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Dasistgutja

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Dasistgutja

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About this mod

Adds some new ship weapons from competing manufacturers, with a focus on rapid fire autocannons.

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Changelogs
Where are the Gatling guns?? Whether this is addressed in fiction or not I felt that a space game without rapid fire bullet sprayers is less of a space game. So to that end...

The manufacturers of the Settled Systems have been pushing the boundaries with their vacuum safe rapid fire weapons and have released experimental new weapon types. Corporate competition and espionage is rife and new and bizarre weapons have flooded the vendors.

These are new additions and so should play well alongside any rebalance mods etc.

The weapons have semi lenient level locks, needing starship design 3/4 and level 38 to unlock the last weapon in each series. The level requirement may be a bit off as I think there's some behind the scenes maths which the CK hides.
There are leveled variants for most weapons, so that you frequently unlock new options as you play in a natural way.

These should show up at all good outfitters near you (who also sell those manufacturers) and are balanced (I hope) to fall between their existing lines. The vanilla automatic weapons fire faster than their base variants but do less shield damage, so these experimental variants do even less shield damage but fire much much faster. This is inverted for the anti-shield munitions.
Anti-module effects do little damage but are likely to cause crit effects such as blown reactors, engines, or crew kills. Great for a pirate!

Updates 0.91 onwards might cause issues if you're using variants I removed. Best to delete them from your ships before updating. In general it seems fine to update otherwise, even if I tweak something which is already on a ship.

Updates might slow down now as the real work becomes the models. These new ballistics need to look like proper rotary autocannons.


The Weapons:

Shinigami:
Dangan EX (A class ballistic)
Jishaku EX (B class ballistic)
Raijin EX (C class ballistic)
Raijin EX AS (C class ballistic, anti-shield munitions)
Kamikiri (A class ballistic, anti-shield munitions)
Umibozu (A class missile, anti-module)
Omagatoki (B class missile, EMP warhead)
Tenkei (A-C class torpedoes)

Horizon Defense:
Shredder (A class ballistic)
Ruiner (B class ballistic)
Annihilator (C class ballistic)
Avenger (C class ballistic)
Skinner (A class ballistic, anti-shield munitions)
Bruiser (A-C class cannon)
Disruptor OC (B class, particle)

LightScythe:
Flare OC (A class, laser)
Singe OL (A class, laser, anti-module)
Incinerator (C class, laser) [here's where I really need to add new audio/art!]
Cyclops (A-C missile, anti-shield)
Atlatl EMP (B class missile, EMP)

Ballistic Solutions:
R_HEI line (A-C, ballistic, explosive munitions) [Super effective against framerate. Again, need to start work on models/effects.]
HEI Cannon line (A-C, ballistic, explosive munitions)
S_HEI line (B-C, ballistic, explosive munitions)


The stats for each series, for those curious:

"Ammo" is basically the energy pool for the weapon. Higher = longer until the shooting ends.
"DPS" is damage per second, an internal calculation, affected by DTSHIELD.
"DTSHIELD" is an internal calc for shield damage. 1 > 5 is a noticeable jump against a lvl 30 pirate ship at high shots/sec.

Shinigami
In general, these do less to a shielded target but more once the shields are down. Crit multiplier is lower though. Range 1000.

Dangan EX (A class)
A - 72 DPS, 3.5 DMG,    1 DTSHIELD         16/SEC, 50 AMMO, 1.3x CRIT     5000 credits, level 1, no perks
F - 104 DPS, 5.5 DMG, 1 DTSHIELD 10200 credits, lvl 12, design 1
L - 168 DPS, 8.5 DMG, 2 DTSHIELD16000 credits, lvl 20, design 2

Jishaku EX (B Class)
L - 230 DPS, 5.2 DMG, 2 DTSHIELD     32/SEC, 33 AMMO, 1.3 CRIT  30000 credits, level 30, design 2
Q - 281 DPS, 6.8 DMG, 2 DTSHIELD                                      40000 credits, level 38, design 3
Turret - 252 DPS, 6.4 DMG, 2 DTSHIELD        30/SEC40000 credits, level 25, design 3

