#Release Candidate 0.24.0 - Chainguns!

1 messages · Page 1 of 1 (latest)

hollow ferry
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Cosmoteer release candidate 0.24.0 is now available for testing!

This release candidate adds the long-awaited "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines can be attached to increase its duration and rate of fire.

This release candidate also has a good number of other quality-of-life improvements, bug fixes, and new modding features.

Thanks for testing!

Full patch notes: https://store.steampowered.com/news/app/799600/view/6789795183860996115

Cosmoteer release candidate 0.24.0 is now available for testing! (See this post for info on how to test release candidates.) This release candidate adds the long-awaited "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines...

sleek gale
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AYO!!

hollow ferry
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(Also, I will be traveling the next few days, so I probably won't be able to post an RC2 until next week. Thanks in advance for your patience!)

hollow ferry
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Also the firing arc is currently MUCH too low (40 degrees). Going to make it 120 for the next RC.

sleek gale
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thought it was a little odd with how the turret looks

dull agate
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Thank you for your hard work Walt! We've all been waiting with great anticipation! for this RC!

leaden patrol
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the gun pod looks awsome!

rancid gale
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I don’t need to sleep tonight anyway, chaingun > sleep

hollow ferry
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Actually now we're talking about making the turret extend out further and increasing the arc to around 200 so that you can use them as side-mounted weapons.

sleek gale
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oh I so want to see that

celest coral
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Yes

leaden patrol
celest coral
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So, saving a ship mid shot with focus fire chaingun on makes it to where upon spawning said ship it will continue firing

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unsure if this is a bug or not

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makes the ship photo look cool

sterile folio
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i feel like the spread can be reduced, even at short distances the chaingun misses by a lot

dull agate
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Maybe I'm missing something but it appears we can't fire it manually in direct control? We can force fire it with the K button but that's different

celest coral
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you can, well at least I did at one point then couldn't

dull agate
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Same thing happened to me

celest coral
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also these two are in ai mode, allegiance pirate. they fired one volley and now don't shoot again

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now the third is here, still not shooting

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ah

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yep that makes sense

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turns out the way to load magazines is through the bottom

leaden patrol
celest coral
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so if they aren't loaded the chaingun can't fire

leaden patrol
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i always wanted a laser blaster but BIGGER

unreal bobcat
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Chinese no numbers

leaden patrol
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minor issue

celest coral
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ooo

leaden patrol
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file to test with

celest coral
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the gun clips into the armour as it leaves the pod

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has limited penetration

sleek gale
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deck gun 2.0

leaden patrol
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side mounted deck gun

celest coral
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ah, so you can just drive into a wall while the gun is firing and this occurs

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who needs armour anyways

sleek gale
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does that bypass shields

celest coral
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hmm

sterile folio
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i feel like this should work

celest coral
bold vortex
celest coral
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ah ok

bold vortex
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Shots appearing inside of other ships isn't though.

sleek gale
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#ships message try large shields

rancid gale
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You guys should make the ammo storages blow up in chain reaction like the railgun

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Because funny

leaden patrol
# celest coral lol

in the meantime we should fix this for both chaingun and cannons because bypassing armor is poopoo

celest coral
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so probably does for Small shield I just haddn't clipped it right

sleek gale
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so it requires you to be right next to the shield

celest coral
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yee

fast hound
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System.InvalidOperationException: No component named 'Turret' in part 'cosmoteer.chaingun'.
09/13/2023 21:37:21 | at Cosmoteer.Ships.Parts.Part.GetComponent[T](ID1 id) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 719 09/13/2023 21:37:21 | at Cosmoteer.Ships.Parts.ChainablePartComponent.OnAddedToPart(Part part) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\ChainablePartComponent.cs:line 119 09/13/2023 21:37:21 | at Cosmoteer.Ships.Parts.Part.AddComponents(IList1 components) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 631
09/13/2023 21:37:21 |

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Trying to build chaingun turret on existing ship... happened twice. Looks like file path is hardcoded to "walt"? Someone here named @hollow ferry ?

sleek gale
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C:\Users[username]\Saves Games\Cosmoteer[Steam ID]\Logs

celest coral
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if there is no gap it will penetrate both

fast hound
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Full restart and same issue. Seems strange considering it appears nobody else is having this issue...

