy to shoot down.
@lucidlywaking7286
@lucidlywaking7286 Жыл бұрын
electronic warfare with radars, radar jamming, tracking missiles and RC missiles.
@thegamegeek1989
@thegamegeek1989 Жыл бұрын
I think they should add a large atmount of Atmosphere only and space only weapons, atmospheres could have wings and helicopter blades with atmospheric thrusters being made very power intensive to encourage only having 1 or 2 on a craft with wings etc and conventional weapons ie guns not working in space and needing different kinds of mechanisms to work
@The_fusion_physics_guy
@The_fusion_physics_guy Жыл бұрын
I would really like to see more explosive-themes weapons. Like a variety of ammo types for existing turrets and guns. Hand-thrown grenades or high explosives, HE rounds for weapons which would explode on contact instead of penetrating (so there's a trade off), a larger variety and sizing of missles/guided bombs, etc. Normal modern weapons already have a large variety of ammo types. You could even have a "flak" ammo type for autocannons that explodes when it comes close to another grid (not on impact), dealing light large-aoe damage that doesn't pierce blocks. It would be so cool to have standalone 1-time-use large missil blocks you'd have to mount on the outside of your ship, that launched large-warhead cruise missles with special effects. You could even implement very-low-yield nuclear weapons, with the catch that they cost a ton of uranium and can be shot off the outside of your ship, causing them to explode prematurely and meaning you'd need to build missle tubes. You could also make high-tier armor piercing depleted uranium rounds for most of the weapon types which would be expensive but have extra punch. That would allow them to remove the (confusing?) uranium cost off of all the non-nuclear weapons they currently have, and maybe nerf them a bit.
@patsey3199
@patsey3199 Жыл бұрын
What if, to compensate for missiles tracking, they add in short range flares that attract missiles and small grid turrets? Think like decoy launchers on a smaller and cheaper scale; but ones that die over time so they don’t potentially litter your world. Let’s say 600 meters?
@MediumRareOpinions
@MediumRareOpinions Жыл бұрын
I'd like to think a warfare 3 update would be more focused on defenses than weapons. Reactive armor could be a thing, a block that when destroyed *doesn't* allow surplus damage to pass onto the next block behind it.
@Alpha-5
@Alpha-5 Жыл бұрын
I definitely agree with your assessment of shields, while loosing a ship is certainly an 'unfun' part of the game experience adding shields is too aggressive of a step in removing the risk from ship design. Adding a high material cost also isn't a great fix too since that would disproportionally give an advantage to players/factions with already highly developed ships in a multiplayer setting. Tanks tracks are certainly a thing I would like to see since I've made a fair few AFVs myself. I think they would most likely be in preset sizes/blocks of suspension if they were added as it gives KSWH more control stylistically, and would also significantly increase stability in terms of processing the movement of the track over wheels and terrain -but I'm not giving up hope on dynamic tracks either. My tank biases aside I think the thing SE needs the most is some kind of movement overhaul to make the new weapons they added work in a FPS style setting. Right now, the player feels somewhat clunky and limited in their choices in infantry combat.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Rovers definitely need something more to do, currently there's not really any reason to build them.
@the11382
@the11382 Жыл бұрын
Just increasing health is bad game design. I don't care if I'm overridden, just no. Make armor strategic by adding different armor for different damage types, as well as reactive.
@Alpha-5
@Alpha-5 Жыл бұрын
​@@the11382 Definitely, mods I use frequently are for alternative armour types that all react differently to weapons. AWG's CWP is a great example of this.
@thorveim1174
@thorveim1174 Жыл бұрын
a shield doesnt prevent a ship from being destroyed, being just a layer of health before hitting armor: however i like its a layer of defense that allows you to take at LEAST some damage before having to rush out for repairs once the fight is over, especially true against small AI enemies that have no hope of destroying your ship anyway bus will still land in a few hits before being torn apart. Issue being that evasion is so strong already that adding regenerative health on top would make smaller, speedy ships even more unkillable. then again, the only way i see to topple the balance towards larger ships would be hitscan weapons/guided ones, which would swing the balance entirely the other way around..
