MAC CANNON - Is it OVER POWERED in SPACE ENGINEERS?
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- Опубліковано 14 бер 2021
- The MAC ( Magnetic Accelerator Cannon ) is in Space Engineers thanks to the mod author MajorXAcE's. A Cannon with incredible range. But is it Over powered? CaptainShack breaks it down.
MAC - MajorXAcE's
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StarCore Mod Pack
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HEADS UP PEOPLE - The Grimm Missiles we're changed outside of the mod authors control by those that are currently running the Tournament.
So the harassment the author needs to stop. Its not the weapon, or the creators fault. The issue was created by the tournament runners.
He made a cool weapon system for others to enjoy. It got twisted into a nightmare of balancing issues and dropped into the this past weeks fight.
Be kind to each other. This is for fun.
The fact that people would harass the mod author either way is ridiculous and disgusting.
Harassment to mod authors or any other member of the community is unacceptable!
This also goes for tournament admins who are taking the time to provide this entertainment.
Thanks for highlighting this Captain o7
Thanks for bringing this to light, Shack.
The tournament is at its core just a very fun game, and bullying people to make it the way you *think* it should be sullies that and discourages people from making it.
The people running this want it to be a great experience too, so trust them in that.
What's the camera mid your using?
@TheXPGamers dan tou provide the mod list for what there using in the games
Use the MAC cannon and some Grimm missiles
Then call the ship “MAC and cheese”
Yes officer this comment right there
@@phoenixgamer3126 You're right this man DOES deserve a promotion.
I'm making fucking mac and cheese, *racks gun* AND NOBODY CAN STOP ME
Are those homing missiles or are they dumbfire like the missiles in vanilla?
@@generalantilles2586 da russianbadger?
I like how they nerfed every advantage it had from your introduction with it, yet you still found a way to make it seem overpowered.
Oh no, one person is successfully using this weapon! We better nerf the shit out of it!
@@Skenderbeuismyhero To be fair, when you think "Magnetic accelerator Cannon" you don't also think "strike craft", which is what shack's first ship functioned as.
@@Cha-Khia In Amber Clad?
@@Skenderbeuismyhero Medium Escort.
Longsword is a srike craft.
@@Skenderbeuismyhero Well I guess they made the right choice since he literally says in the video that it's really balanced.
Seems to me that the problem in both tournaments was that, generally, the designs lacked in point defense and medium sized weapons. This was particularly bad in the first tournament. Designs that have a bunch of point defense, with a few medium and very few to no large weapons seem to do best as a general all around ship.
The ARMCO team did so well because each ship specialized in its role. One had great point defense, one had medium engagement power, and your ship had standoff/heavy engagement power. This can be a very effective team composition.
I think you guys got hit with some bad luck, and not enough time to practice your group tactics against the grimlocks. Changing the nature of the weapons RIGHT before the tournament was a bad move on the tournament admin's part.
Specialization and hard-countering is the IRL meta. A single Sniper can hard counter large numbers of infantry at little to no risk. A single relatively cheap RPG hard counters heavy vehicles and structures. A single machine gun hard counters vast numbers of infantry provided a good chokepoint. We don't really have generalist troops or equipment. The closest thing we have is small squads that have at least one specialist for each task.
In SE, I would expect the roles to revolve around long range (sniping or torpedoes), point defense (anti missiles), and mobility+close range weapons. The ARMCO team was pretty much perfect in terms of balance, they just needed better teamwork and better point distribution between each ship (due to the rule changes). If tournament rules allow, it would also be good if each player could choose between 3-4 ships depending on what role is needed most.
There are other valid combinations, however. With enough mobility, missiles become a moot point and it becomes possible to go all in on close range weapons. If missiles (grimlocks) have enough tracking and fire rate, point defense & mobility becomes a moot point and you can go all in on missiles. If the map is large enough you can go all in on long range weapons.
