The only argument I have for gatling is the ammo. 140 rounds can go a lot further early game. Otherwise, I love autocannons. We just had limited magnesium and kept running out of Autocannon ammo.
This was my issue with autocannons. Gatlings set up to hit Weapons or Power through the custom controller is more efficient. Autocannons do look and sound gorgeous going off though xD
very fast fighters can outmanouver autocanons in fighter vs fighter before a minute even passes and they get to compare their dmg per minute. but overall autocannons are more versatile and therefore arguably better.
I also use Gatling guns on my light fighter instead of auto cannons because of ammo limitations and another thing: SMOKE. When you have a lot of autocannons the smoke produced by firing can be blinding when you’re firing in first person. However, Gatling guns don’t produce any.
One thing I don't think has been considered with Gatling guns as opposed to auto cannons is that DPS is not nearly as much of a relevant statistic for one important reason: neither weapon has penetration. When one of these weapons deals damage to a block and that damage destroys that block, any damage left over is lost. So for a small grid light armor block with 100 health, an autocannon round is dealing 500 damage, and 400 of that damage is being lost. The Gatling gun takes 2 rounds to destroy the block, and only 80 damage is lost. Same goes for heavy armor. SG heavy armor has 560 health, so it takes 2 autocannon rounds to destroy, but 440 damage is lost. It takes 6 Gatling rounds to destroy, but only 70 damage is lost. Considering also that the Gatling gun has a much higher rate of fire, which makes actually landing hits with it much easier in a turning fight, and that plays a factor as well. Not to mention how much more ammunition you can carry for the Gatling gun in the same space compared to the autocannon. It may be that in a practical fight the autocannon would be better at destroying things like cockpits, weapons, and so on, but I don't think DPS is the metric that makes the autocannon the better weapon.
Thankyou for putting together a well written counter argument. The other thing to consider is the opportunity for the gatling gun to hit the same place twice to break that block. The extra DPS allows strafing a target to be more successful breaking the first layer ready for follow up shots to hit vital components. I would also disagree the rate of fire helps land shots but the tracers are not as clear as the auto cannons.
@@LastStandGamers Yes agreed. Also if players use heavy armor or we consider different blocks entirely - then that "500 dmg vs 400"-argument starts to make sense very quickly
This is why in my game I modded the assault cannon into a 45mm autocannon (that's about what caliber it looks like in game) that fires missile type ordinance rather than projectiles like the autocannon or gatling gun do. That way none of that delicious penetration goes to waste. Technically there's nothing stopping you from making the same kind of tweak to the autocannon.
Yeah. I think having a mix of autocannons and Gatling guns would be best. For AA guns on bases, stations and ships Autocannons would be the best though Gatlings would be good anti missile/rocket that can double as AA when there aren’t any missiles/rockets in range.
Personally only use the railgun on a drone I can send out in a fight against a large ship, where I can make an educated guess on key points for their systems and fire on them from a flanking spot. The assault cannon I haven't even tried yet, so I may have to play around with that.
@@LastStandGamers I'm a big believer in using them on interceptors that can kind of wear down an enemy before they get close enough to be engaged by your main ship proper.
I made a ship that had a 4 gatling gun custom turret on the nose and used 2 auto cannons as my main weapon. The turret kept constant damage on while I would just open up more holes for the gats to fire through with the autocannons.
I use Gatling guns for point defense against hydro men and missiles. The auto cannon is used for anti player made missiles and smaller large grids and small grids. The assault cannon is used for large large grids and bases. Missiles are used as a burst shotgun for damage when close. The artillery and railgun is for custom turrets on large grid battle carriers or as axial weapons for gunboats
Honestly I think the most telling factor in that fight you showed was that I basically didn't hit my opponent with the gats. Part lack of practice, partly the difference of about 200 ping between us. That said, I think the better ship won. An armoured ship with autocannon turrets vs an unarmoured one with fixed weapons only is gonna be a hard battle to win unless the lighter ship can get some solid hits in early on. I've since added some front armour to that fighter. I think with the damage figures you've presented it might be worth switching to autocannons so that with some practice the hits I do get will be more impactful.
Personally the railgun is my favorite small weapon because when put on custom turrets on a fast large grid, it lets you strafe around your opponents extremely effectively while still landing a majority of the shots due to the fast projectile velocity. Also has pretty good damage for its size, and doesnt impact large grid power as much as it does small grid.
I love the autocannon. I built what started as an idea to make a sci-fi "A-10" and it turned into a combination of that and a Star Citizen Super Hornet. Twin gatlings on the nose, railguns on the left and right side of the cockpit with a camera over each of them for sniping larger ships and bases. Hanging under the wings is an autocannon each, and then the wings curve downwards to act as a bit of protection with 2 regular rocket launchers per wing attached to hinges that point them in about 1-3 degrees so you can select between those two convergences rather than the rockets shooting dead straight. Bottom of the craft does take the A-10 "bathtub" idea so the majority of the bottom is where the heavy armour goes. Fought a drone base and its fighters with it expecting to explode and ended up annihilating it with the combination of weaponry. The autocannons allowed for constant automatic fire while I concentrate on my railgun shots. Rockets acted as a good finisher on the base and damaged craft just like you where mentioning.
@@cpt-cheese3489 I too, felt that disapointment when I took it for it's test flight. I don't make fighters too often, so tend not to use fixed gatlings. So when I fired for the first time I sighed and said "right, .. thats the sound for the gatlings."
I don't think the gatling gun is meant to deal mass damage. The way I see it, it's much more useful used in a defensive role, like protecting your base from meteor storms and light drones. While the Autocannon can shoot down meteors, the gatling gun's fast fire rate allows it to be much more consistent and also allows it to potentially shoot down several meteors before they impact.
Autocannons are definitely my favourite weapon, but I've actually had a lot of success using gatling guns for anti-drone purposes as well as attacking players outside of their ships/rovers. However - due to their niche use - whenever I do use gatling guns in a build it's in conjunction with autocannons or missile launchers.
Warheads are very good on paper but impractical in combat. Outside of combat I actually used detachable warheads once on a timer as a smoke screen and it worked pretty well tho, not sure if anyone made something similar tho but I thought it was a cool concept. Probably wouldn’t work now with the target lock giving you away XD
IMHO it really depends on what you're fighting. For single player survival i almost exclusively use the fixed assault cannon for small grid because it lets me surgically pick off space pirate turrets from a distance. The ammo is dirt cheap and the reasonable splash damage means more intact salvage. Thanks to Keen being lazy about updating space pirate assets none of the space pirate ships/stations have any of the updates weapon blocks so the assault cannon has twice the reach, it really trivialized stealing their stuff. I never touch multiplayer so my qualifications for the best weapon are completely different.
When it comes to non-turrets, I’m quite partial to the Gatling guns. I’m not great at games, and being able to aim in the general direction of something is easier for me than having to worry about my individual shots. Though I’ve found that on a craft big enough for turrets, the added firepower is really good!
I think the railgun and rocket launcher are best suited for "secondary weapons" like the 40mm underslung grenade launcher you dont use it for dogfights, you use it as a one tap attack of opportunity. deligate it to a "shoot once" hotkey while maintaining fire with the gattling gun or autocannons.