@noahmerz6094
@noahmerz6094 Жыл бұрын
You lookin familiar
@risenlegend9443
@risenlegend9443 Жыл бұрын
Shields that reduce damage not stop it but take immense power to run idk 20% damage reduction but the ship would need to much power you would need a capatal size ship to fit all the reactors (the durability then balancing out the cost effectiveness of using multiple smaller ships as right now multiple smalls will eat a big one alive) and the only expection to that damage reduction being colliding with voxels and its like 80-85% reduction for that but its a different generator that uses less power (for mining ships idk)
@paulchaisson8301
@paulchaisson8301 Жыл бұрын
I'd like for either a cloaking block, or some kind of sensor jammer that cuts down on the target reticle being super useful. Like... I can no longer try to camouflage bases or ships, because the cockpits can automatically see where they are. I dunno how to balance it, though.
@kerbalairforce8802
@kerbalairforce8802 Жыл бұрын
Given that the play area is so large already, it would be better to have more sensor range, not stealth systems
@filipemisster8494
@filipemisster8494 Жыл бұрын
Adding tracks and walker legs would make more ideas for vehicles, and shields as are in mod now are kind of overpowered
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Would love me some walker legs
@jonathannunnery696
@jonathannunnery696 Жыл бұрын
Larger hangar blocks for bulkier military fighters/transports. Currently we only have a 4 block tall exit can be difficult to build aggressive Vic's with small height clearance. Also a way to keep hangars airtight with hangar doors open would be nice, in a way kind of like in halo or other sci-fi games/movies.
@jonathannunnery696
@jonathannunnery696 Жыл бұрын
Also small jump drives for fighter transports, it would just be shorter jumps or longer charge time kind like star wars in a sense.
@TheCatIsAMonster
@TheCatIsAMonster Жыл бұрын
They should add an alternate ammo type for rocket launchers that are faster and have a smaller hitbox but deal less damage as a result. They could do the opposite of that, making a rocket that packs more punch. What they should really do is make a walker foot that would help walkers to stay up right.
@YipperX5
@YipperX5 Жыл бұрын
Shields are nice but they should be more like the "hull polarization" type thing. Basically just makes the weaker blocks a little tougher to avoid random losses through flying/fighting. I know miners are a hassle if you want to make really pretty ones and use molded drills/fewer drills. Keeps the lights and thrusters from randomly popping. As for combat, it will make light armor a little better as an option but doesn't completely break the mechanics of heavy vs light. Basically you can make an incredibly energy dense grid very easily and what better way to use some of those higher power grids?
@MoiraticaHeretica
@MoiraticaHeretica Жыл бұрын
Rather than true lock-on missiles, they should have a small amount of steering/guidance. Enough to correct for a little bit of inaccuracy or bad aim, but not so much that you don't need to aim at all. As far as shields go, I think directional shields would definitely be the way to go if they're added at all, or perhaps a sort of passive repair field instead?
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I wasn't a fan of tracking missiles before I checked out the mod, but the mod is pretty cool and they're more like you said, they only have a small amount of guidance. And my solution for shields would to not add them but instead make it easier to build and repair ships.
@xirensixseo
@xirensixseo 8 ай бұрын
i think alians that roam space itself would be cool, imagine your ship comes across a hoard floating through space or a single, giant alien that damages your large grid ship, also it would be really cool to have a reason to do things like, shipping cargo from place to place, maybe AI mining towns and AI economic trade hubs that you can offload supplies at for an in game currency to purchase things like weapons, ammo, materials, etc. im imagining you pull up with a fleet, a friend in a carrier and you in a cargo freighter, a small structure is on the side of an asteroid. you mount to the connector and start offloading wares, and suddenly your friend says "ive got visuals on hostiles!" as a hoard reers into view. the ship's turrets start engaging, some start boarding
@Cooldude-ko7ps
@Cooldude-ko7ps Жыл бұрын
In my opinion gatling turrets are fine as PDCs/anti-missile and autocannon turrets are really good at AA (shooting down small grids). And custom gatling and autocannon turrets are even better.
@Ostsol
@Ostsol Жыл бұрын
What I would like is a proper sensor and detection system. Passive detection of broadcasting antennas is fine, but it'd be also good to have radars or optical tracking systems -- all of which being blockable by terrain. This could tie into guided weaponry, including auto-targeting capabilities of turrets. Without an accompanying sensor package, turrets would be manual control only. Guided missiles would need to be able to see the target and could potentially be spoofed.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I feel like this has to be coming as part of the exploration update.