The big draw of the balanced team is the area of threat. If the sniper is sufficiently protected by a point defense ship, ANY ship on the battlefield COULD be sniped at any time, forcing ALL ships to constantly maneuver which throws off accuracy. The threat of the sniper is more dangerous than the sniper himself. This lets the mobile fighter work effectively. A sniper can support a mobile fighter at any range, whereas two mobile fighters could only support eachother if they were in close proximity, which would hamper their maneuverability.
@@r3dp9 aS
The mac is good for 1) taking on shields and 2) if you have the jump drive explosion mod, as of now SE has no reactor explosion or things like that, so while the mac can penetrate ships, it cannot really blow anything up as there is nothing that can be detonated by those rounds
There is a reactor explosion mod if your interested, the guy who made that one also made a hydro tanks explosion one (edit: thinking back there's also the terminal block explosions which works great to)
@@terravenator1973 Yeah but that mods not in the tournament unfortunately. I think it would be cool as hell if the exploding reactors mod was added along side the shield mod to make shields falling even more dangerous.
@@novaiscool1 Maybe in a feature tournament they'll add them, gotta keep things interesting
@@novaiscool1 Means one-shot can just put a ship out, but hitting a shield generator or a cluster of reactors even without explosions gonna mess a ship up but not put it out.
It doesn't wanna be blowing stuff up, but if it hits a bridge or connecting element it's aces high.
Be nice if there was some actual transfer of force in the impact. In comparison the blast door warheads you can make (are those still a thing?) the impact on a ship was absolutely devastating, and pretty much always resulted in shredding a vessel from stem to stern.
This is crazy how a whole tournament scene for a game I haven’t played for 5+ years has emerged with its own metas that are being discussed XD idk it’s just funny
*The UNSC is Proud*
I love that the UNSC's fleet building doctrine is, unironically, "Make gun but bigger and flying". Their ships are literally monstrous space guns and I love it.
*117 likes*
I swear if anyone else likes this comment ...
seems to me that some folks got salty about this weapon system , with the points ,mass and size update it makes it rather unfeasible to use . tournament rules should guide construction idea`s with the parameters set . it seems to me that the other teams should`ve had a rethink to see how they could improve their designs . guided missiles have point defence as their counter , agility is the defence against the mac cannon ....
ay, but when you can get hit in the first two seconds of the match... if your enemy is skilled enough or just lucky, you will still get hit by the instant hit scan that is the full charged MAC.
I don't mind the increase in size and mass, but then it should also be made slightly cheaper to bring, otherwise it may never see use outside of a few team comps.
@@Cha-Khia An asteroid field, small planet or whatever to block initial sight would be the easiest solution.
Balance for guided weapon systems in general would be more pressing of an issue. Range and time held on a target should be major factors to focus on.
The Grims were the perfect example of how broken self guided weapon systems can be.
Point defence shouldn't be the perfect counter; It should be paired with defensive movement and other counter measures to achieve the highest chance of success.
The top speed and maximum travel distance of guided weapons should be considered for balance.
For linear accelerator weapons like the MAC, Coil and Rail cannons damage drop off and velocity reductions (in the case of what the round hits and how far it has travelled) should be considered.
For examle: If an accelerated round is fired it would likely take a few kilometres to achieve its maximum velocity. Increased penetration but reduced damage, or in other words it punches right through objects, the increasing velocity counters the reductions from each block it hits, but only inflicts a relatively small amount of block damage per block.
Over penetrative light damage at short range is the general idea, giving it a weakness at shorter ranges. While it inverse would occur at longer ranges.
Give them a set optimal range bracket, something like 10-15km or 10-20km (as an example of concept) where the round has achieved maximum velocity. Where the reduction of velocity from each block hit is no longer mitigated and the round causes the base damage per block.
Then have the round outside that range, over 15 or 20km, be inversely affected. Very little penetrative capacity but massive damage per block, to the point of damaging blocks immediately around the ones hit. Essentially making it cause shallow craters in objects.
Designing balance for the theme and role of the weapon gives it a distinct role with weaknesses while maintaining what makes the weapon great.