Raijin EX (C Class)
L - 307 DPS, 4.8 DMG, 0 DTSHIELD        64/SEC, 33 AMMO, 2.0 CRIT36000 credits, level 30, design 3
T - 384 DPS, 6.0 DMG, 0 DTSHIELD                                        60000 credits, level 38, design 4
Turret - 360 DPS, 6 DMG, 0 DTSHIELD60/SEC     50000 credits, level 38, design 4

Raijin EX AS (C class, anti-shield)
AS - 448 DPS, 1.0 DMG, 6 DTSHIELD    64/SEC, 33 AMMO, 2.0 CRIT          55100 credits, level 24, design 4

Kamikiri (A class, anti-shield)
A - 72 DPS, 0.5 DMG, 4 DTSHIELD        16/SEC, 50 AMMO, 1.8 CRIT          6000 credits, level 1, no perks
F - 120 DPS, 0.5 DMG, 7 DTSHIELD                                        12000 credits, level 12, design 1
L - 184 DPS, 0.5 DMG, 11 DTSHIELD                                     18000 credits, level 20, design 2
Q - 248 DPS, 0.5 DMG, 15 DTSHIELD                                     23000 credits, level 30, design 2
T - 312 DPS, 0.5 DMG, 19 DTSHIELD                                     40000 credits, level 38, design 3

Umibozu (A class)
A - 5x crit, 50% crit chance, 2 ammo                              20000 credits, level 11, design 1
L - 5x crit, 65% crit chance, 3 ammo                             36000 credits, level 20, design 2
T - 5x crit, 80% crit chance, 4 ammo                             45000 credits, level 30, design 3

Omagatoki (B class, EMP missile)
2 shots, 1000 EMP damage. Very slow reload.

Tenkei (Torpedoes, very slow projectile, massive damage)
13k (A) 450 hull, 300 shield dmg                12000 credits, level 11, no perks
25k (B) 600 hull, 400 shield dmg                25000 credits, level 20, no perks
40k (C) 800 hull, 550 shield dmg                50000 credits, level 30, no perks

Horizon Defense
In general, these do more to a shielded target but less once the shields are down. Crit multiplier is higher though. Range 800.

Shredder (A class)
L - 67 DPS, 3.5 DMG, 1 DTSHIELD        15/SEC, 60 AMMO, 1.4x CRIT            7400 credits, level 1, no perks
U - 96 DPS, 4.4 DMG, 2 DTSHIELD                                            11400 credits, lvl 12, design 1
S - 151 DPS, 7.1 DMG, 3 DTSHIELD                                        18400 credits, lvl 20, design 2

Ruiner (B class)
U - 165 DPS, 4.5 DMG, 1 DTSHIELD       30/SEC, 33 AMMO, 1.4 CRIT22700 credits, level 20, design 1
S - 222 DPS, 5.4 DMG, 2 DTSHIELD                                       32000 credits, level 30, design 2

Annihilator (C class)
S - 318 DPS, 5.3 DMG, 0 DTSHIELD      60/SEC, 40 AMMO, 2.0 CRIT 40000 credits, level 30, design 3
I - 438 DPS, 6.3 DMG, 1 DTSHIELD    (378 DPS without DTSHIELD)           61000 credits, level 38, design 4

Avenger (C class)
720 DPS, 6.0 DMG, 1 DTSHIELD        120/sec, 60 AMMO, 3.0 crit            150000 credits, level 38, design 4

Bruiser
U (A) 187 DPS, 150 DMG, 60 DTSHIELD        .1/SEC    6X CRIT                     9999 credits, level 12, design 1
I (B) 294 DPS, 250 DMG, 80 DTSHIELD                                           19900 credits, level 20, design 1
N (C) 447 DPS, 400 DMG, 100 DTSHIELD                                       38800 credits, level 30, design 1

Horizon Skinner (A class, anti-shield)
L - 81 DPS, 0.4 DMG, 5 DTSHIELD        15/SEC, 60 AMMO, 2.0 CRIT            8000 credits, level 1, no perks
U - 126 DPS, 0.4 DMG, 8 DTSHIELD                                        12000 credits, lvl 12, design 1
S - 201 DPS, 0.4 DMG, 13 DTSHIELD                                      19000 credits, lvl 20, design 2
T - 261 DPS, 0.4 DMG, 17 DTSHIELD                                      24000 credits, lvl 30, design 2
I - 306 DPS, 0.4 DMG, 20 DTSHIELD                                       39999 credits, lvl 38, design 3