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Issue happens both with editing an existing ship and creating a new one

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Does not happen in creative mode, just my saved career game :/

fallow tulip
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heyyo

rich prawn
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fully reloading before you can fire again seems too counterintuitive and accidentally makes the weapon awful if you use direct control, it stops if you move your arc too far

fallow tulip
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chaingun testing info
it takes 3 chaingun magazines + the ammo in the chaingun to just reach full fire rate
the time its still spinning is longer than thought but the spinning animation doesnt show

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imo very strange that the magazines cant have side doors

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you cannot load magazines to be able to fire again if you dont also reload the gun itself

boreal fjord
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I don’t know if it’s just me or the crew is kind of slow to start reloading the gun and mags after it goes back into shield mode

rich prawn
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strange lag that I suspect is from the new multithread thing

boreal fjord
rich prawn
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not really able to replicate other than spamming chainguns

digital bluff
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The magazines, seeing as they are directly connected to the weapon

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should be able to do it anyways

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oh and just because one part of the conveyor is empty, (say near the rear as the magazine runs though) should not restrict the crew from being unable to load it.

fallow tulip
lyric flame
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yes doors should be able to be placed there

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magazines upside down would also be cool

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3 operators is really sad for space efficiency, because you waste crew if you have 2 bunks per chaingun

rich prawn
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lotta talking in the exclesior server but nothing here

leaden patrol
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there should be more talking here

supple sleet
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Well typically because it's more about testing everything and composing thoughts before shotgunning opinions for Excelsior denizens

rich prawn
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seems like 3k for magazines are a lot from what they spoke

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yeah

leaden patrol
# celest coral

makes me wonder how any sort of legit melee weapon would interact with shields

lyric flame
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magazines would be nice if they were cheaper

leaden patrol
lyric flame
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a damage buff would also be great, they really don't do that much dps, even at full fire rate

rich prawn
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Monolith industries watching me buy all the "for sale" 3kcredits magazines

rich prawn
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it deals less damage than constant nukes*
(not actually true, real damage usually is half from a flat plane,if not a quarter due to armor)

lyric flame
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oh also, the damage negation doesn't do enough IMO. you stillh ave to protect them to not die

rich prawn
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idk how that would be helped unless it buffed adjacent armor...

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or explosive resistance also increased

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higher, because armor stats

boreal fjord
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I’m pretty fine with where it is I think they just need to make it so you can add doors to the side of the mags and increase the firing arc

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And maybe make mags a little cheaper

leaden patrol
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being able to place it on the sides of ships and have it shoot forwards could make for some real interesting setups

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oh i got another weapon idea, for tommorow

rich prawn
dull agate
# lyric flame a damage buff would also be great, they really don't do that much dps, even at f...

Agreed, we played a couple matches and were struggling to deal damage to each other

The chaingun's drawbacks are that they require a lot of space between the gun and the magazines. Said magazines also can't be reloaded while firing. These give the impression that the chaingun should be used as a heavy hitting burst weapon. However, the reality is that their damage feels rather underwhelming and other weapons will just deal more DPS with continuous fire.
The ramp up time is quite long as well, meaning that by the time they've reached their maximum firing rate the opponent has had time to manoeuvre away.

Perhaps they could also be given a special attribute such as being more effective against parts that aren't armor. Giving the player an incentive to drill through the opponents armor and taking down their shields to then unleash a burst from the chaingun to cause devastating damage to all of the components

inner kraken
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Too much investment. Not enough pew.

lyric flame
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did architects not get to see it early?

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pen for the chain gun would be very nice too

finite socket
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didnt see this mentioned anywhere, so i cant tell if its a bug or a feature: once the speed starts building up, the gun is forced to magdump. bottom left shows the fire button being released but the gun still fires.
also mildly annoying that the gun cant be fired until fully reloaded

lyric flame
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yeah its weird, not always magdump but mostly

rich prawn
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did the turrets layer get changed? i don't recall it not having normal maps at all

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oh.... it was GA's shenanigans

pine apex
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lol

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man, i cant wait for the LAAT's to be built with this thing once its firing arc gets corrected

pine apex
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really needs to be a "force feed" button, not being able to fire here would get annoying

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also only being able to fire when all the magazines are filled

last vector
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i can already smell and see people having a ship that orbits around a target raining hell with these chainguns

last vector
pine apex
sleek rover
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very unintuitive

quaint copper
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a different crash error message about
"No component named 'Turret' in part 'cosmoteer.chaingun'."
while i was constructing the chainguns

white girder
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Also loading while firing would be good

torn palm
sleek rover
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the fix already exists lol

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the burden is on you tho

sleek rover
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all components support an IncludeWhenUnderConstruction parameter, which when set to false, means that the game will ignore that component (and not throw any crashes) until the part is constructed

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please do a little bit of research before endlessly complaining

torn palm
sleek rover
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it's not internal only? It's literally in the game files

sleek rover
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ion_beam_prism.rules

torn palm
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why did none tell me that before then; also: modders are supposed to search thru all avaible game files to find stuff like that? naaaaa

quaint copper
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This is a vanilla unmodded issue now though, can't expect every user to go rooting around in rules files just to let crew build chainguns

sleek rover
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obviously walt forgot to add IncludeWhenUnderConstruction = false to the chaingun collider and that needs to be fixed, but for modders, they too need to do the same thing to fix similiar errors

torn palm
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we literally now created a git to catch such changes because its noted nowhere that there is now a new function called IncludeWhenUnderConstrution

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@sleek rover maybe devs could a small changelog somewhere in Data??? for thing like this, i dont have the time to READ thru whole Cosmoteer to find one new function every time walt publishes a new major update