@@soulsurvivor8293 the maximum velocity of any projectile is the muzzle velocity. It is at that point where whatever force being used to accelerate it is no longer in play. And because space, there will be no change in velocity until it hits something.
psychological warfare, i can put a hole clean through your boat from across the map at the word go. while you guys at armco didn't win the last tourney, you obviously proved this point in the opening second, where you also made yourself a priority target. much love shack. keep the mac, if nothing else, its fun to watch you core a ship in one shot. mayhap you'll get lucky and the cockpit will be somewhere in line with the round.
It's worse then that, MAC's could potentially kill a ship in the first two seconds of a match, if that had happened at all and it will happen eventually, there is a good chance that the MAC could be nerfed or removed entirely.
Just slap 3 mac's together and then slap on a cockpit thrusters and reactors, maybe a few PD lasers, and you'll obliterate any ship you look at (just don't expect to have any power during recharge)
@@Cha-Khia If you want to win a tournament, relying on a small chance of your mac round hitting the perfect place for every fight is a very poor strategy.
It's like any cheese tactic. It should exist, but have enough luck/skill required that it doesn't take over.
@@Galaxy613 But if you're playing multiple matches, a strat needing luck just turns into a strat that doesn't work.
I think the fact that it takes actual skill to aim, in a tournament without shields it is 100% balanced. the problem came with the grimm missiles being so ridiculous that you would basically need shields to combat them. in a tournament with shields the MAC cannon would be op since it deletes shields, whereas in a tournament with no shields and the OP grimms there is basically no winning against the grimms
Think the issue is more to do with shield recharge being non-viable. A MAC shot leaves you defenceless for too long with current shield recharge rates, but it would be fine with a shorter recharge delay.
@@aurtosebaelheim5942 Honestly, the Grimms need to be removed, they are simply to strong, the only way to nerf them would be to make then do very little damage, or make them more expensive, but then the damage they do wouldn't be worth anything, or they'd be to easily countered by PDs.
@@Cha-Khia They need a niche, because currently they're just better torpedoes.
M8s are close-range light surface damage with enough volume of fire to overwhelm PDs.
M1s are long-range finishers that don't do anything if the enemy is fast or has PDs. They'll crack shields or gut a ship easily if they can land.
Grimlocks could be:
- Mid-range, high-velocity, low-damage. Still countered by PDs but punishing to undefended speedy vehicles.
- Full utility. Make the HE and AP missiles really bad, you buy it for the debuff missiles, the others are an added bonus for when debuffing doesn't matter.
- Short lock-on, long range. Something that needs you to get in close but will keep chasing enemies that try to run or dance around you.
- Long range, worse turning, shorter duration. Similar to current performance but it won't come back for 3 more rounds when it misses.
Don't know if you watched W4sted's post-game stream, but the big issues with the Grimlocks seemed to be that they didn't need a lock-on, they increased lock-on range so they effectively acted as 15km(?) perfect radar when lock-on decided to work, turrets were unreliable so PD sometimes just let a wave through (I believe the bug was isolated and fixed post-tournament), they were surprisingly durable so it took a while to take them offline and they kept firing outside the zone (so confirming kills was really hard). I'd also add that being in creative mode removes ammo storage as an issue, which probably benefits missiles more than any other weapon type (missiles are heavy and bulky), so missile boats can be really light and small.
If lock-on range was unaffected by weapon range, weapons were disabled outside the zone and missiles were destroyed outside the zone I think the Grimlock meta would be more manageable.
There's also the issue that Grimlocks are the only answer to the speed meta that isn't "the same but faster". Tracking speed and projectile velocity on the current turrets just can't keep up, Grimlocks are the only way for slow ships to reliably land hits on fast ships.
What makes something OP is if it is Needed and alternatives aren't viable.
If every team needed a mac cannon to counter mac players, that would be an issue. But people losing because they underestimated a gun and thought it was unviable is the opposite of over powered.
The MAC wouldn't be overpowered in a tournament with shields because most of your points go to the MAC, Shack's initial ship design was very small, and the only reason the enemy ignored him is because they assumed it wasn't a threat. If they had focused fire on him from the outset he would've been taken out.