@Peoples_Republic_of_Cotati
@Peoples_Republic_of_Cotati Жыл бұрын
'Endame' when the bag of Edamame is empty
@Zer0sLegion
@Zer0sLegion Жыл бұрын
media.tenor.com/7pXIzb8f2rUAAAAC/minor-spelling-mistake.gif
@marcusinfestus1333
@marcusinfestus1333 Жыл бұрын
I would LOVE tracking missiles. I feel they would add something to dogfighting, so long as thier turning radius was limited. (They correct for minor aiming errors, but cant necessarily keep up with a fighter in a hard change of direction)
@Zer0sLegion
@Zer0sLegion Жыл бұрын
You know what, I didn't like the idea before I made this video, but after using the mod, they're pretty cool ngl.
@Stoney3K
@Stoney3K Жыл бұрын
I agree. It should be possible to outmaneuver missiles, and currently missiles are too expensive compared to what they can do. 'Dumb' rockets should be cheaper than the cost of a rocket right now, while guided missiles can remain at the current cost.
@-saca-1297
@-saca-1297 Жыл бұрын
Im telling you EMPs. Make boarding ships a feasible strategy instead of just blowing them up!
@averageaimer8533
@averageaimer8533 Жыл бұрын
I think if they added a space war game mode that would be sweet. A bit like the game ‘foxhole’ but in space engineers. A persistent war between two planners that last for three months or until one ‘faction’ is destroyed, then the server resets. You join the server and choose a faction/team and spawn with almost nothing/. Just a team HQ (a simple building with basic assembling and refining that’s game over if it’s destroyed.) It’s not creative mode so your team has to build up mines/ships/bases etc and go attack the other teams planet and wipe out their HQ.
@morrischen5777
@morrischen5777 Жыл бұрын
I'll love to see some radar signal and information update. Long range information gathering is a large aspect of modern warfare. Also radar is consider to be the most wanted pices of tech we all wanted for. Radar are mostly be done in ray-casting currently but this limit its usage due to massive computational resources needed. If the game engine support built-in radar signal that helps boil down grids' radar information into signals in more efficient way, it will be absolutely game changing. More usage like ore detecting and ship searching will be much easy and interesting.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I wouldn't be surprised if something like radar is added in the exploration update.
@ChadZLumenarcus
@ChadZLumenarcus Жыл бұрын
Flack turrets would be cool for handling small grids and missiles.
@captaindarksign3589
@captaindarksign3589 Жыл бұрын
Indeed
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Missiles getting another nerf 😔
@odd_bobble9106
@odd_bobble9106 Жыл бұрын
I want a little expansion to the turret controller where it can have a dedicated cockpit/control station that would allow an additional rotor or hinge linked to your WASD keys. This would make cranes more sensitive, modular, and a lot easier to use. Edit: corrected spelling
@Zer0sLegion
@Zer0sLegion Жыл бұрын
There's a mod that does something similar called mechanical key bindings but I would love something like this in the base game.
@MaxGadgetZ
@MaxGadgetZ Жыл бұрын
we should get a rework of the handheld weapon sights, because in their current state the reticles just aren't precise enough for longer ranges. especially considering that the MR8P doesn't have the stats for anything close range.
@EntoSanto
@EntoSanto Жыл бұрын
Warfare blocks are amazing. I am sure that the next update would be good as well.
@reaper.f54u
@reaper.f54u Жыл бұрын
to be honest I feel like a rework making ground units more viable would be amazing. I've always loved building tanks in this game so having new stuff that can make them viable for something like combined arms would be great compared to the usual flying just at turret range's edge of normal SE combat
@aeruxo138
@aeruxo138 Жыл бұрын
for tracking missile, they could be a one use type of weapon jus like in real life, once you fire it of the rail it’s gone and used
@The-lr4zo
@The-lr4zo Жыл бұрын
I was thinking of having the range (both reach and A.I. targetting) of mounted weapons be tripled, mainly to have a range gap between infantry and vehicle/bases, and to not have literal battleships fight at the same ranges as infantry, if they want all their guns to be active. 2.4km is a fairly realistic range for an autocannon, and gives you a reason to build some kind of fighting vehicle, cause you can no longer just hydroman against any sizable base one turret at a time.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
At 2km, a ship is a tiny little spec in the distance, increasing it higher would mean you can't even see the ship.