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probably 1/2 the issue modders run into is because of the GREAT documentation we are provided (none)

jovial dirge
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back to fixing ded mods once this update is realised 💀

torn palm
sleek rover
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Are you even aware that they exist?

torn palm
jovial dirge
sleek rover
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Right, you've clearly never read a single change log in your life

jovial dirge
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slowly add stuff from there

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all i can say that its going to be pain once case sensitive is for all functions 💀

sleek rover
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This seems like the documentation you have been complaining does not exist

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To end this conversation, I'd like to circle back to something I said earlier: #1151672136885354629 message

jovial dirge
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instead of individually picking out pieces from the RC changelog

torn palm
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Since when is it actually explained there tho, i Recall Just Reading what i wrote

torn palm
torn palm
torn palm
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Since when is it actually explained there tho, i Recall Just Reading what i wrote

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still funny tho that even Walt doesnt know his own Game by head hmmm maybe at least an internal doc could help

supple sleet
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Lets keep this channel relevant to the chain gun. Please keep similar discussions in #modding please

pine cargo
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Well moreso towards 0.24.0 update as a whole.

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Speaking of which, I see no built-in ships (Or ''various updates to pre-existing built-in ships'' thing) being displayed in the patch notes. Is this an accident or have the built-ins gotten no changes/new entries?

dire wraith
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Whats the reason for the force fire weapon mode when there already is autofire?

celest coral
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I did wonder that

torn palm
torn palm
pine cargo
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Chaingun and magazine explosion doesn't deal damage!

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Is this intentional?

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Because they are indeed stock full of boolets that explode everywhere else.

rancid gale
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I need more boolets

celest coral
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Beeleets

pine cargo
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Ye it's ironic how Chain gun is the only ammo weapon that doesn't chain.

smoky vortex
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i did read all the tips... i like the tips, they are use full.

cedar belfry
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So when can we expect the first ai ships using chainguns to appear? 🙂

novel zinc
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whats with a chaungun ammo storage that is like a turn so you could make a more efficiant ammo storage

smoky vortex
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i have found a bug, if you have the chaingun on auto-fire and you use the chaingun magazine but they are not full, than the gun will not fire.

knotty prawn
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i think that\s intended behavior, need to be full to fire

smoky vortex
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maybe

sleek gale
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which is why there’s a button labeled “force fire”

smoky vortex
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ok

novel zinc
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11min 50 sec continios fire

faint sluice
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lmao

celest coral
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wow

unborn wren
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I agree with all the thing people before me said

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also the "bullets" should get piercing dmg

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I just wanna

craggy pebble
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They're hitscan, piercing wouldn't really work

unborn wren
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mmm

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I mean couldn't you spawn cannon-like projectiles on hit?

spark wren
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Is it really necessary to have the CG Magazine be 2x1? Seems like a 1x1 could do the trick.

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Especially if you can’t place doors on the side of the bottom tile.

royal summit
spark wren
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Also bug report: if you “restock all” then the chain gun will be missing a little bit of ammo.

abstract garnet
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chaingun 👍

pine cargo
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If crew has set out to restock something, like going towards a shield to supply it with battery, then that thing won't be restocked all the way.

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Not just an RC bug, a bug in general.

spark wren
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Yeah the game won’t restock resources already on its way.

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But even if they’re not delivering it leaves 1,5 bullets worth of ammo

pine cargo
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OOOH, This rc fixed this bug!

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Welllll, that's a whole ass paragraph gone to waste...

knotty prawn
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you called that a major issue? it's more annoying than anything

fallow tulip
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chaingun should have 180° firing arc

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probably 200°

knotty prawn
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maybe a full 720 degrees two times around on the deck and a little into the 4th dimension too

fallow tulip
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nah

unborn wren
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It should be able to turn up and shoot the player through the screen

pine cargo
pine cargo
knotty prawn
pine cargo
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Fair enough.

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I accidentally clicked major there anyways, initially it was annoying.

final helm
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I want a chainsaw my dude

quaint copper
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I look forward to the 200 degree version, otherwise gonna force some pretty wide ships to use this

rich prawn
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here's my completely nonsensical opinion on this matter:

double the damage to 1k damage pet hit (oneshot corridors)
slightly nerf the ramp up
magazines cost 1k only

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but since 200 degree arc will come later this would be pretty bad

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too strong for its own good

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alternatively two barrels but that's stretching too far

rich prawn
leaden patrol
rich prawn
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double damage but make it "explosion" damage

alternatively a new damage type that corridors and other non-armor systems have negative resistance that would be awesome

unborn wren
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for the magazines removing the tristeel plates from the cost might be nice, even if you only need one plate per magazine, it might be too annoying in career if the station doesn't currently have enough of the plates

bold vortex
rich prawn
bold vortex
rich prawn
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oh so that's why the branch exists

bold vortex
bold vortex
bold vortex
spark wren
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Under any circumstances. You can see the bullets missing in the magazine.

rich prawn
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that's just a side effect of the splitter