Then sound for the MAC used in this is the sound effect from Halo Reach but the animations are based on the massive super MAC space stations from Halo 2 where we got to see the huge gun firing up close and personal
I'm happy to see more people take interest in MAC, videos like this are very informative. I continue to hope more people will use it in the future as well.
Remember, MAC rounds have been authorized.
"MAC rounds? In atmosphere?!"
@@DelnorShinobu "One way to get their attention. Hang onto your teeth!"
Halo Reach quotes! You love to see it!
I just found recently found your Halo weapons mod, and its a ton of fun. Thanks!
without shields i feel that the macs accuracy is a hinderance
I fully agree. A good example is the nerf to ion’s shoulder laser in Titanfall 2. It was too good at killing players from too far away. Instead of changing damage, energy, cool down, etc. they made it more accurate which perfectly fixed the problem. The Mac functions mechanically almost identical to ion’s laser so a lot of similarities can be drawn.
Like they said in Halo: "Unlike missiles, a MAC round is an unguided projectile, so the firing solution needs to be calculated to strike to target."
@@aiosquadron yes but in Halo the projectiles are 9.1 meters wide and bookin at 30km/s
It can punch holes in ships, but the reload and length make it either a sniper rifle or point blank blaster
The mac balanced compared to Grimlocks. Its slow to fire , huge, and you need to be able to hit something important .
The grims will always hit... eventually.
I see. The modpack that MAC is from, the UNSC weapons pack, still has like four or five different MACs - three large grid and two small grid. I'm guessing they deleted the Mark IX (the one that Big Iron used) and only retained the Series 8 (the great stonking MAC) from the tourney pack.
Also, hot tip - If possible, don't put your decoys on reciprocating pistons, put them on a spinning rotor. Spinny rotors make it harder to actually hit them and really screw with tracking much more.
True, but remember this is weaponcore. I have tried using my ECM corvettes with rotating jammers against weaponcore. Old version straight up ignored them. And even now weaponcore will usually still hit, especially missiles like grimms of M8. Since you can't really avoid them what he wanted to do is spread out so the explosions would not stack up on the hull
Wait, this is 250 points? Or half of a single player's weapon budget?
Sounds like I would make a new ship, the "Double Mac"
Reactors likely also have a point cost
@@Destroyer_V0 i can't find the rules, but I don't think they do cost points.
I think there is a tonage limit for the entire ship and points to limit weapons. Probably some rules for engines as well.
@@zamba136 Reactors cost 2 points for a small, 20 for a large
@@TheDownrankTrain yeah, i finally found that out. took a while to track down the rules.
might still be funny for their 3-man team, though, since each person gets 666 points.
designing 4 ships now with the rule-set now, just for fun.
though, i refuse to make a ship that isn't actually survival ready, with kitchens, bedrooms, bathrooms, and storage, ect.
a 8.5m ton, 500 point ship (4 player)
a 11.3m Ton, 666 Point Ship (3 Players)
a 17m ton, 1000 Point ship (2 player)
and a 34m ton, 2000 Point ship (1 Player)
@@zamba136 They specifically want ships that are NOT survival ready, as conveyors and the like add lag
shack uses mac cannon
space engineers changes the rules and mac size
shack it a conspiracy against my mac
Not Space Engineers, Starcore. Very very different entities. Make sure you're getting it straight :)
I don't think its overpowered. You need to be super lucky to hit a vital system with it, and up against a super slow/large enemy to hit.
Random thought, most likely impossible, stealth MAC using LCD screens and cameras?
It’s so bizarre to me how everyone had a knee jerk reaction to the mac cannon. All you did was utilize its properties against an enemy who wasn’t prepared for it, if they hadn’t nerfed it and given people the opportunity to build counters to it then that would’ve been way more interesting but people are stupid.
Plus you need good aim, good timing and it only does SOMETHING if you strike a super important part of the ship.
Compare that to spamming grimms or M-8s, where you are going to plaster the enemy without even the need to aim. Hell at least custom missiles are slow and need engineering, aim and management from the pilot.