A lot of the old weapons mods have been lost to time or development has stopped. Before the weapons update it was upto the players to fill the gaps with he weapons.
Ngl did not expect any responses Yes it was that! CMD scattercannon! Someone should try and bring that back. And ngl i didn't know that mod was supported still nice
My only complaint about the autocannon is the lack of HE rounds. Its an autocannon of a significant caliber. We should be able to have HE, maybe even Cannister shot for AA bouts. Imagine a battery of turrets firing a mix of HE and LBX-rounds that rip and erupt side sections of bombers or aircraft.
My testing has revealed similar results. Autocannons are the best multirole, high damage weapons in the game. There is an argument to be made for assault cannons if you need to stay at range, say, if you do an attack run with a fighter on a larger ship, but want to stay out of their Gatling range, but otherwise, autocannons do more damage.
Something interesting is a Single Assault Canon Shell is all it needs to take out a Block of Light Armor as well as making a Large Gatling Turret Non-functional, while a Large Assault Cannon Turret is even able to tank a Salvo from a Arty Turret. Plus a Big Blast Door Block can hold of around 75% the Damage an Full Block of Large Heavy Armor can withstand
This is a great video! Could you do a similar analysis for large grid weapons and turrets? I'm thinking that the large grid Gatling turret is looking pretty underpowered now if they are also dealing only 90 damage per shot. Do they have any benefits over the small ship version?
Just had a quick look and apparently they do 90 the only advantage I can see is the AI . If it didn't cause a ton of sim drop people would cover there ships in custom turrets.
The rail gun is a sniper's tool. If you don't have sniper's skill, they are not helpful. Warheads are certainly something I really like but I use them in dive bombing rather than just randomly dropping them and hoping they hit.
so for the small grid railguns. they would do better as a turret on a large ship, that way they are cheaper to operate then the large one and can leverage their accuracy
For destroying not armored targets, gatling is the way. For destroying medium armored targets autocannons are the way. For destroying heavy armor - railguns. It is purely based on their penetration.
Gatling guns take up significantly less storage for their ammunition, and with warfare II making ammunition storage crates highly explosive targets, you can significantly improve your ship's overall durability by reducing their weak points using gatling ammunition. And while gatlings do less damage per shot, they have the advantage of being able to hit more surface components due to their high rate of fire scoring on average more hits. And while each of those hits do less damage, most blocks will be downed by just one or two gatling rounds anyways. While this means they won't be able to strike deep into an opposing fighter and hit critical components, it means they'll be able to strip it of thrusters and weapons more quickly, which are the two most critical components of a fighter (behind the cockpit) since a fighter with no guns is worthless. This makes gatling guns the best overall weapon for dogfighting and taking down other small grids, whereas assault cannons are the best all-rounder weapons that are useful in all situations.
I tend to find gats are best used defensively. They really are the best choice for missiles, player made torpedoes, and smaller drones. The interior turret just isn't good enough and everything else is too slow firing. For offence I agree with your conclusions, though I will say I ADORE the railgun for precision alpha strikes. Several times I've managed to take out critical systems before my opponent has managed to respond. Similar to your comments on missiles, it's very powerful when used optimally, pretty bad when misused.
Gatling gun is good against missiles. I do make custom turrets to deal with them and it works reasonably well limiting a lot of damage from missile barrages
I'm just sad we don't have energy weapons that don't use ammo, like a full laser or partical cannon that eats energy. We have ion thrusters why not some guns too? 2nd thing is the drills welders and grinders will there be an overhaul to them too?
Hmm I have not played much multiplayer and I have little expirience yet on ship to ship combat. I think as some one all ready said to use drones to wield rail guns, nut I would use it as ambush weapon. Open a battle by trying to aim disabling shots on targets before swiching knife fighting weapons.
I have a fighter that uses 4 fixed autocannons and 2 rail guns. Autocannons smack most things, but railguns are for heavier targets. I have a variant that also carries a reloading launcher. I used to use 2 sets of 3 gatling guns on either side.
IMO THEE only thing the gatling gun does better the autocannon. Is missile defense. Also worth mention thats semi related. You can attach a small grid on large grid afvanced rotor. And create rows up rows of fire power. As the hiy boxes are ther same size.
Gatling guns have a higher range and penetrate large grid armour better than autocannon. Overall autocannons are more effective vs small grids especially in a custom turret. Assault cannons, with a decent pilot, are the most deadly weapon.
In my testing, gatling guns are much faster at cutting through pure small grid light armor, but autocannons are better at cutting through everything else (heavy armor, large grid, major ship components)
Another video from the Legend! Let's see what this has in store for us. EDIT: I personally find the railgun better on large ships. It's good for an opening shot on battlecruisers when fighting against larger targets. The autocannon is an all round weapon. with the best damage and firerate mix of all the weapons, it's better for both combatting large and small grid ships. However, the gatling gun specializes in point-defence and fighter on fighter combat over large grid combat. This is because the high firerate and huge magazine allows to spray bullets, and makes missing less costly over missing with other weapons. Rocket launchers and assault cannons were designed for combatting larger targets, be it large fighters or enemy large grids. This is because of the low firerate and projectile speed, and the huge damage and aoe. Overall, i look at weapons from their practicality over their initial specs.
I always put 1 gatling at least on my fighter builds, mainly for when I want to try and shoot down incoming missile and small grid gatling turrets get used as point defence for the same purpose otherwise it's autocannons all the way
Loved the video @LastStandGamers! Can't wait for the next video man! Personally, I like a Combination of the Gatling Guns and the Autocannons just because of the Amount of damage they can put out. In a Dogfight, having these would prove helpful because if you're Gatling Gun Rounds are hitting then so will your Autocannon Rounds. This can, in turn, allow you to Chew through the Armor of most, if not all, creations in Space Engineers. Having Custom Homing Missiles would be quite an Engineering Feat in it of itself, let alone being able to Build them. Best use for the warheads until then it to make "Bunker Buster's" or Bombs that Detonates after Penetrating Deep into it's Target.
I have a small dropship I just made that has 4 autocannons, an autocannon turret, 2 Gatlings, and 2 reloadable missile launchers. The autocannon is definitely the primary weapon, but I kept the gatlings because they could still be useful for softening targets or maybe pvp against crippled enemies. Also if anyone’s interested, it’s a small ship with dual cockpits, and an interior, so I suppose someone could man the turret while another person uses the front guns. It can technically hold 6-7 players and obviously can drop them off onto planets and fly back to space. It has hydrogen boosters and the new fans too. Though it seems the Gatling cannons are very good at destroying concentrated areas of armor, even heavy armor. As a side note, the railgun reminds me of elite dangerous. Heavy hitting, it almost impossible to get, lol.
As far as I know, Gatling guns and Autocannons have similar DPS. The high rate of fire makes it easier to engage small drones and even rockets. This makes Gattling guns more versatile, this means, you can arm your ship with Gattling guns only, so you can use a lot of them at once.