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maybe just increase the splitter capacity by 4 bullets and limit the bullets shown to current

spark wren
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Is that a Marcy pfp? Nice!

rich prawn
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true

bold vortex
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Yeah, that's not specific to restock resources, it happens when manually loading it too. The bullet splitter should probably line up properly when loading from nothing, though there might've been a technical reason it works that way, don't remember for sure.

spark wren
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Hmmm… it’s in no way shape or form a serious issue, but it is mildly triggering so it needs fixing immediately! lol

bold vortex
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Obligatory "literally unplayable"

spark wren
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Maybe increase the ammo count by 0.5 bullets (so 2 shots, one on each side)

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One more “invisible” round in that ammo box

rich prawn
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yeah funny how the chaingun splits bullets

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damage efficiency gets higher the smaller you go
so a micrometer buckshot would deal the most efficient damage possible

bold vortex
rich prawn
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i think happened once or twice, hard to tell, can't test further at the moment

bold vortex
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Alright. If you find anything else out about the lag, please make a thread in #1019741923893858305. If possible it'd be good to find a scenario where it lags outside of using chainguns, so you can compare its performance to the stable branch.

rotund robin
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When bilding the chaingun it crashes w an error: "No component named 'Turret' in part 'cosmoteer.chaingun'".

I cba to read in this chat. Is this a known bug? how do you create a chaingun in career wo it crashing? : )

sleek gale
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it’s been mentioned here a few times, Walt said he won’t be able to release another rc for a bit

rotund robin
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aw, that's worse than the usual joke of pushing to prod on a friday...
oh well : p

sleek gale
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joke?

bold vortex
rotund robin
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ah! thank you < 3

rotund robin
chrome shell
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average competitive ship if chainguns get 200º

knotty prawn
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yes

leaden patrol
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is 1 side having the mags enough to even upkeep with its fire rate? i thought their input was limited

leaden patrol
chrome shell
hollow ferry
rich prawn
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it was mid-autofire at a target so i don't believe there should be a sudden performance drop and return to normal if it's the same situation constantly

hollow ferry
hollow ferry
unborn wren
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Also can the chaingun get more pen resist? I've seen it get penetrated with regular cannons (iirc even in defensive mode but I'm not sure) and start fires in the storage behind it

hollow ferry
unborn wren
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Oh there's 5 per magazine right?

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If so then it should be 5 ammo per additional cartridge

hollow ferry
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We want some forced downtime between volleys though. That's supposed to be part of what makes the chaingun interesting to use.

unborn wren
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I understand, but rn the downtime is too long imo

rancid gale
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Is there a way to set a direction for the ammo things?

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Currently they just go in which ever way they chose

rancid gale
hollow ferry
rancid gale
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Yeah

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Interestingly enough they seem to occasionally switch which gun they feed

unborn wren
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Maybe the downtime could happen when the cartridge is being loaded into the magazine or something

lyric flame
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I made a mod to simulate increased firing angle in RC2, lemme know if anyone wants it
(since its gonna be like a week until RC2 comes out)

soft scroll
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Chaingun footage?

lyric flame
soft scroll
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I can’t get in my computer atm

soft scroll
lyric flame
lyric flame
boreal fjord
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k thanks

lyric flame
boreal fjord
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ight

lyric flame
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its near the ships folder

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direct control weapons is just not wrking with chain gun
im clicking the hotkey I set it to, they just don't fire

fallow tulip
lyric flame
rich prawn
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would 75-80% resist be good or not...

lyric flame
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I think that would be better

rich prawn
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truw true

fallow tulip
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i really wonder how shield setups for chainguns will work

royal summit
fallow tulip
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maybe

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but i would think it would be better to have 2 mags per

royal summit
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it won't be near the enemy for long

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5 seconds of constant firing is enough

fallow tulip
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true

dusky plank
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I made an insanely fast reload time chain gun model

royal summit
quaint copper
quaint copper
finite ice
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I feel as though the chaingun could trade some of its damage for a wider firing arc. In particular diagonal ships might have a lot of trouble using it at all.

fast hound
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Can confirm the "Missing Turret" crash happens for me only in career, not in creative. Tried with a fresh career game. Happens both when using blueprint mode and building, and when just adding it directly. Happens as soon as the building of the chaingun part starts

supple sleet
rich prawn
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220? oh god that's even more now

leaden patrol
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at some point the pod is just gonna completely exit the weapon and fly on its own as a chaingun fighter

rich prawn
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omw to make pod drone mod

winter vine
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The pod is perfectly shaped for that, just give it some partical effects and you'll have a perfect drone

rich prawn
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why is every shader-based effect like beams all of the colors are defined in the shader instead of the beam itself, it's so hard to mod 🥺

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chaingun_bullet by far the beam hardest to change color... i have absolutely no idea what to do here

sleek gale
pine apex
boreal fjord
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Soon it’s going to be able to shoot over the friendly ship it was fired from in a 360 degree angle

sleek rover
torn palm
torn palm
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@sleek rover Maybe next time you won't answer so smugly.