@The-lr4zo
@The-lr4zo Жыл бұрын
@@Zer0sLegion you have a ship-mounted scope, called "Camera" Turrets can zoom in naturally, too. Now go nail that ship at 6 Ks with an arty+camera the same way you nailed that base turret at 799m with precision rifle and the eotech mounted on it.
@ShockwaveTheLogical
@ShockwaveTheLogical Жыл бұрын
I hope the new AI can have different ship varieties. Like Fighters, Corvettes, Frigates, Destroyers etc.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I'd imagine it can but we shall see!
@ShockwaveTheLogical
@ShockwaveTheLogical Жыл бұрын
@@Zer0sLegion and if they don't I imagine they'll be makable with the AI block thing
@sorrowandsufferin924
@sorrowandsufferin924 Жыл бұрын
You know what I want? A less hassling way to build trains. I really want trains to be easier because right now, they're a lot of hassle to build and get working - especially once you're working with turns or inclines.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I think rails are in the game, they're just not in the g menu.
@tehbeard
@tehbeard Жыл бұрын
I think there needs to be a proper discussion around shields, or rather, why people want shields. because the answer is probably not "we need shields". The core of it seems to be that ship repair is Not Fun(tm) and it's very easy to end up as floating swiss cheese even after winning an engagement. Ideas I've seen in the comments that seem like good tangents to attack this problem are: - After battle: Showing what's damaged clearer, or ways to automate minor repairs to things like armour blocks. - During battle: Specialized armour (maybe buffing the current heavy armour as a dense but very tough type to protect core systems, and then using specialized armour that's between light and heavy in terms of mass but more focused on specific damage type reduction) to offer customized protection. - "Before battle" (or rather, before projectiles hit the ship): ECM/flak/flare to reduce the effectiveness of incoming fire.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Better repairing like drones or better welders would be my solution. Make it easier to build ships and also repair them.
@txj2253
@txj2253 Жыл бұрын
I have an idea for shield in SE that is inspired (but is different from) a near-future technology called "whipple shield". This shield would block high-speed or light-weight projectiles like railguns, gatlings, autocannons and small arms, but let through low-speed or heavy projectiles like rocket launchers, assault cannons and artilliry cannons. It would also kill any hostile (or nutural too, if needed) player touches it. This would nerf the OP small-grid weapon phalax without needing every single block to have their own resistance property (perfict for the lazy Keen lol), prevent hydro-manning without weakening the opponent first, also make the rocket launcher useful again. As for aesthetic, this shield would be like the "Energy Shield" mod instead of a bulbble shield, preserving the original taste of a ship.
@DaxterSnickers
@DaxterSnickers Жыл бұрын
What we need is projectiles, calibres and different payloads like FMJ, hollow point, phosphorus, explo or buckshot.
@Samantha_was_here_first
@Samantha_was_here_first Жыл бұрын
Adding strategy to the game by giving people defence systems like chaff launchers, tactical displays that can highlight enemy grids combat systems. And tracking SAM launchers (static grid only) might make for fun gameplay. With an automated printer, players just spam flying grids at ai bases until it's destroyed. It'll be nice to have to design a strategy, recon, make suitable grids before attacking. Guns and new cosmetic blocks would be good, but altering the combat playbook would be better.
@SB-lj3sq
@SB-lj3sq Жыл бұрын
The 3 shots from the double barrel
@shanepye7078
@shanepye7078 Жыл бұрын
Hand held Minigun, hell yes! Also the homing missiles. And as you mentioned about bases already having shields, having them for ships wouldn’t be too much of a stretch, especially if alien NPCs are added.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
Minigun go brrrrr
@hypernovamkvi715
@hypernovamkvi715 Жыл бұрын
i thinl for treads they should look to how from the depths handles its wheels and tank treads as it is a very well put together system and would easly slide int spcae engineers ui without much issue
@Zer0sLegion
@Zer0sLegion Жыл бұрын
I've not seen it so I'll take your word for it.