Funny how you made a video about weapon damage without mentioning the DPS of the weapons and still manage to basically rate them according to their DPS :p
I like to use Gatling guns to strip away armour due to the increased fire rate and greater chance to hit then use multiple auto cannons firing at once to target exposed areas
i like usşng gatling guns for ai turrets bc they kinda spray and pray so getling guns kinda go with it and finish the job quicker i would say, but i definately prefer auto cannons for rempte controll or player driven ships.
My argument: Per kg of Mg, gatlings are more efficient, do more damage, and are more useful in combat. (read fully if you'd like to give data to disagree). For 1kg of Mg, gatling ammo gives you 12,600 damage potential (140 x 90). For .67 kg of Mg, autos give you 8000 damage potential (16 x 500). So for .67 kg of Mg using gatling ammo, you're getting roughly 500 more damage potential ((140x90x.67) i.e. 8442 for gat VS 8000 for auto). This seems like a small difference until you factor in whether or not you actually hit all of your shots. Naturally, each shot you miss using the autocannon is much more of a waste, where gatling is more forgivable. You only have 16 shots to hit your target with the auto, and in a 3 dimensional combat scenario accuracy is the greatest determining factor on whether you win (obviously). Autocannons shoot slower, making follow up shots difficult to reference off of previously fired ones. Compare that to gatling bullets giving a consistent stream of tracers to correct your aim, 140 bullets to actually hit with, and the drastically higher rate of fire, and the autocannon's big damage matters less and less. I'll concede that autocannons look great, sound great, and seem great on paper; It's just more efficient to use gatling guns on a small fighter. Plus, tracers are cool.
so here: gatling gun is a fighter slayer. can work on sub grid thingis but it remains a fighter killer, just bc really really fast fighters are just to fast for autocannon. autocannon: gunship slaughterer a small grid ship that is on the heavier side is obliterated by these. and now about the small ship railgun... it is actually a good fighter killer. and that is bc good fighters are built in a way, where only the front is armored and everything is behind that armor while facing you. so if a fighter looks at you (wich they have to in order to shoot bc they use fixed weapons) all of their components are in a nice line and the railgun will go through all of them in 1 shot. especially when they are approaching from further then 600 m and you can keep them further then 600 meters... yea... other then that dont use small rail against large ships... it tickles a large armored target at best... assault cannons are good alpha strike weapons for hitting above your weight class in fighters or heavier smalcraft even against smaller large grid ships and also have the power to dismantle a small fighter but the bullets are slower plus bulletdrop etc. and it might actually not go through an entire armored fighter like the railgun... so yea. still in most situations autocannons are really good. best alpha strike sadly for me goes to the assault canons and not the railgun. (not even the large one vs artillery) oh yea almost forgot missiles... perfect again for fighters (plural) vs large ship. and a good finisher as LSG said.
i would say gatlins are a good point defense and just a good stress the fighters weapon.. and if i want to rip them really apart imma go for the autocanon for sure idealy as an custom turret
@@jimbothegymbro7086 i am modifiyng one rn for wesponcore and custom turrets.. only downside is that you have to build the custom turrets still by yourself in survival since subgrids arent supported yet
@@dave.g.nowitzki4897 protip you can blueprint the subgrids and print them seperately then connect at the rotors so you can use them in survival it's just more tedious and clang prone *edit: here a vid showing what I mean but you don't have to be this cool just use a crane or something for the same effect ruclips.net/video/zrv5Fq2KeSU/видео.html
at that point just use the missile launchers or make your own custom missiles with warheads, don't get me wrong it's fun when they work there's just better options
I literally used to go with gats due to the shear amout of shots tossed, those its storm trooper aiming sigh... now that the auto cannon is here, i go with this. not ball turrets .. either single turrets or mounted small grid weapons.. i have 4 on my scout flyer. get in 820m and wreck stuff on a planet with the arc now my server base on mars has one turret... 6 warfare gats on a hinge. its just disgusting .. but my two standard auto cannons just melt stuff faster. set gats to weapons and let the autos fly to me rails are to punch holes so other weapons can dig deep
Have you seen large grid fights too? The other channels I watch claim that the Artillery just beats out any other turret. (and purely statistically, it has 2x the damage of any other turret, which sounds genuinely fishy to me)
if the autocannon has penetration theres no reason to use the gatling gun, but otherwise that means that on small grids the gatling gun will have much higher blocks destroyed per second or minute or etc, even with heavy armor
I like a good mix of all three or four weaponry. one of my ships has 4 railguns. 6 gatling, 12 rocket launchers. and 4 autocannons. it also has the ability to attach modifications made so i can literally increase the weaponry from 4 railguns to 12. or from 6 gatling to 15.. as well as 12 rocket launchers to 25. and the ship itself is mainly heavy armor. and is modified to accept the attachments with ease :D
This is a late review from someone who observes the game. Rocket Launchers are an AOE weapon meant for dealing a lot of damage across a certain area. Auto Cannons are a sort of small ship weapon. They are for taking out smaller, less maneuverable vehicles. Gatling Guns are Area Denial weapons. They are supposed to be for dealing with rockets, missiles, or drones by spraying the area. Assault Cannons are the big guns. Meant as large ship or base killing weapons, and would be standard on a battleship class vessel. Railguns are a sniper type weapon. They are supposed to deal a lot of damage to a very specific point from long range. This is what I think about the weapons currently. One isn't necessarily better than the other. They just have different roles to play, and some are better at those roles than others.
Gats are better for anti-missile and anti-pmw (clang guns, grave guns, script-guided missiles) on turrets, whereas the auto is better for anti-fighter or anti-corvette roles on both turrets and fighters.
In my opinion, gatling is OP for defense and Auto for offense. For example, testing against meteors the auto cannons almost fails every shot they do. But gatlings could destroy mayority of the meteors that fall. Auto cannons do a LOT of damage per shot, but just one is a whole ammo item, so a missed shot is more relevant because you will lack damage. Instead, gatlings do several shots per ammo item (I dont know exactly how many), so even if it misses some shots, it is very possible to at least land one, what it is low damage but better than just 0. Also, gatlings doesnt have cooldown so you could shoot a whole volley continuously. Auto cannons need some time to prepare the next shot. So... In addition to what I said about offense and defence, maybe I could say that Auto cannons are better if we are who aim the shot too, instead of the AI because we can predict the movement of the enemy, when AI just locks on the target and shoots where currently is the enemy
Not gonna lie, as good as "missile" (let's face it it was a rocket rather than a missile) is, it's kinda slow compared to bullets, it's kinda underwhelming. We really need missile rebalancing huh. Homing stuff in vanilla. Regarding auto cannon vs gatling gun, for me myself, it's about the ammount of bullet sprays. Gatling has high rate of fire, it can suppress the enemy more (especially players with agile ships, ai ships though, it has simple and predictable pattern) while auto cannon is good if you can line up your shot perfectly (most of the time I cannot, sooo......)
Well we can create vanilla homing missiles by using Custom Turret controllers at the moment but yes i know that means you have to set them up accordingly but hopefully when Grid AI drops it might make it more easier to create homing missiles by adding the Offense Controller - basic to your build and set the break off distance to 0 so it doesn't turn away and it slams right into your target just make sure you put a sensor on it that can trigger the warhead to detonate.