sleek rover
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your honour, I plead "oopsie daisies"

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but in all seriousness, that very rarely happens, and usually if you ask nicely and politely in #modding, someone will know what's going on

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In the mean time, Saris told you to stop posting about that in here, so go do that

pine apex
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aka Cap will jump in given how they know the game inside and out

spark wren
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Quick question, if I reload only the last piece of a magazine does it automatically push the bullets to the front? It should.

pine cargo
rich prawn
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what if it was just a big combined storage crew could input from anywhere

royal summit
rich prawn
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one issue

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one door
crew can reload every

pine cargo
rich prawn
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maybe it only works in the direction of the feed, like you only input on edge

spark wren
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Tho it should take at least a little time for the ammo to be pushed forwards. Otherwise it might be a little op, having just a bunch of crew waiting at that one entrance and instantly reloading everything.

cursive halo
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For us who studied the low price zone of ships, we first suggest increase its resistence, in both mode, and including its chain, or else it isn't really deserve to be a weapon on surface for its price.A good compare should be flakers and LCs: they are well resisting surface ammo based weapon, one because of their intercept ability and one for cheap spam and high HP. Chainguns now have either at the same price.
We also down vote damage buff cause they are actually quit good already. If even better, they might took part of the role that was suppose to be for ions.

Let's list some data......A LC is 5k price while 21k HP, and a chaingun is 17k price while just 18k HP......When engaging, chaingun almost own no chance using its shield and have to resist all qith full damage, in that case it is just stupidly vunlarable. Plus even when damage resistence on it isn't resisting enough as a focesd target to aim. In test, chainguns indeed got killed instently when combating with LCs......That is making them functioning hopeless in direct engage betwin powerful ships.
Also in orbiting their firing angle is deadly small, and their aiming sucks when ship try use them while dancing.

Against that, two proposal CCC members have:
*Increase chaingun HP to 50k, decrease its shield resistence to 50%.
In fact some mod test even suggest 60k HP and 75% shield resistence, leaveing only the chain as weakness, but that is rejected by most of us as it might make chain-less chaingun OP.
*At the mean time, increase it pentration resistence to 1 instead of -1 (unlike flakers it can't protect devices behind it with other ability or structure while it really need to).
*The HP of chains can increase to 4k or remain at the mean time. Add 2m pentration resistence to chains.
*Either turrent firing angle or turn speed, one of these should be improved.

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Personally, I give upvotes for resistence. I mean really, or else chaingun would possiblity be the most inner-placment-perfered-only surface weapon among all melee arm in dom. That would be a shame for that nicely painted gun shield, and really a meaningless puch on ions.

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To say how sad this is......this is the only useable ship type we came up after a bunch of dom ship test during the two days. None of the melee ship we tested was good enough to be considered as useful.

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And it is still worse than an average laser kitter.

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Of course there is melee usage of the weapon, but through a feature that we would all agree isn't legally part of the plan.

dire wraith
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Suggestion: Dont mark the ammo tile red if its only half full. Its hard to see that its not full during battle and leads to confusion as to why the weapon isnt firing.

dire wraith
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Yes maybe

pine cargo
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Or a much more subtle glow when it's not fully stocked but not empty either.

cedar belfry
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I'd suggest to leave it unlighted as long as it isn't useable, just like all other ship parts

cursive halo
lyric flame
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In elim the only ships that have worked so far is huge arrays of alpha chainguns, and low HP makes them not good enough

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Clips being lower cost would help a lot too

pine cargo
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^^

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One last balance change that would help them wonders would be eternally ramping up increasing the protective shell HP because as is it's kind of a cosmetic feature and doesn't do much.

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Ya ain't tanking a hit in the face with it.

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It should also probably boost pen resist.

sour locust
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Cant load the gun even tho it fed before

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Cant do it with the button too.

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Need the Save?

pine apex
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Nope, all need to be loaded

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Nvm yes always send saves

sour locust
sour locust
lyric flame
#

Very annoying

buoyant tree
#

This is why i have auto doors on

rich prawn
#

iirc not the issue

lyric flame
#

The issue is that the mags don't feed if the base block doesn't work

pine apex
#

They should be firing if they have force fire on

dire wraith
#

Again only works when the base has ammo

bold vortex
bold vortex
quaint copper
#

Am loading the game now, will see

#

hope i attached the right save

bold vortex
bold vortex
# sour locust There

Yeah, the chaingun itself needs at least one bullet loaded for force fire to work. Whether or not that "should" happen is probably up for debate though.

torn palm
#

lol casually forgor the most core part of cosmo, literally unplaybale without indicators

quaint copper
sour locust
#

Ok so. I have one thing that i think can make the whole wepon better (imo). For me it would be better if we can manually bring out the gun and not shoot any ammo. Now if you want to see it it has to fire. In most ocasions it will be prob better to just have it open for a input fire on an imput too and close on and input OR have a special key for opeaning and closing it.

#

It will prob invlove a lot of recoding.