Skinner turret (B class) 15/s
S - 201 DPS, 0.4 DMG, 13 DTSHIELD                                      20000 credits, lvl 20, design 2
I - 306 DPS, 0.4 DMG, 20 DTSHIELD                                       39000 credits, lvl 38, design 3

Disruptor Overclocked (B class)
196 DPS, 7 damage, 7 DTSHIELD        14/sec, 22 AMMO, 1.8 CRIT            20000 credits, level 16, design 2

LightScythe

Flare OC (A class)
Alpha - 85 DPS, 0.1 DMG, 6 DTSHIELD    14/sec, 25 AMMO, 1.2 CRIT9000 credits, level 11, design 1
Beta - 141 DPS, 0.1 DMG, 10 DTSHIELD16000 credits, level 20, design 2
Gamma - 224 DPS, 0.1 DMG, 16 DTSHIELD26000 credits, level 30, design 2
Delta - 308 DPS, 0.1 DMG, 22 DTSHIELD40000 credits, level 38, design 3

Singe overloader (A class)
Alpha - 5x crit, 30% crit chance, 25s reload                                22400 credits, level 15, design 1
Beta - 5x crit, 40% crit chance, 15s reload                                  34000 credits, level 20, design 1
Gamma - 5x crit, 45% crit chance, 10s reload                            42000 credits, level 25, design 1

Incinerator (C class)
30 DMG, 250 DTSHIELD                38000 credits, level 24, no perks


Atlatl EMP (B class)
3 Shots, 350 EMP damage. Slow reload.

Ballistic Solutions

R_HEI Series
KE-20R (A)10/SHEI AMMO: 6 DMG, 6 DTSHIELD, 6x CRIT15000 credits, level 1, no perks
KE-42R (B)20/S     30000 credits, level 20, design 1
MKE-4R (C)40/S   60000 credits, level 30, design 2
UKE-7R (C)80/S   120000 credits, level 38, design 4

R_HEI turrets
KE-42R (B) 18/s                            30000 credits, level 20, design 3
MKE-4R (C) 36/s                           60000 credits, level 38, design 4

S_HEI Series
KE-42S (B)          Inherently stronger, slower, same munitions  25000 credits, level 20, design 2
MKE-4S (C)               58000 credits, level 30, design 2

HEI Cannon series
KE-30 (A)HEI AMMO: 250 DMG, 250 DTSHIELD, 6x CRIT      16000 credits, level 1, no perks
KE-40 (B)     30000 credits, level 20, design 1
MKE-1 (C)    60000 credits, level 30, design 2




I'm pretty happy with how they've come out right now, I was expecting them to sound awful but they're fine with the vanilla sound. I would appreciate feedback as I continue to update! Do tell me if they're too strong or weak etc. DPS as written may sound high but it's an internal calculation which doesn't account for everything.



To Do:
More weapon types (Biiiiig guns)
Add to levelled lists for enemies.
New sounds
New models and effects (version 1+)
Animated rotary guns (version 2+)



Changelog:
0.5: Shinigami ballistics
0.6: Horizon Defense ballistics
0.7: B class for each manufacturer; anti-shield variants.
0.8: EMP missiles
0.85: Disruptor and Flare
0.86: Buffed EMP effect on missiles, removed hull damage
0.87: C class ballistics
0.88: Fixed some modules not appearing in shops. Tweaked EMP missiles. Added overloading laser and missile.
0.9: Avenger, Bruiser, Tenkei. Small bug and balance fixes.
0.91: Incinerator; Raijin AS; Fire/reload changes; removed clutter & overlap variants;
0.92: Buffed Incinerator. Added Ballistic Solutions HEI lines.
0.93: Added Cyclops, UKE-7R, tweaked Incinerator, Umibozu, HEI, Singe. Hit effects for AS weapons.
0.94: Buffed Avenger, tweaked Tenkei, added S_HEI
0.95: Added a few turrets
0.96: HEI series recharge and damage tweaked. Avenger recharge lowered.
0.97: S_HEI fire rate fixed. EMP missile reload and balance adjusted.