I generally favour the autocannon over the gatling for the pure fact that it can deal much more damage in much less time, while also allowing you to hurt quite decently even with sparse shots while the gatling requires you to keep hitting the target, the single thing I would say the gatling is better at is point defence, but for everything else I just go with the autocannon
Assault cannon feels kinda useless tbh, less damage per second than both autocannon and artillery, but takes more space than autocannon and same space as artillery (turret large grid versions)
It's for assaulting. Put one on a tank and watch everything in your path die from a km or more. In a water mod world, I once had a tank sitting on the beach, as my sole means of base defense. An enemy destroyer came at me, and the second shot from my tank caused the entire destroyer to explode and sink. I'm not saying you'll always get that lucky, but in certain roles, the assault cannon is pretty much the best thing going. It's also drastically cheaper and more efficient than artillery.
From your description, the missle laucher seems more like a rocket rather than a missle, as, i will double check, IIRC missles home in, but rockets don't. Yep, missiles have guidance systems so they can be guided in some way or a other, rockets on the other hand, are not guided at all.
in my experimentation gatling is still a prime choice for base weapon but staggered assault cannons firing in sequence is devastating to any oponent and on ai turrets its insane ive personnaly put gatlings on missile duty as they are still the most effective at taking them down quick tho fixed artillery is still my sniping weapon of choice rail gun fall in last for pinpoint accuracy if you know exactly where to hit apart from that it just passes through wasting the shot
I havent done math but i slammed my head against wall... I mean tested like any moded weapon (cause ppl sometimes dont bother with such info) and i love to use gatlings only to shoot down figters in custom turret with 6 gatlings set to small grid only. Auto cannon i use in "AA Mravenec" wich is basicaly truck with independent back wheel bars (like mars rovers have) to sustain staggered fire of AC... If i deploy such array around my base i can defend till corvette class large grid wich is alot cosidering thats AA system usable on any terain wich can fit 2 cubed space (8 blocks)... You can check it out on workshop
I mostly play PvE single player, but i like the custom turrets with Autocannons and a Gatling or 2 in the same turret. the mix of Rate of Fire and ammo travel speeds seem to do the job well without building gun walls. I would use missiles more, but platinum is always scarce no matter how much i mine and refine .. its never enough. =/ . where as Fe, Ni and Mg [Mg not as much as the other 2] always seem to be in stock.
My opinion: The Gatling guns are crap. They're really only any good as a slight distraction for player opponents with heavy armor, not even worth firing at NPC ships with heavy armor. My go to is the Assault Cannon because of its range and damage per hit. 2nd best in my opinion is also the Auto Cannon. The rail gun 3rd but I tend to not use it because of its slow reload time and the amount of electrical power it uses.
Thanks to the new AI blocks, there are now ways that you can massively extend the targetable range of weapons and lock on. The main failure of a railgun or assault cannon in small ship combat, is that you have to get just as close to them as their guns can reach. Because, while your weapon has vastly more operational range, your targeting range is exactly the same as every other ship. So...your super-ranged hyper-powerful railgun is constrained to the same combat area as a fucking gatling gun. Which is goddamned retarded. It's like having a .50 Barrett anti-materiel rifle...but you can only aim it at knife-wielding distance. Unfortunately, Keen didn't...and probably never will...fix it. But, the AI blocks allow for the construction of player-made vanilla devices that can effectively extend your targeting range well beyond even the railgun's actual operational range. That means you can potentially snipe a small ship out of the air before they even SEE you. Personally, I have a problem with both Space Engineers AND Empyrion (and most similar games) regarding how ships are built. It's just too easy to pack too much onto them. It's absolutely ridiculous. The mass, volume, power, and computer needs of various devices and weapons, and what various other devices can provide, need to be radically tightened. Mission specialization should be much more obligatory, with generalization being a baseline, but not optimal.
The only argument I have for gatling is the ammo. 140 rounds can go a lot further early game. Otherwise, I love autocannons. We just had limited magnesium and kept running out of Autocannon ammo.
Maybe you could do the WWII thing of having a mix of machine guns and cannons, so as to conserve the latter for when it's needed.
This was my issue with autocannons. Gatlings set up to hit Weapons or Power through the custom controller is more efficient.
Autocannons do look and sound gorgeous going off though xD
very fast fighters can outmanouver autocanons in fighter vs fighter before a minute even passes and they get to compare their dmg per minute. but overall autocannons are more versatile and therefore arguably better.
I also use Gatling guns on my light fighter instead of auto cannons because of ammo limitations and another thing: SMOKE. When you have a lot of autocannons the smoke produced by firing can be blinding when you’re firing in first person. However, Gatling guns don’t produce any.
@@robopenguin5501 That's a very good point
The autocannon might be the best on paper, but the assault cannon is the *most satisfying.*
I put a group of assault cannons on a rotor so they are triggered to shoot as they spin. They have a auto cannon like rate of fire😈
I never thought we would have such a variety of guns when the alpha came out almost 9 years ago. I still miss the old triangular gatling gun model.
purchasing the warfare 2 dlc i beleive brings back the nostalgia with the old model gatling drum :-) fyi
One thing I don't think has been considered with Gatling guns as opposed to auto cannons is that DPS is not nearly as much of a relevant statistic for one important reason: neither weapon has penetration. When one of these weapons deals damage to a block and that damage destroys that block, any damage left over is lost. So for a small grid light armor block with 100 health, an autocannon round is dealing 500 damage, and 400 of that damage is being lost. The Gatling gun takes 2 rounds to destroy the block, and only 80 damage is lost. Same goes for heavy armor. SG heavy armor has 560 health, so it takes 2 autocannon rounds to destroy, but 440 damage is lost. It takes 6 Gatling rounds to destroy, but only 70 damage is lost. Considering also that the Gatling gun has a much higher rate of fire, which makes actually landing hits with it much easier in a turning fight, and that plays a factor as well. Not to mention how much more ammunition you can carry for the Gatling gun in the same space compared to the autocannon.
It may be that in a practical fight the autocannon would be better at destroying things like cockpits, weapons, and so on, but I don't think DPS is the metric that makes the autocannon the better weapon.
Thankyou for putting together a well written counter argument. The other thing to consider is the opportunity for the gatling gun to hit the same place twice to break that block. The extra DPS allows strafing a target to be more successful breaking the first layer ready for follow up shots to hit vital components. I would also disagree the rate of fire helps land shots but the tracers are not as clear as the auto cannons.
Happy to see someone bring this up. Couldn’t have said it better myself.
@@LastStandGamers Yes agreed. Also if players use heavy armor or we consider different blocks entirely - then that "500 dmg vs 400"-argument starts to make sense very quickly
This is why in my game I modded the assault cannon into a 45mm autocannon (that's about what caliber it looks like in game) that fires missile type ordinance rather than projectiles like the autocannon or gatling gun do. That way none of that delicious penetration goes to waste. Technically there's nothing stopping you from making the same kind of tweak to the autocannon.