#

I will understand if this wil be igonred altho i just think it can be a decent change to have the chain gun used more in DOM and Elim/

bold vortex
#

If you're on RC1 and getting a crash when trying to build a chaingun (No component named 'Turret' in part 'cosmoteer.chaingun'.), either temporarily disable crew construction or install the attached mod through the mod manager's hamburger_menu. This issue should be completely fixed on the release of RC2.

bold vortex
rich prawn
#

chaingun would probably be the strongest weapon along with nukes if cloaking were introduced thonkers

cursive halo
next marsh
#

a button to force reload would be nice, so we can take advantage of the shell without the lag of the "pause-fire" button

nova mantle
#

the most annoying thing in new update:
(magazines with cartridges are not connected if they are turned over)

pine cargo
pine cargo
#

Oh also, some kind of magazine buff icon should be displayed on the chaingun/each magazine when you hover over/are placing magazine pieces, which would be similar to like the railgun accelerator or engine room icons.

#

Would be great qol just to see how much extra ammo/fire rate your gun is getting.

rich prawn
mint phoenix
cursive halo
#

This reply I got is from CCC player 逛逛. The player wrote a long text, transelated with transelater. His reply is detailed and different enough to be singled out separately from major CCC comment on chainguns.
The comment of our major: #1151672136885354629 message

halcyon idol
#

i think the chaingun could greatly benefit from increased (at least doubled, probably more) pen resist. Currently, frontal shots from basically any ballistic weapon is highly likely to pierce through the CG and destroy the internal modules, which I think doesn't fit the defensive nature the weapon seems to be going for. That's been my main problem with the weapon so far (apart from the firing angle which has already been addressed it seems)

fallow tulip
#

from what I've felt of the chaingun is that one of it's big weaknesses is it can't punish mistakes because of the time it takes to get into 'firing mode'. in my opinion a solution to this would be having a hotkey to put it on standby in the with it out of the shell and not able to be reloaded.

royal summit
#

(also reducing the time for it to leave the shell would also help alot)

fallow tulip
#

yes but I feel like the time it takes to come out of the shell could be a never ending problem with a lot of players wanting the time to be incredibly short

#

I feel like it should be a built in weakness and other weaknesses should be looked at

#

I do also think that there should be a test for a non hitscan version with penetration

#

but that might be something for excelsior to do

#

honestly more chaingun hotkeys while making it a high focus weapon would help

sour locust
#

Same thing that i said

#

:3

fallow tulip
#

great minds think alike?

dire wraith
fallow tulip
dire wraith
#

You can already do this

#

Just autofire

fallow tulip
#

yes but I mean being able to wait to fire and having shooting be available instantly

glacial frigate
#

anyone else get an error like this when trying to build a chaingun?

pine apex
#

yes, known issue, will be fixed in the next RC, for now youll just have to turn off crew construction to build it

glacial frigate
#

what a shame

royal summit
#

there is a patch somewhere if you want

sleek rover
#

check the pins

carmine dome
#

how do i access this

pine cargo
#

Also, check the pins.

#

#game-questions message Except #game-questions pins.

carmine dome
#

thx

static saffron
#

It was loaded nvm

finite ice
fallow tulip
#

yeah

#

as far as I know the more magazines the longer the spin up time, imo that should probably be mentioned

halcyon idol
#

nah mags don’t affect it

rich prawn
#

spin up time is always the same

halcyon idol
rich prawn
#

guh?

#

whar

sleek gale
#

visible confusion

runic sluice
#

Having spent a few days playing around with the chainguns on a smaller scale (By which I mean smaller ships.) I feel like there needs to be 3 changes for chainguns to fit in better: 1. The base ammo capacity needs to be raised, lets say doubled minimum and I'd say more along the line of 3x more practically speaking. 2. The ammo type needs to be a different type from the standard ammo that everything shell firing currently uses (Including the current chaingun.). I don't have a good name for it but something along the lines of Small Caliber Ammo sounds nice enough. 3. This new ammo type would ideally be produced in the same part as ammo currently is and would be selected with a toggle for what ammo is being produced (Regular or the new type) with the new type using sulfur just like the regular ammo with a better production rate.

finite ice
#

I don't see the reasoning for having another separate ammo type for chainguns only

pine apex
#

Ok but why a new ammo type? You suggested nothing to make it diffrent other than for the sake of it

plush plover
#

Got an crash, likely crew related on 8x in co-op. Posting log.

plush plover
#

That'd be it, aye. Didn't realize the bug reports had a RC tag, good to know for the future. Thanks!

fervent plover
#

spinup has a max of 6 seconds, but i need that column to know if that value is greater than 6 seconds hehe

fallow tulip
fervent plover
#

ignore the spreadsheet column, I use that column to calculate another column

fallow tulip
#

ah ok

#

I apologize for accidentally spreading misinformation my bad

sleek gale
#

should it be spin time instead of spinup time?

pine cargo
#

Once again, I politely ask for infinite spinup chainguns.

sleek gale
#

might want bigger ammo reserves first

runic sluice
# pine apex Ok but why a new ammo type? You suggested nothing to make it diffrent other than...

