Space Engineers

Space Engineers

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Octo Beam Lasers
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
18.877 MB
3 Aug, 2019 @ 11:10am
28 May, 2023 @ 5:38am
22 Change Notes ( view )

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Octo Beam Lasers

In 1 collection by nukeguard
Ntech Mods Weapons - Weapon Core
7 items
Description
Ntech brings in conjunction with DarkStar Industries a new weapon based on the new weapon core which improves the weapons in SE, Octobeam, full energy based weapons compatible with defense shields and new targeting AI, with target selection and tracking.

There is overload option, this increases RoF, Damage, and power consumption. It also increases heat generation and overheating will damage the weapons with continued overload use.



Weapon Stats:
Available on both large and small grids
Max range: 2km
Optimal DPS: 1920
Overload DPS: 3840
Optimal Heat: 349w
Overload Heat: 1786w
Optimal Sink: 300w
Overload Sink: 300w
Optimal Power: 13.9MW
Overload Power: 110.9MW

- Survival yes, requires no ammo, energy based
- LODs
- performance friendly
- 1x1x1 large grid, 5x5x5 small grid

Now with more colors
Currently now with 8 colors will add more with requests, but some colors may be difficult to replicate, black is basically invisible so that one is not doable.

Required mod for this to function is

WeaponCore



Also, the damage was turned way down from what you see in the one video.

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Hope you all enjoy this mod, and if you like this one please check out My Workshop.
Visit my Discord server Ntech Mods[discord.gg]
Popular Discussions View All (1)
18
8 Jan, 2022 @ 7:28am
Bugs or crashes
nukeguard
247 Comments
Vas 1 Feb @ 3:00pm 
I suppose, I just wanted to put a scientific spin on it, rather than doing the KeenSWH thing and doing sci fi magic fantasy all the way just cause. x3
nukeguard  [author] 1 Feb @ 10:53am 
Then you run into problems of players liking certain colors and using certain colors for RP, and then complaints of this or that color doesn't do enough damage and these ranges suck, can I make them longer
Vas 1 Feb @ 9:31am 
In terms of range though, red would have 2km range, maybe 2.25km even. White would be multi-spectrum and have 800m range, while blue would have 400m range. Damage of red would be 1/10th normal output, white is normal output, and blue would be 4 times normal output.

Thats a rough guess though. Its been a while since I played EVE Online so I can't remember my Abaddon color crystals and their damage values. :P I know I once had an Oracle in that game that could shoot red beams 225KM away though.
Vas 1 Feb @ 9:29am 
I was looking at the first video with the showcase guy doing it. :P Realistically lasers wouldn't do any damage except for heat, and since SE doesn't have heat mechanics in it, you can't really melt blocks. So I figured 1/4th the damage might be a more realistic value. I haven't used Weapons Core in a long time so I haven't tested your mod lately. I'll test again here soon and give another opinion. I just thought the damage of the showcase was a bit too high for "stick anywhere and fire" turrets.
nukeguard  [author] 1 Feb @ 5:22am 
interesting idea, might do that. The video I recorded from testing and damage was really high then, it was fun just listening to all the explosions :-)
Vas 31 Jan @ 9:06pm 
Might actually be nice to tie its range and damage into its color. After all, blue would be the shortest range and red being the highest range while blue would do most damage and red the least.

The showcase actually makes the turrets look very powerful, kinda would like them at 1/4th that power really. But anyway.
nukeguard  [author] 15 Jan @ 4:34pm 
There were no performance impacts with 100+ on mod release, that number may have changed over patches, but even 10 of these are pretty damaging
[Spartan] John1seventeen 15 Jan @ 3:27pm 
How many of these weapons would you think is a good max per ship? Could too many of these lead to extremely high memory usage?
Silverado Legion 15 Jan @ 2:21pm 
Also check that WeaponCore is above this mod