Yeah. I think having a mix of autocannons and Gatling guns would be best. For AA guns on bases, stations and ships Autocannons would be the best though Gatlings would be good anti missile/rocket that can double as AA when there aren’t any missiles/rockets in range.
Personally only use the railgun on a drone I can send out in a fight against a large ship, where I can make an educated guess on key points for their systems and fire on them from a flanking spot. The assault cannon I haven't even tried yet, so I may have to play around with that.
Railgun drones now that sounds scary.
@@LastStandGamers I'm a big believer in using them on interceptors that can kind of wear down an enemy before they get close enough to be engaged by your main ship proper.
grid ai my friend seeing wave after wave of battle steel coming in :-D
Do you have a video on your rail gun drone and how to make it by chance
@@Stumpy1215 Afraid not mate. There are quite few people that do make videos on them though, try having a look at those and experiment with design.
I made a ship that had a 4 gatling gun custom turret on the nose and used 2 auto cannons as my main weapon. The turret kept constant damage on while I would just open up more holes for the gats to fire through with the autocannons.
I use Gatling guns for point defense against hydro men and missiles. The auto cannon is used for anti player made missiles and smaller large grids and small grids. The assault cannon is used for large large grids and bases. Missiles are used as a burst shotgun for damage when close. The artillery and railgun is for custom turrets on large grid battle carriers or as axial weapons for gunboats
Sounds like a wise use of the weapons systems to tackle enemy threats.
missles can also be a massive headache for hydromen in cave bases. "oh you have cover? that's *adorable*"
Honestly I think the most telling factor in that fight you showed was that I basically didn't hit my opponent with the gats. Part lack of practice, partly the difference of about 200 ping between us.
That said, I think the better ship won. An armoured ship with autocannon turrets vs an unarmoured one with fixed weapons only is gonna be a hard battle to win unless the lighter ship can get some solid hits in early on.
I've since added some front armour to that fighter. I think with the damage figures you've presented it might be worth switching to autocannons so that with some practice the hits I do get will be more impactful.
Personally the railgun is my favorite small weapon because when put on custom turrets on a fast large grid, it lets you strafe around your opponents extremely effectively while still landing a majority of the shots due to the fast projectile velocity. Also has pretty good damage for its size, and doesnt impact large grid power as much as it does small grid.
I love the autocannon. I built what started as an idea to make a sci-fi "A-10" and it turned into a combination of that and a Star Citizen Super Hornet. Twin gatlings on the nose, railguns on the left and right side of the cockpit with a camera over each of them for sniping larger ships and bases. Hanging under the wings is an autocannon each, and then the wings curve downwards to act as a bit of protection with 2 regular rocket launchers per wing attached to hinges that point them in about 1-3 degrees so you can select between those two convergences rather than the rockets shooting dead straight. Bottom of the craft does take the A-10 "bathtub" idea so the majority of the bottom is where the heavy armour goes. Fought a drone base and its fighters with it expecting to explode and ended up annihilating it with the combination of weaponry. The autocannons allowed for constant automatic fire while I concentrate on my railgun shots. Rockets acted as a good finisher on the base and damaged craft just like you where mentioning.
Tha sounds like a really cool design bring on the sci-fi Burrrrrrrtttttt
I was really hoping they'd change the sound for the Gatling or at least for the warfare reskin to make it much more brrrtt
@@cpt-cheese3489 I too, felt that disapointment when I took it for it's test flight. I don't make fighters too often, so tend not to use fixed gatlings. So when I fired for the first time I sighed and said "right, .. thats the sound for the gatlings."
I don't think the gatling gun is meant to deal mass damage. The way I see it, it's much more useful used in a defensive role, like protecting your base from meteor storms and light drones.
While the Autocannon can shoot down meteors, the gatling gun's fast fire rate allows it to be much more consistent and also allows it to potentially shoot down several meteors before they impact.
Autocannons are definitely my favourite weapon, but I've actually had a lot of success using gatling guns for anti-drone purposes as well as attacking players outside of their ships/rovers. However - due to their niche use - whenever I do use gatling guns in a build it's in conjunction with autocannons or missile launchers.
I was just thinking, why not use both?
Warheads are very good on paper but impractical in combat. Outside of combat I actually used detachable warheads once on a timer as a smoke screen and it worked pretty well tho, not sure if anyone made something similar tho but I thought it was a cool concept. Probably wouldn’t work now with the target lock giving you away XD
Gatlin is great for light fighters and anti infantry. Auto cannons work best against heavy strike fighters.
Not seen to may players using light fighters normally just for utility ships.
I like autocannons a lot. Powerful but still fairly light and economical, and not too hard to aim with
I think the larger trace really helps with aiming and the slower rate of fire helps to lead the target better.
IMHO it really depends on what you're fighting. For single player survival i almost exclusively use the fixed assault cannon for small grid because it lets me surgically pick off space pirate turrets from a distance. The ammo is dirt cheap and the reasonable splash damage means more intact salvage.
Thanks to Keen being lazy about updating space pirate assets none of the space pirate ships/stations have any of the updates weapon blocks so the assault cannon has twice the reach, it really trivialized stealing their stuff.
I never touch multiplayer so my qualifications for the best weapon are completely different.
When it comes to non-turrets, I’m quite partial to the Gatling guns. I’m not great at games, and being able to aim in the general direction of something is easier for me than having to worry about my individual shots. Though I’ve found that on a craft big enough for turrets, the added firepower is really good!
I think the railgun and rocket launcher are best suited for "secondary weapons" like the 40mm underslung grenade launcher you dont use it for dogfights, you use it as a one tap attack of opportunity. deligate it to a "shoot once" hotkey while maintaining fire with the gattling gun or autocannons.
who else misses that old scattercannon mod? Idk i felt like that was the coolest weapon to use
A lot of the old weapons mods have been lost to time or development has stopped. Before the weapons update it was upto the players to fill the gaps with he weapons.
Yes, the "CMD Scattercannon" right? that was such a cool weapon+sound effect and animation
I'll be sad when northwind weapons and the UNSC weapons pack get outdated, they're a pivotal part of my builds
Ngl did not expect any responses
Yes it was that! CMD scattercannon! Someone should try and bring that back. And ngl i didn't know that mod was supported still nice
My only complaint about the autocannon is the lack of HE rounds. Its an autocannon of a significant caliber. We should be able to have HE, maybe even Cannister shot for AA bouts. Imagine a battery of turrets firing a mix of HE and LBX-rounds that rip and erupt side sections of bombers or aircraft.
This is a good review. Always looking for an edge.
If you want an edge, make a slope
@@dragonf1recdn i cant argue with that lol
My testing has revealed similar results. Autocannons are the best multirole, high damage weapons in the game. There is an argument to be made for assault cannons if you need to stay at range, say, if you do an attack run with a fighter on a larger ship, but want to stay out of their Gatling range, but otherwise, autocannons do more damage.
Most people say gatling is the best and rocket is the worst but finally someone who acknowledges the autocannons damage
Something interesting is a Single Assault Canon Shell is all it needs to take out a Block of Light Armor as well as making a Large Gatling Turret Non-functional, while a Large Assault Cannon Turret is even able to tank a Salvo from a Arty Turret.