@seekererebus255
@seekererebus255 Жыл бұрын
I tend to think that all ship missiles should be tracking, with it only taking 1-3 bullets from turrets to eliminate them. Largely because in realistic space combat, ships would randomly dodge to avoid bullet or laser fire, and the primary way to eliminate a target would be mass missile barrages intended to overwhelm Point Defense Systems (PDS). Also a "knife" fight would be anything under 2km realistically. Of course, this would require a redesign of SE's other weapon systems. First, the speed of all projectiles would need a significant alteration. The range of all weapons would be 10km, but projectile speed would be 400 m/s (1000 m/s for railguns); missiles use their own system. Gatling would be for PDS, it would be practically useless against even light armor, though as effective against other blocks as it currently is. Of course, it would take out a tracking missile in 1 shot, and the tracking on them would be very good; one gatling turret would be able to take out 10 missiles per second, including targeting time, and they would never miss when their bullets will strike in under 0.25s. Autocannons and assault turrets would fire explosive rounds, maybe 1m radius for autocannons and 2m radius for assault cannons. Same damage overall, but spread out a bit. Artillery would also fire explosive rounds with a 2m radius, but the explosion would happen about 0.2s after impact. So the penetrating tip could enter a ship and then detonate within the armor, or detonate right outside the armor on a glancing blow. As for railguns, they would do their whole penetrating round trick with a radius of 2m; for maximum effectiveness. For warheads, I tend to think they should be nuclear: once armed, if they take even 1 point of damage or are intentionally detonated, they should instantly annihilate all voxels or blocks within 50m, leaving nothing behind. As for how the new missiles would work? First, they would hit much harder: as strong as a warhead is currently. They would fire 2 per second from one launcher with an initial speed of 100 m/s, they could get up to a speed of 1000 m/s, and they would have a simulated fuel mechanic. Any adjustments to trajectory or speed would burn that fuel. Perhaps their fuel would allow them to pull a 180° turn or to reach max speed, but not both. Any change in trajectory would limit the max speed that could be reached, and the faster the missile is already moving, the more fuel to make any change in trajectory. Also they would be able to turn at max 45° per second, which should allow small and nimble ships to dodge them. Missiles would also have evasive capabilities, that would make PD miss when further than 0.25s while the missile still has fuel. Perhaps when fired as part of a mass volley, some missiles could fly straight at maximum speed while others would dodge and weave, another attempt to overwhelm PDS. They could also be setup to detonate on proximity, so if they are close enough to do any damage, even partial, they do. So in this system, ships should always have multiple gatling turrets to form a PDS. Offensive tactics would involve mass missile barrage with cannon turrets attempting to eliminate PD, or mass cannon fire, or long range railgun fire. Given the balance here between missiles and gatling PDS, faster missiles that barely evade have more opportunities to be targeted successfully, while slow evasive missiles can really hog up a PDS beyond a certain range. A mix of both as part of large volleys could overwhelm most PDS system. Though the improvements to cannons and other straight shot weapons would keep them rather competitive even amidst these "ship-killer" missiles. I don't actually expect all of this, but I mean, a guy can dream right.
@VitriolicVermillion
@VitriolicVermillion Жыл бұрын
One thing I noticed as you (or whoever it was) were peeking in and out of cover talking about how it's hard to hit things with the hand weapons was that your movement was instantaneous. One feature that I think we need is movement acceleration and deceleration while walking or running. It tends to help.
@Zer0sLegion
@Zer0sLegion Жыл бұрын
It's more the feedback and recoil that's the issue. You get a hitmarker if you hit a block or a player so you can't tell if you've actually hit and the recoil is ridiculously high regardless of the weapon so any encounter at range is very difficult.
@VitriolicVermillion
@VitriolicVermillion Жыл бұрын
@@Zer0sLegion That certainly makes sense. As you describe it, I do realize now that it is a problem. I still also think we need a little bit of movement acceleration/deceleration for those very brief jolts to give us more control, though. As for hit markers for blocks, hmm... large grid blocks take ridiculously little damage from hand weapons, so maybe they should only show for small blocks? Or maybe it should be a player setting, a series of checkboxes for players, large blocks, small blocks, and you can turn off/on whatever you want.
@Crytum
@Crytum Жыл бұрын
for hand held weapons i would really love a large caliber sniper to stay out or range or turrets and do meaningful damage to them. just make the rifle and ammo expensive. as far as stuff to mount on a ship, i´d love to see some actual armor plating, not only meter thick blocks. Stealth would be nice too and for shields, yes i want shields, but make them directional and powerhungry, so you need multiple per ship and sections can go down if they run out of power
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