Primarily because right now it just feels like a rapid firing cannon with the main constraint being magazine limitations, think of the difference between an autocannon and a tank's main gun. But it'd also improve how optimizable they are in general by increasing the amount of ammo that can be produced and stored for them (Lets say that rate gets doubled on both storage and production.) and it'd also give more options for the future if more properties like specific resistances are introduced or more parts get ammo choice like missile launchers do. This ammo type could also be reused later on in other physical weapons such as a light flak gun or a small cannon (The game data calls the regular cannon_med.).

finite ice
#

Still seems arbitrary, we use the same ammo for little pea shooters as big giant battleship cannons. It works fine as is.

rich prawn
runic sluice
# finite ice Still seems arbitrary, we use the same ammo for little pea shooters as big giant...

That's only because it's visually similar enough for the differences in the other cannons and even that is because it's handwaved by the large and deck cannons combining the ammo. For the chaingun it's similar enough to an autocannon that it does feel like it'd be better to use a different ammo type that could also get used with other lower damage but higher fire rate weapons like a burst fire cannon in the future. The turret, shield, and magazine part aside currently it feels very samey with the regular cannon but just rapid firing. For simplicity's sake it works but it'd be like if the large shields were just a more expensive and powerful shield without the downside of needing to be exposed. Mechanically good but there's just something missing about it.

glacial frigate
#

maybe increase the chain gun's penetration resistance while it's not hiding in the shell? Because it can't really even stop basic cannon shots, because they go right through and destroy the corridors behind it way too easily
And before anyone says, "just use shields": the basic cannons can stop shots from other basic cannons. I see a need for a balance change

unique frigate
#

since this update the german translation for some button and drop down list is missing

bold vortex
ripe crater
hollow ferry
cedar belfry
#

I'm using huge ships and a decal mod of mine, but that hopefully shouldn't interfere

lyric flame
cedar belfry
#

sorry if I reported a known bug

lyric flame
#

not a problem, you couldn't ahve know it was a known bug

low sierra
#

oh boi

#

will magazines ever get a corner piece?

sleek gale
dapper kestrel
#

just got a crash report when building the chain gun

rancid gale
fringe citrus
#

you should be able to place magazines upside down (currently doesnt work)

royal summit
#

iirc suggested before

#

it'll probably be a thing in rc2

torn palm
buoyant tree
pine cargo
#

#1151672136885354629 message Any coverage on this?

novel zinc
royal summit
#

it is

#

depending on what you're even talking about

#

the gif isn't really helpful but the chaingun is

spark wren
#

Any idea when (if ever) the CGs firing angle will be extended?

sleek gale
#

next rc iirc

spark wren
#

Oh sweet thanks

pine cargo
royal summit
#

add 2 mags and it can

#

how much ammo does the chaingun store?

halcyon idol
#

10

#

Mags store 5

royal summit
#

yeah 2 mags should add 1 second, add 2-3 more and you'll be fine

#

(accounting for ramp up)

#

4 seconds of fire on the base ammo storage is decent

fallow tulip
#

uuuuuhm

dull agate
#

Rc seems to be having issues?

fallow tulip
#

yeah

hollow ferry
#

@everyone RC2 is now available for testing with a ton of changes & fixes. Thanks for your patience, and sorry for the delay! (RC2 is an unusually large RC2, plus I was traveling for a few days for a friend's wedding, which combined to make RC2 take much longer than normal.) See the bottom of this post for RC2 patch notes: https://store.steampowered.com/news/app/799600/view/6789795183860996115

Cosmoteer release candidate 0.24.0 is now available for testing! (See this post for info on how to test release candidates.) This release candidate adds the long-awaited "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines...

rich prawn
#

i just turned off my pc

#

well here we go again

leaden patrol
soft scroll
#

dont see the rc2 patch notes, scrolled all the way to the bottom

halcyon idol
winter vine
#

Where

pine apex
#

there there for me

soft scroll
#

just got fixed

hollow ferry
#

They're there for me, sometimes Steam can take a while to update news posts for everyone.

pine apex
hollow ferry
#

thanks

halcyon idol
#

graahhhh

#

changun

carmine dome
#

i wonder what role it can serve in dom

#

perhaps a reliable anti-brick?

fallow tulip
#

yay!!! tysm Walt! you should go take a break cause you've pushed yourself with this!

carmine dome
#

btw where mining laser buff

soft scroll
#

gun with a chain

carmine dome
#

xd

soft scroll
#

possibly multiple rotating barrels

#

firing rapidly

#

cant wait to see more ships using the chaingun

#

such a cool weapon

celest coral
#

I'm busy now x)

soft scroll
fallow tulip
#

monolith

#

they like ammo weapons

hollow ferry
#

probably monolith most and cabal least

fallow tulip
#

fringe uses whatever it can get

soft scroll
#

tf are fringe even fighting for lol

#

theyre just like annoying wasps that get in your house every now and then

fallow tulip
#

to survive

soft scroll
#

why not just get a job at mololith lmao

fallow tulip
#

cause they want freedom

soft scroll
#

from what?