Plus a Big Blast Door Block can hold of around 75% the Damage an Full Block of Large Heavy Armor can withstand
What’s that about blast door blocks?
@@Cooldude-ko7ps They are around a forth worse at absorbing Damage then Heavy Armor, plus they don’t form Pullet Holes like regular Armor
This is a great video! Could you do a similar analysis for large grid weapons and turrets? I'm thinking that the large grid Gatling turret is looking pretty underpowered now if they are also dealing only 90 damage per shot. Do they have any benefits over the small ship version?
Just had a quick look and apparently they do 90 the only advantage I can see is the AI . If it didn't cause a ton of sim drop people would cover there ships in custom turrets.
The rail gun is a sniper's tool.
If you don't have sniper's skill, they are not helpful.
Warheads are certainly something I really like but I use them in dive bombing rather than just randomly dropping them and hoping they hit.
so for the small grid railguns. they would do better as a turret on a large ship, that way they are cheaper to operate then the large one and can leverage their accuracy
For destroying not armored targets, gatling is the way. For destroying medium armored targets autocannons are the way. For destroying heavy armor - railguns. It is purely based on their penetration.
Gatling guns take up significantly less storage for their ammunition, and with warfare II making ammunition storage crates highly explosive targets, you can significantly improve your ship's overall durability by reducing their weak points using gatling ammunition. And while gatlings do less damage per shot, they have the advantage of being able to hit more surface components due to their high rate of fire scoring on average more hits. And while each of those hits do less damage, most blocks will be downed by just one or two gatling rounds anyways. While this means they won't be able to strike deep into an opposing fighter and hit critical components, it means they'll be able to strip it of thrusters and weapons more quickly, which are the two most critical components of a fighter (behind the cockpit) since a fighter with no guns is worthless. This makes gatling guns the best overall weapon for dogfighting and taking down other small grids, whereas assault cannons are the best all-rounder weapons that are useful in all situations.
I tend to find gats are best used defensively. They really are the best choice for missiles, player made torpedoes, and smaller drones. The interior turret just isn't good enough and everything else is too slow firing.
For offence I agree with your conclusions, though I will say I ADORE the railgun for precision alpha strikes. Several times I've managed to take out critical systems before my opponent has managed to respond. Similar to your comments on missiles, it's very powerful when used optimally, pretty bad when misused.
If I wanted to use a rail gun I would put it on a fast hard to detect ship and use it as a sneaky but devastating starting attack
Kinda like small anti tank weapon crews in WWII (and other wars since then of course, to include Ukraine)
@@lukepippin4781 pretty much.
Gatling gun is good against missiles. I do make custom turrets to deal with them and it works reasonably well limiting a lot of damage from missile barrages
I do have a ship based on this concept on the workshop. It's called frigate Burma. Do spawn it in space tho.
I'm just sad we don't have energy weapons that don't use ammo, like a full laser or partical cannon that eats energy. We have ion thrusters why not some guns too?
2nd thing is the drills welders and grinders will there be an overhaul to them too?
Where's the love for the melee range weapons? The drill and grinder?
Its a bad day when you get murdered by a drill haha
Hmm I have not played much multiplayer and I have little expirience yet on ship to ship combat.
I think as some one all ready said to use drones to wield rail guns, nut I would use it as ambush weapon.
Open a battle by trying to aim disabling shots on targets before swiching knife fighting weapons.
I use small simple cheap agile jets with four autocannons and it can torn apart even some less armored big ships.
I have a fighter that uses 4 fixed autocannons and 2 rail guns. Autocannons smack most things, but railguns are for heavier targets. I have a variant that also carries a reloading launcher. I used to use 2 sets of 3 gatling guns on either side.
IMO THEE only thing the gatling gun does better the autocannon. Is missile defense.
Also worth mention thats semi related. You can attach a small grid on large grid afvanced rotor. And create rows up rows of fire power. As the hiy boxes are ther same size.
Gatling guns have a higher range and penetrate large grid armour better than autocannon. Overall autocannons are more effective vs small grids especially in a custom turret. Assault cannons, with a decent pilot, are the most deadly weapon.
In my testing, gatling guns are much faster at cutting through pure small grid light armor, but autocannons are better at cutting through everything else (heavy armor, large grid, major ship components)
Another video from the Legend! Let's see what this has in store for us.
EDIT:
I personally find the railgun better on large ships. It's good for an opening shot on battlecruisers when fighting against larger targets. The autocannon is an all round weapon. with the best damage and firerate mix of all the weapons, it's better for both combatting large and small grid ships. However, the gatling gun specializes in point-defence and fighter on fighter combat over large grid combat. This is because the high firerate and huge magazine allows to spray bullets, and makes missing less costly over missing with other weapons. Rocket launchers and assault cannons were designed for combatting larger targets, be it large fighters or enemy large grids. This is because of the low firerate and projectile speed, and the huge damage and aoe. Overall, i look at weapons from their practicality over their initial specs.
Thankyou for the kind words hope you enjoyed it.
@@LastStandGamers I always enjoy a video from you! Been here since you had 50k, and I don't intend to stop watching any time soon!
I always put 1 gatling at least on my fighter builds, mainly for when I want to try and shoot down incoming missile and small grid gatling turrets get used as point defence for the same purpose otherwise it's autocannons all the way
Loved the video @LastStandGamers! Can't wait for the next video man! Personally, I like a Combination of the Gatling Guns and the Autocannons just because of the Amount of damage they can put out. In a Dogfight, having these would prove helpful because if you're Gatling Gun Rounds are hitting then so will your Autocannon Rounds. This can, in turn, allow you to Chew through the Armor of most, if not all, creations in Space Engineers.
Having Custom Homing Missiles would be quite an Engineering Feat in it of itself, let alone being able to Build them. Best use for the warheads until then it to make "Bunker Buster's" or Bombs that Detonates after Penetrating Deep into it's Target.
I prefer the Gatling but my commenters have told me the Autocannon is better lol
gatlings are more resource efficient but autocannons are more space efficient so it's really up to your personal choice and build preference
Autocannon for dealing with lightly armored things, and assault cannon for heavy armored things is my instinct
I have a small dropship I just made that has 4 autocannons, an autocannon turret, 2 Gatlings, and 2 reloadable missile launchers. The autocannon is definitely the primary weapon, but I kept the gatlings because they could still be useful for softening targets or maybe pvp against crippled enemies.
Also if anyone’s interested, it’s a small ship with dual cockpits, and an interior, so I suppose someone could man the turret while another person uses the front guns. It can technically hold 6-7 players and obviously can drop them off onto planets and fly back to space. It has hydrogen boosters and the new fans too.
Though it seems the Gatling cannons are very good at destroying concentrated areas of armor, even heavy armor.
As a side note, the railgun reminds me of elite dangerous. Heavy hitting, it almost impossible to get, lol.
Since you touched on warheads, what is the general opinion and damage of the explosive barrel in terms of cost and damage? Specifically for missiles
As far as I know, Gatling guns and Autocannons have similar DPS. The high rate of fire makes it easier to engage small drones and even rockets. This makes Gattling guns more versatile, this means, you can arm your ship with Gattling guns only, so you can use a lot of them at once.