@@mobiuscoreindustries except M-8s have limited range, and can be kited by certain fixed weapons most, if not all people ignored. the grims were easily countered by massed PD. all in all, people keep shouting OP, without understanding the weapon properties
People on any game will cry about something before even learning how to counter it, not wanting to adjust their playstyle
I love that the giant ass cannon is as scary as it looks
@@ConstyC Found the person that uses the OP weapons and defends them like an idiot because they have no skill.
The MAC is indeed survival ready. Built it meself last week.
was it for base defense or ship mounted?
I never got why people in the tourney chat were saying the MAC was OP.
Because it completely nullified shields, and the first tournament was all about shields because they weren’t balanced properly. Now the MAC is balanced.
@@brilobox2 so the weapon can beat the meta?! WHAT how dare it be useful in a way!
It’s just an APR sniper
The problem is they weren't expecting anyone to bring a MAC and not design their ships to counter it
@@jamesricker3997 Then that's a strategical oversight, not proof that it is overpowered
MAC cannon is the future of space artillery. Guided rounds will get it's coordinates from the fronliners while they can look dagger shape to be stealthy and do a side way strafe. Nose always pointed to the combat zone while flying sideways. What do you think? 😎
Love your content Capt. Shack 😄
no such thing as stealth in a space-ship without breaking known physics
camoflague yes
decoys, most certainly
stealth, no
heat, engines, weapons, mass, radar, lidar, star-occlusion the list of spotting methods goes on
unless the greeting shot is a relativistic kill missile or star-beam (Shkadov Thruster the official name) then you will be spotted at the least
also, guiding rounds in space is trickey (no friction), the point of a MAC is that it's firing ultra fast but small rounds to punch through things at long range accurately, imparting a directional change on something like that's going to be tougher than simply shooting a second projerctile.
@@IRMentat I'm thinking the stealth part more like not emitting as much signature as possible while being far away and receiving targets from the frontlines. Guided munition is possible similar to today's method but I'm thinking of firing something big. Like shoving a torpedo into the MAC cannon. Thrusters will be there just to adjust it's path a bit other than that it's a fast flying shield piercing tip bomb. Space is big and you can hide many things in it. Especially a mobile repair dock. Homeworld got it right. 😄
@@IRMentat There's a limit to how far you can see clearly with your instruments, and guided projectiles are a possibility. Make a low profile SPA and position it far back from where you see the attackers coming from, and put loads of relays between your spotters and the shooters, make it hard to determine where they might be relaying the data to. Your arty is beyond the enemy's vision yet fully capable of launching large chunks of budget at an enemy it also cannot see.
@@agentoranj5858 Thank you for your input. I really gotta figure out how to explain it better............. Like taking advantage of how big the Pacific ocean is to hide a carrier group? 😃
@@IRMentat ECM + plasma stealth + RAM coating
I don't think the MAC is OP at all, considering it's one block damage radius. It's really a surgical strike weapon that isn't a good trade off for versatility.
It’s so nice to see you make Space Engineers videos again. Feels just like old times!
Maybe even a little Mod Spotlight of the Weapon Core mod?
Let’s go. Man I miss your space engineers content shack.
my thought is less about matched combat. was thinking it would be perfect for a boarding ship. big mac cannon blasting an entry hole in a capital ship or station then deploying boarding party through it.
So, essentially, ARMCO was robbed "legally" of a victory.
Those out of the ring torpedoes killed wasted.
@@CrimsonRevenant666 Yeah I still don't know how those were even fired, or from what because the angle shouldn't have been possible for the big pirate ship. The whole scenario is quite shady.
The boat only went out for a second.... it still had a thruster and flew back in for a little bit....
@@Direwolf13PS3 Don't know about "shady" I don't think there's a conspiracy among the tournament organizers to secretly cheat and help that team win. There wasn't even a prize I don't think.
@@CrimsonRevenant666 out of ring isn't out of the tournament. But every second out of ring, your ship takes damage.
