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EK Turret Vanilla Rework

Original mod, sprites and sound design by EK_Videogames series of legacy mods.

English/Chinese Language, Simplified Chinese translation by Lucifinel

THIS IS INCOMPATIBLE WITH EK 1.x.x.x or other EK mods!

Immersive Ammo Patch: https://steamcommunity.com/sharedfiles/filedetails/?id=3096526115

A reworked selection of turrets from EK Gunnery including the coilgun laser ammo conversion box from EK Armory. Updated and semi-balanced towards vanilla gameplay. After a brief beta phase this should be mostly bug free and the weapons should have a good weighty feel without being overpowered compared to vanilla turrets.

The ballistic turrets have been remade using the new ammo crafting multiple material types to represent electro-chemical guns and supercavitating mini torpedo projectiles. They have a more standardized ammo per box than coilgun ammo but are more expensive and time consuming to keep fed. Autocannon and Light Gun ammo can only be carried one at a time but the larger crate like boxes can be safely stowed on shelves or makeshift shelves. The tradeoff to having more material costs and cumbersome loading is that the guns have much quicker time to kill and deal multiple damage types including bleeding which is minor on vanilla ship weapons, with emphasis on getting good shot placement.

The vortex cannon now takes fuel in the form of electrolytic capacitors to compress a plasma bubble which causes a vortex that ruptures soft bodied creatures in its path. The experimental laser capacitor uses a demontonite core to accelerate tiny shards of dementonite which due to a not well understood quantum tunneling effect produce a burst of particles moving at a significant portion of N similar to low power laser blast, the small amount of metal used allows it to fire roughly 500 times compared to the 200 of the usual coilgun box, as a hitscan weapon but with only slightly higher damage than standard coilgun shot.

They also feature EK's depleting ammo box sprites to show the ammo actually being fired from the magazines.

Submarine Weapons

• Autocannon: 50 shell box, The classic returns, a long range electro-chemical gun that slowly fires large projectiles with standard ammo piercing two targets. Rounds have extreme range and can be arced unto wrecks or other trick shots, or hit your own submarine. Has very heavy structure damage and Moloch's hate it. Loads standard piercing solid shot, Base Fused Explosive, Triple Armor Piercing and Physicorium shatter rounds. Cumbersome ammo boxes can only be carried one at a time.

• Heavy Autocannon: 50 shell box same as Autocannon, Larger with a faster fire rate, longer double barrel isn't as good standoff close to the hull and slightly worse accuracy due to offset.

• Light Cannon: 120 metallic cased rounds in an oversize magazine. A ship gun which is between a heavy machinegun and an autocannon. firing a fast moving projectile at a decent fire rate. Standard Solid Shells, Piercing and Physicorum, very long range, Heavy structure damage. Cumbersome ammo boxes can be carried only one at a time.

• Heavy Rotary Cannon: 120 metallic cased rounds interchangeable with the Light Cannon, An upgraded chaingun firing light autocannon rounds at an increased rate. Long barrel can cause close in targeting issues but fires at roughly two and half times faster than the Semi-automatic Gun.

• Small SSL turret: 90 count (52 Explosive) in a double ready rack, electrically fires 20mm super cavitating darts 4 rounds a second, hits harder, faster and longer range than a coilgun but less accurate and with less than half the ammo per box. Uses aluminum to make the gas propulsion systems of the darts. Standard, Piercing and Thermobaric ammo, lightweight ammo boxes can be carried 2 at a time like coilgun ammo.

• Heavy SSL: Two 90 count SSL boxes in a special double loader. Larger SSL with more efficient per shot quad launch rails, slightly more accurate but higher offset dispersion and 5 rounds per second fire rate. With the usual longer big turret view range.

• Large SSL: 12 single shot tubes individually loaded. A small hardpoint turret that fires 100mm SSL rockets. Rockets are fabricated 2 at a time and can be put in cabinets or metal crates. experimental multipurpose ammo types.
Dual Purpose High Explosive, Armor Piercing Delayed fuse and Proximity Fuse Dense Flak

• Vortex Cannon, 30 round refillable electrolyte capacitor cell, A massive heavy slot plasma bubble generator that causes an unstable collapsing shockwave that rips soft targets apart and causes massive internal injuries, useless against structures and submarines, able to pulp hordes of crawlers or other small creatures like divers. vortex batteries can be carried 2 at a time and the individual cells can be swapped between ammo boxes.

• Mining Laser, a small turret using heavy heat sinked batteries that is highly accurate and fairly fast firing, does a little more damage than a standard coil gun but with higher armor penetration, detaches minerals like a plasma cutter and great at cutting icebergs. Only one type of ammo a long lasting industrial powercell which cannot be reloaded or combined with other powercells, as an industrial tool and adhoc weapon ammo for these is sold everywhere

• Hybrid Launcher, a large turret using a mix of gauss coil, oxygen torpedo and autocannon technologies, firing slow very large projectiles like a magazines fed railgun. 20 round auto-eject clips of, Inert kinetic, Breacher AP/Frag, Composite Piercing and a special capacitor round charged by the gauss coil that imparts electrical shocks/burns.

Alternate guns

• Aftermarket Coilgun, a older model coilgun that has has its coil overcharged by station technicians. It uses 20% more power and fires 25% slower at 3 rounds per second. However it has an increase in velocity and damage of roughly 13% allowing it to hit targets harder at longer range.

• Volley Gun, a chaingun ammo weapon with 5 conventionally loaded barrels that fire together in a 5 round burst like a shotgun, cheaper than the electrically driven chaingun but fire 5 shots for every 8 the chaingun fires. Does not have to spin up and has slightly higher velocity due to the locked pressure chambers.

Special ammo

• Coil Gun Laser Conversion unit, Conversion unit rated for roughly 500 discharges. A heavy and experimental module that changes a standard coil or double gun into a low powered laser array converting a solid dementontite core directly into searing directed energy beams, once burnt out it can be refurbished with new parts or deconstructed to recover some materials.

• Flak Impact fused, a lightweight shell that is between a spreader and concentrated flak shell though not as effective as either with the proximity fuse replaced with a simple impact fuse, slightly higher velocity.

• Railgun Half Shells, The classic EK half shell updated to modern BT values, Same cost as normal shells but it can be fired twice for slightly less than half the punch of a standard shell, effectively doubling your loader to 12 shots! However they cost just as much capacitor to fire and cannot be loaded with explosives. Physicorum half shells return along with the original piercing half shell redone as two flak half shells that has a significant initial impact and bursting charge with a large amount of shrapnel similar to multiple flak cannon rounds.

Rare Ammo

Found in old wrecks and never offered for sale are expensive boxes of no longer produced submarine ammo. Each acts as a finite resource for tough encounters or a moderately expensive treasure to sell at the nearest station. These include.

• Triple penetrating Coilgun HEFC
• Piezo Electric Shock Flak shells
• SSL Acid Dissolver Rockets
• Delayed fuse Light Gun HEFC
• Micro Explosive Chaingun HEAP