Funny how you made a video about weapon damage without mentioning the DPS of the weapons and still manage to basically rate them according to their DPS :p
I like to use Gatling guns to strip away armour due to the increased fire rate and greater chance to hit then use multiple auto cannons firing at once to target exposed areas
i like usşng gatling guns for ai turrets bc they kinda spray and pray so getling guns kinda go with it and finish the job quicker i would say, but i definately prefer auto cannons for rempte controll or player driven ships.
My argument: Per kg of Mg, gatlings are more efficient, do more damage, and are more useful in combat. (read fully if you'd like to give data to disagree).
For 1kg of Mg, gatling ammo gives you 12,600 damage potential (140 x 90). For .67 kg of Mg, autos give you 8000 damage potential (16 x 500). So for .67 kg of Mg using gatling ammo, you're getting roughly 500 more damage potential ((140x90x.67) i.e. 8442 for gat VS 8000 for auto). This seems like a small difference until you factor in whether or not you actually hit all of your shots.
Naturally, each shot you miss using the autocannon is much more of a waste, where gatling is more forgivable. You only have 16 shots to hit your target with the auto, and in a 3 dimensional combat scenario accuracy is the greatest determining factor on whether you win (obviously). Autocannons shoot slower, making follow up shots difficult to reference off of previously fired ones. Compare that to gatling bullets giving a consistent stream of tracers to correct your aim, 140 bullets to actually hit with, and the drastically higher rate of fire, and the autocannon's big damage matters less and less.
I'll concede that autocannons look great, sound great, and seem great on paper; It's just more efficient to use gatling guns on a small fighter. Plus, tracers are cool.
so here:
gatling gun is a fighter slayer. can work on sub grid thingis but it remains a fighter killer, just bc really really fast fighters are just to fast for autocannon.
autocannon: gunship slaughterer
a small grid ship that is on the heavier side is obliterated by these.
and now about the small ship railgun... it is actually a good fighter killer. and that is bc good fighters are built in a way, where only the front is armored and everything is behind that armor while facing you. so if a fighter looks at you (wich they have to in order to shoot bc they use fixed weapons) all of their components are in a nice line and the railgun will go through all of them in 1 shot. especially when they are approaching from further then 600 m and you can keep them further then 600 meters... yea...
other then that dont use small rail against large ships... it tickles a large armored target at best...
assault cannons are good alpha strike weapons for hitting above your weight class in fighters or heavier smalcraft even against smaller large grid ships and also have the power to dismantle a small fighter but the bullets are slower plus bulletdrop etc. and it might actually not go through an entire armored fighter like the railgun...
so yea. still in most situations autocannons are really good. best alpha strike sadly for me goes to the assault canons and not the railgun. (not even the large one vs artillery)
oh yea almost forgot missiles... perfect again for fighters (plural) vs large ship. and a good finisher as LSG said.
i would say gatlins are a good point defense and just a good stress the fighters weapon..
and if i want to rip them really apart
imma go for the autocanon for sure
idealy as an custom turret
I've been meaning to make a gunship with a custom autocannon turret for a while
@@jimbothegymbro7086 i am modifiyng one rn for wesponcore and custom turrets.. only downside is that you have to build the custom turrets still by yourself in survival since subgrids arent supported yet
@@dave.g.nowitzki4897 protip you can blueprint the subgrids and print them seperately then connect at the rotors so you can use them in survival it's just more tedious and clang prone
*edit: here a vid showing what I mean but you don't have to be this cool just use a crane or something for the same effect
ruclips.net/video/zrv5Fq2KeSU/видео.html
@@jimbothegymbro7086 ohhh okay imma try this !
I still think you should have at least one railgun or assault cannon if you can in case you cant close the distance with the opponent.
at that point just use the missile launchers or make your own custom missiles with warheads, don't get me wrong it's fun when they work there's just better options
Gat guns are for tracking shots, auto turrets/missile/rail guns/etc are for damage.
I literally used to go with gats due to the shear amout of shots tossed, those its storm trooper aiming sigh... now that the auto cannon is here, i go with this. not ball turrets .. either single turrets or mounted small grid weapons.. i have 4 on my scout flyer. get in 820m and wreck stuff on a planet with the arc now my server base on mars has one turret... 6 warfare gats on a hinge. its just disgusting .. but my two standard auto cannons just melt stuff faster. set gats to weapons and let the autos fly to me rails are to punch holes so other weapons can dig deep
I'm really disappointed we haven't an autocannon turret for large grid... It's my favorite weapon so far so yeah ... Too bad
Have you seen large grid fights too?
The other channels I watch claim that the Artillery just beats out any other turret. (and purely statistically, it has 2x the damage of any other turret, which sounds genuinely fishy to me)
It's because it's significantly more accurate than Assault Turrets, more than the higher damage.
if the autocannon has penetration theres no reason to use the gatling gun, but otherwise that means that on small grids the gatling gun will have much higher blocks destroyed per second or minute or etc, even with heavy armor
I like a good mix of all three or four weaponry. one of my ships has 4 railguns. 6 gatling, 12 rocket launchers. and 4 autocannons. it also has the ability to attach modifications made so i can literally increase the weaponry from 4 railguns to 12. or from 6 gatling to 15.. as well as 12 rocket launchers to 25. and the ship itself is mainly heavy armor. and is modified to accept the attachments with ease :D
This is a late review from someone who observes the game.
Rocket Launchers are an AOE weapon meant for dealing a lot of damage across a certain area.
Auto Cannons are a sort of small ship weapon. They are for taking out smaller, less maneuverable vehicles.
Gatling Guns are Area Denial weapons. They are supposed to be for dealing with rockets, missiles, or drones by spraying the area.
Assault Cannons are the big guns. Meant as large ship or base killing weapons, and would be standard on a battleship class vessel.
Railguns are a sniper type weapon. They are supposed to deal a lot of damage to a very specific point from long range.
This is what I think about the weapons currently. One isn't necessarily better than the other. They just have different roles to play, and some are better at those roles than others.
Gats are better for anti-missile and anti-pmw (clang guns, grave guns, script-guided missiles) on turrets, whereas the auto is better for anti-fighter or anti-corvette roles on both turrets and fighters.
seems to me like the auto cannon is good as it has a high fire rate and can do some good damage. has the best of both worlds
gatlings are still good at shooting down missiles though, my heavy fighter builds always have at least 1 gatling turret for the purpose
i'm always gonna have a soft spot for the gatling gun rocket launcher combo
If a make a ship with autocannons, gatllings and rocket pods and make it so everything shoot at the same time, would it make a good combat ship?