I remember reading the MACs had a "shredder" shell that would fragment on penetration and just gut the insides of any ship
Give how the design of the enemy ship can effect the MAC’ effectiveness it sounds like the MAC needs time for the meta to adapt to its inclusion, it’s not something that can have its value determined over time.
I think the organisers need to let players determine the meta.
The way i see it it works a bit like player made weapons of custom missiles. It is strong, but also fragile, capricious, need quite a lot of game knowledge and you need to work the design into the ship to make it work.
MAC cannon you say? *Halo theme intensifies*
i spent probably an hour on cairo station looking at the mac cannon in halo 2
its just so beautiful
my nerdy heart cant take it
I’m happy to see someone else subscribe to the UNSC method of ship building. Make a very large gun and slap some thrusters on it.
0:50 looks like a Hiigaran Ion cannon Frigate.
Someone nailed the vibe I was going for :D
Honestly I love the Mac cannon! It honestly just gives the ship a good frontal range firing and also provides with a shield breaker. It's not over powered it's a strategic weapon used to turn the tide of battle
(It should be noted I also love Halo)
TBH, "Front Towards Enemy" actually sounds like a UNSC ship name.
New idea! War ship with as many MACs as can be mounted, all forward facing, and all tied together with a single firing control.
UNSC frigate naming conventions usually had names like that with three or so words, while cruisers and carriers usually had one word names.
Mmm. I'd bet the MAC would do some considerable damage if the target has a bit more "Grouped" Systems.
An ocean tournament with the water mod and boats would be so cool
I can imagine with proper fleet coms you could definitely use this to its full potential. Like you say I think it's best use is as a shield breaker.
"All ships hold fire, charge CapBanks and target Alpha. MAC round on target in 3- 2- 1. Shields are down, have fun."
Can we still get a big iron workshop, even without the MAC cannon?
A ship armed with 160 homing swarm missiles and 160 homing torpedoes. There is no escape and PD is too dumb to effectively target them all.
The MAC is a weapon that is very hard to balance. Because it is both a very large investment into a single weapon, and one that relies on shot placement. At the high end, a MAC can kill or cripple opposing ships from across the map. Blast through weapons, engines, perhaps even the cockpit. On the other hand, MACs can also be very poor weapons, because there are often ways to penetrate entirely through the ship, and do no or very little damage. Even fairly small nerfs or buffs can make it worthless, or turn it into a doomcannon with very little area in between the two options.
you could group multiple gyros to turn off or on depending if you are evading fire or aiming the mac
Been running a Nosferatu frigate we hijacked in survival. Extended the nose just to put a Mk IX MAC in there, and boy does it satisfy... when you hit, of course. We had to deal with the ship being dead in the water for a couple moments after a reload - that, or shut off the MAC to let the other weapons do their work. Not having the WeaponCore UI in vanilla camera view, and not seeing your target through a window because you lack a bridge or real cockpit, is a pain as you rely on signal and the focus circle. Our targets are generally shielded though so the MAC has carried us through many trials and helped the little Nosferatu punch well above its weight.
High-maintenance aside, it has my heart because that's the definition of BFG right there.
Gotta say, excited to see you enjoying SE again.
Maybe a futue design could have a battery of smaller MACs a little bit spread out to increase chance of hitting the target along with some more turrets? You could potentially stage your firing into two or three vollies in this case as well to increase your chances when aiming at moving targets. I don't know if the math of points to damage output is favourable or not.
Do you know what they call the MAC cannon in France? 'Le Big MAC'...
What do they call the Whopper?
@@Dethmeister Dunno, I didn't go into a Burger King...
@@Dethmeister "A royale with cheese"
Was waiting for this vid.
ikr
only problem I'm seeing, is the Mod the MACs come from, has four variants. The one used by "Big Iron" was the Mark 2, Quite literally the smallest of all four MACs. The one that gets shown off throughout this video is the Series-8 MAC, or more commonly known as the "Super MAC". The difference between these two weapons is effectively the size of the round they fire. the Mark 2 shoots an object about the size of a normal human.... the Series-8 shoots objects the size of 4-door Sedans....