Would require more piping and storage but nothing says you can't on hard core pvp servers usually its bricks full of guns.
you are one of my favorite space engineers youtubers :)
Cheers mate, thanks for the support
@@LastStandGamers any time my G, thanks for making such great content
In my opinion, gatling is OP for defense and Auto for offense. For example, testing against meteors the auto cannons almost fails every shot they do. But gatlings could destroy mayority of the meteors that fall. Auto cannons do a LOT of damage per shot, but just one is a whole ammo item, so a missed shot is more relevant because you will lack damage. Instead, gatlings do several shots per ammo item (I dont know exactly how many), so even if it misses some shots, it is very possible to at least land one, what it is low damage but better than just 0. Also, gatlings doesnt have cooldown so you could shoot a whole volley continuously. Auto cannons need some time to prepare the next shot. So... In addition to what I said about offense and defence, maybe I could say that Auto cannons are better if we are who aim the shot too, instead of the AI because we can predict the movement of the enemy, when AI just locks on the target and shoots where currently is the enemy
i only just got a notification for this video?
Not gonna lie, as good as "missile" (let's face it it was a rocket rather than a missile) is, it's kinda slow compared to bullets, it's kinda underwhelming. We really need missile rebalancing huh. Homing stuff in vanilla.
Regarding auto cannon vs gatling gun, for me myself, it's about the ammount of bullet sprays. Gatling has high rate of fire, it can suppress the enemy more (especially players with agile ships, ai ships though, it has simple and predictable pattern) while auto cannon is good if you can line up your shot perfectly (most of the time I cannot, sooo......)
Well we can create vanilla homing missiles by using Custom Turret controllers at the moment but yes i know that means you have to set them up accordingly but hopefully when Grid AI drops it might make it more easier to create homing missiles by adding the Offense Controller - basic to your build and set the break off distance to 0 so it doesn't turn away and it slams right into your target just make sure you put a sensor on it that can trigger the warhead to detonate.
I generally favour the autocannon over the gatling for the pure fact that it can deal much more damage in much less time, while also allowing you to hurt quite decently even with sparse shots while the gatling requires you to keep hitting the target, the single thing I would say the gatling is better at is point defence, but for everything else I just go with the autocannon
Assault cannon feels kinda useless tbh, less damage per second than both autocannon and artillery, but takes more space than autocannon and same space as artillery (turret large grid versions)
It's for assaulting. Put one on a tank and watch everything in your path die from a km or more. In a water mod world, I once had a tank sitting on the beach, as my sole means of base defense. An enemy destroyer came at me, and the second shot from my tank caused the entire destroyer to explode and sink. I'm not saying you'll always get that lucky, but in certain roles, the assault cannon is pretty much the best thing going. It's also drastically cheaper and more efficient than artillery.
From your description, the missle laucher seems more like a rocket rather than a missle, as, i will double check, IIRC missles home in, but rockets don't.
Yep, missiles have guidance systems so they can be guided in some way or a other, rockets on the other hand, are not guided at all.
in my experimentation gatling is still a prime choice for base weapon but staggered assault cannons firing in sequence is devastating to any oponent and on ai turrets its insane ive personnaly put gatlings on missile duty as they are still the most effective at taking them down quick tho fixed artillery is still my sniping weapon of choice rail gun fall in last for pinpoint accuracy if you know exactly where to hit apart from that it just passes through wasting the shot
Can you do a similar review with thrusters at some point please?
Hydrogen is strongest but it needs ice, atmospheric is only for planets and ion is for space and moon, both just need power.
Tada
I havent done math but i slammed my head against wall... I mean tested like any moded weapon (cause ppl sometimes dont bother with such info) and i love to use gatlings only to shoot down figters in custom turret with 6 gatlings set to small grid only. Auto cannon i use in "AA Mravenec" wich is basicaly truck with independent back wheel bars (like mars rovers have) to sustain staggered fire of AC... If i deploy such array around my base i can defend till corvette class large grid wich is alot cosidering thats AA system usable on any terain wich can fit 2 cubed space (8 blocks)... You can check it out on workshop
don't just give me the numbers, show some boom!
Grid Missiles are the most important thing in My arsenal. It’s not even close.
I mostly play PvE single player, but i like the custom turrets with Autocannons and a Gatling or 2 in the same turret. the mix of Rate of Fire and ammo travel speeds seem to do the job well without building gun walls.
I would use missiles more, but platinum is always scarce no matter how much i mine and refine .. its never enough. =/ . where as Fe, Ni and Mg [Mg not as much as the other 2] always seem to be in stock.
self repairing auto cannon turret arrays that target weapons.
Railgun is better than assault cannon.
When you're sniping a planetary base.
Sabot is less affected by gravity.
I think gatling guns are just way better when dealing with tiny drones or fighters
Thanks for this. Good info.
Can someone comment the range for these weapons?
i expected a lot more guns added in a warfare update
The reinforced conveyors are 6x stronger than the regular ones.
Is guided missiles in the game?
There are some ways to make them yourself in vanilla game 🤓
you can create one yourself by using a custom turret controller block there should be some tutorials out there that show you how to make one.
This is very ez railgun is the best option all the other guns wont ever hit you hence they might not even exist.
My opinion: The Gatling guns are crap. They're really only any good as a slight distraction for player opponents with heavy armor, not even worth firing at NPC ships with heavy armor. My go to is the Assault Cannon because of its range and damage per hit. 2nd best in my opinion is also the Auto Cannon. The rail gun 3rd but I tend to not use it because of its slow reload time and the amount of electrical power it uses.
With ai, the warhead has evolved into maybe the best weapon
Railgun supremacy
Just don't shoot your shot to early.
Recharge time makes the rail gun a lot less effective in combat and cost of ammo makes it a lot less effective out of combat too.
@@Nemoticon BLASPHEMY DETECTED
@@LastStandGamers Exactly! It's called aiming.
Railgun is the best
Coming from a meta ship builder
@@a3.0001 The Railgun is an attractive, exotic option for combat but in practice there are better tools for the job.
I want a push gun. Does anyone else want that?
but Gattling gun goes Brrrrt...
lmao I made a rotary autocannon to put on an A-10 built, autocannon go brrrrt to just with more steps
Thanks to the new AI blocks, there are now ways that you can massively extend the targetable range of weapons and lock on.
The main failure of a railgun or assault cannon in small ship combat, is that you have to get just as close to them as their guns can reach. Because, while your weapon has vastly more operational range, your targeting range is exactly the same as every other ship. So...your super-ranged hyper-powerful railgun is constrained to the same combat area as a fucking gatling gun. Which is goddamned retarded. It's like having a .50 Barrett anti-materiel rifle...but you can only aim it at knife-wielding distance.
Unfortunately, Keen didn't...and probably never will...fix it. But, the AI blocks allow for the construction of player-made vanilla devices that can effectively extend your targeting range well beyond even the railgun's actual operational range. That means you can potentially snipe a small ship out of the air before they even SEE you.
Personally, I have a problem with both Space Engineers AND Empyrion (and most similar games) regarding how ships are built. It's just too easy to pack too much onto them. It's absolutely ridiculous. The mass, volume, power, and computer needs of various devices and weapons, and what various other devices can provide, need to be radically tightened.
Mission specialization should be much more obligatory, with generalization being a baseline, but not optimal.
Rail guns are only epic on ai turrets
best weapon is the ship itself...
Zer0 literally made the same video 2 months ago...
Is this video still relevant ?
Fourth
...of July
First
You where here before I manged to get to it hahah
second for the first :)
@@LastStandGamers I wouldn't even think you would have noticed my comment with how many there are