I can hear you humming "Return of the MAC.", whilst firing. ^^
Might as well make a small version of the pillar of autumn with that gun
Oh, the good ol Mass Driver sound from Reach. Been a hot minute since I heard that
Realistically speaking space weapons would likely focus on high intensity lasers that can heat up and damage certain areas on other space ships possibly melting a small hole through their hull in critical spots. Missiles are a given because of their maneuverability but would be limited by range. Guns would really only be used as point defensive weapons where another ship is in extremely close range or as a shotgun mini gun meant to shoot down incoming missiles. Reflective particles could be launched into space(from missiles or guns) to form a kind of cloud in order to hamper the effectiveness of lasers, missiles can be shot down with flak guns predicting their path, guns are ineffective at range because ships can just move out of the way or take cover behind debris, but when you get to a Mac cannon where it’s speed is much faster than conventional guns you’ll get a mix of the positive traits. High damage and high velocity make it hard to dodge and hard to stop. It’s like an in between for lasers and guns. I think the most effective kind of ship would be similar to halos ships with a central Mac cannon, missiles pods, a few guns on the outside for shooting down missiles and smaller craft like fighters, and then laser weaponry like the Spartan laser with different designations for range and point defense along with conventional guns. You’d have the ability to take out large targets at range, small groups of smaller fighter craft, and an ability to keep your other intimidating opponents at bay with lasers. It’d be cool if they developed like a grapeshot shot Mac cannon where the round is calibrated to explode shortly before impact making a shrapnel of much smaller but still very fast moving debris in essence that can take down clusters of small ships or just spread damage out over a thinly armored vessel.
Short answer yes, long answer list is long and varied
Wez Orks know one fing, there is no such fing as too much Dakka
wez got the big dakka
paint er purple and call her unvisual
With proper engine shrouds and a good camouflage, the MAC guns could easily be used in a prowler build to pick off targets of opportunity from extreme range. Make it hard for the enemy to see you, get around their flank, disable the main drive and move on. It’d be the equivalent of a modern submarine or a sniper.
The non weaponcore series 8 mac is absolutely insane with how stronk it is, Can put a round clean through a covenant capital ship if someone built one and gave it shields and probably make a hole large enough for a fighter to fly through
Reminds me of Ion cannon frigate from Homeworld 2, great design!
Loving space engineers content
In terms of gyroscope balance, can't you set up a button to turn 90% of your gryos on and off? For fine aiming?
Hey there Shack, the jittery camera movement is a bug for me as well. It happens when the ship is completely still, if you are moving just a little bit you can make those finer adjustments just fine. Hope this helps!
Thats a big ol ship your building there... Some would say... The "Bigger" Iron
Man I haven't played this in forever but with these updates I may have to find the time again.
The way you described the side silhouette I thought of the nebulan b
Love your vids and your the reason i play space engineers
same!
I can I wonder if there's a way to have it so that if the ship is maxed out on power past a certain point if it'll all shutdown to 'protect' circuits from overload or something.
That'd be cool.
the MAC is not OP, but the Grimm missiles very much are
Where the heck do I find that battleship turret? Been looking for that for hours now!
aw man.
I wish my recreation of the orbital defence platform from Halo 2 had not become corrupted. A not so great PC caused too many crashes and it got corrupted. :(
I would totally open it up and add the mac cannon to it.
Love the Mac. Can/Has it been used for ground defense batteries? And are you going to be doing more of your Sunday stream? miss it.
0:31 how many times do we have to tell you, DON'T CLIMB INTO THE MAC!
is the prototype in the bigining a Higaran [Ion beam Frigate] from Homeworld 2 .. same as the ship you used mostly in this video is similar to a Homeworld 1 [Ion array frigate]
Your ships got me back in space engineers from beta days, so I don’t know what’s possible or what’s not, but can you isolate batteries for engines? This would allow dedicated power for maneuvers while the cannon recharged and sucks all the power dry.
Would it work to reduce jitteryness when zoomed in on the camera to turn off most of your gyros while aiming? It would make aiming slow, but you could just get close, zoom, turn off most gyros and then do the fine tuning while zoomed in.
Next ANNO vid?? They were interesting. Also, the weaponcore mod tournaments are great! Loving these
Working on it! Just need a bit more time. WeaponCore stuff has Ninja'ed my brain
Was only the Series 8 one added to the tournament or were the smaller ones also available?
Imagine a one player faction with a ship that has 4 of these mac cannons, a shit ton of armor and some of those railguns that W4sted's ship had.
Feel like it could be absolutely broken, although maybe 4 individual mac ships would counter it.
Would love to see a modder add a nova cannon from 40k to space engineers
Would a welder projector grave device on the back or side of the big mac help it survive longer by being able to fling a field of decoys and armor clusters everywhere as a junk sheild
I think this mod is pretty accurate lore wise. MAC guns are not meant for one-shot destruction, they can, but for long range penetration against larger, shielded ships.
Now this is from a guy that has played Homeworld a lot but other than that is a complete outsider to the SE tournaments scene, but ships like the Big Mac, or what it reminds me of: The Ion Cannon Frigate, are dedicated combat support ships. Requires heavy support to be viable, and usually needs to be in a group of its brethren to counter its low rate of fire. With the max team size, it seems like too much of an investment, especially if you don't really know where to aim to take down critical systems.
What speed mod? Does weapon core come with speed mode included? And arent speeds over 100m/s suppose to break the game engine? (i'm new player just started playing vanilla survival)
When i was messing with this the rounds impact was blasting my targets backwards. Hit a sprt raider ship with it and slammed the rat into an asteroid.
Does the MAC have other settings?
I wish there were other MAC options: like a big MAC and a small MAC.
The big MAC has both high power (hitscan) and low power (projectile) modes, is big, heavy, power hungry, and expensive.
The small MAC has only low power mode and hits less hard, but is smaller, lighter, less power hungry, and less expensive.
Balanced, of course.
So it's kinda like the Spartan Laser in Halo.
I honestly believe this ship would be the best defense satellite
Is the next ship going to be the "MAC Tonight?"
What mod is that 203mm gun turret from? I loaded the list but did not find it.
What mod Are those a armoured panels you have from?
Ooooh Combat Shack!
Can you put capacitors or batteries on the ship to increase power capactity without needing more larger reactors ?
Could be a way of getting some of the cost of a MAC cannon down and a more realistic way to balance them potentially as you then introduce a wait time between shots while the capacitors recharge.
What are the rules for the tournaments? And is there anyway of joining?
MACs in halo dont destroy shields. They punch through them. The shields afterward are fine, assuming the MAC didnt hit their power source.
What if you deploy the decoys like minature satellites ahead of the Big MAC?
(2 combined decoys and 1 mini generator, or 1 mini generator combined with the maximum number of decoys it can power.
If you deploy the satelites, it would reduce the drain off the MAC and other defenses. It would also reduce your silhouette as the wide wings would be unnecessary.)
Hey just thought I'd ask, are welders allowed in the tournament? Is the world in creative or survival for the battle? Just curious :) keep up the vids keeping space engineers feeling fresh again
@TheXPGamers If it drains all your reactors You could make it like so that it has some batteries equipped which are disconnected or turned off, after it fires and there's no power those batteries turn on and "fuel" inertia dampeners or maybe even engines
now hear me out 3 MACs with staggered fire
Go full Halcyon-class from Halo. That MAC had a burst fire feature, firing three shells. Can't do it with SE's MACs but with three you could cycle them pretty quickly
Like Halo mac cannon its used as a shield breaker and they finishes the covenant ships with shivas missiles.
Btw can you design a ship with reactive armor?
Does the tournament ruleset require ships be able to function in survival? As in properly piped and all?
No, in fact, it's advised for all conveyors to be removed (I am in 2ST, and the guy right next to me got nailed by Cap's initial shot at the start)
Can we please get a list of steam links to the mods? Can't find the mac mod on the workshop...