halcyon idol
#

They want to be free from having cool ships

fallow tulip
#

and most people that work for monolith aren't employees and work in the mines

hollow ferry
#

Let's keep this thread on-topic about 0.24.0, thanks!

fallow tulip
#

sorry

#

mb

finite socket
#

i dont see it mentioned in either the patchnotes or the ingame description, is the chaingun forcibly 'magdumping' an intended feature or a bug?

soft scroll
#

intended

hollow ferry
#

not sure what you're talking about

finite socket
hollow ferry
#

intended

fallow tulip
#

why?

halcyon idol
#

Hmm

#

it seems the chainguns aren't firing unil you aim at a spot that's in their original firing arc, but if you hold the fire button and move it to the side they can still reach their new arc

#

nvm

#

It’s not their original firing arc but it’s not their full firing arc

fallow tulip
#

i am very much against that CG need to be selected to force fire beacuse its really the only way to get it to fire

#

consistantly i mean

rich prawn
#

chainguns no longer pull ammo when quick tapping to autofire

#

sad

lyric flame
#

yeah so this is kinda very op
800k for 26 chainguns
these chainguns will eat up almost every 1.5m ship

craggy pebble
#

Their range is bad so a lot of stuff can just kite it

halcyon idol
#

I guess? Good luck defending that though

#

also that ship would probably ending being about 1.5m once you put on thrusters and whatnot

sleek gale
#

since they don't chain it's not very bad to lose one or two guns assuming you can manage to get in range

lyric flame
#

1.5m finalized ship. I'm a bit dissapointed that you can't reload with some clips if CGs are completley out of ammo.

plush plover
#

Good progress though! Really excited to start incorporating these into my fleets.

leaden patrol
leaden patrol
craggy pebble
#

(Also their projectiles are hitscan, so they're def faster than deck gun shots lol)

pine apex
rich prawn
#

completely extended and exposed chaingun gives be strange vibes

pine apex
#

still think of a gutted out drone every time i see it

#

you cant tell me that Monolith actually just stole it from Fringe after seeing them jarry rig an old used drone into a ball turret

rich prawn
#

has someone tested if the chaingun damage resistance and etc colliders doesn't change the weight of the part

torn palm
fallow tulip
dire wraith
#

144 m/s with boost

fallow tulip
dire wraith
#

I dont play it in carrier

fallow tulip
#

ik

#

still I would be scared in mp playing that

dire wraith
fallow tulip
#

yeah that too

royal summit
#

from what i saw it's decently tanky, the enemy won't last long anyway

pine cargo
fallow tulip
#

does anyone have a close up pic of an rc1 chaingun shooting so i can see the difference of how they look?

dire wraith
#

And the ship is not a meme

#

Its really strong

fallow tulip
#

looks like it

#

i need to learn how to focus on offense

#

cause i build ships that are somehow tankier than needed

dire wraith
#

Its a balancing act

#

This only really works because cg are op

fallow tulip
#

yeah

#

i meant overall

pine cargo
#

Dang, these are some seriously sweet buffs!

#

CG now might be one of the best weapons in the game!

dire wraith
#

Yea a bunch of people suggested buffs and Walt basically added all of them

#

Now its kind of broken

#

Will be a fun tourney

fallow tulip
#

honestly CG might need a health reduction so its more fragile in firing mode

unborn wren
#

I agree, tho not by much

royal summit
#

i think it's fragile enough

#

while firing

unborn wren
#

imo rc1 was way too fragile but rc2 is way better, tho it could go with a little bit of a hp decrease

spark wren
#

Little nerf idea: The more it’s damaged, the higher of a chance it has to misfire? Each misfire would consume the ammo but not fire a projectile, then when the next shot would come the gun would be stuck or eject the fairly projectile, and only after that the gun continues to shoot.

So instead of it going:
Shot
Shot
Shot
Shot
Shot
Shot

It goes

Shot
Shot
Misfire (ammo consumed)
Eject (No ammo consumed)
Shot
Shot

It would not loose its speed, but you’d get out way fewer shots the more damaged the gun is.

unborn wren
#

ehh sounds too complicated and unreliable

spark wren
#

How so?

unborn wren
#

when I build a gun, I want it to fire reliably and not be rng based

#

would be pretty annoying if you were very close to killing something only for the gun not to shoot

spark wren
#

With the speed the CG fires it would still reliably fire, you’d just do a little less damage in the same amount of time.

And you can avoid it by keeping your CG from taking too much damage.

#

And as i said it wouldn’t loose its speed, so you won’t have to worry about it “resetting”.

unborn wren
#

still, it's already rng based enough because of the firing arc, adding more rng would make it worse

#

the firing arc being so big is enough imo

spark wren
#

It’s literally one of the best weapons in the game rn, arguably the best ballistic weapon unless you’re going for rails and keep your distance.

royal summit
rich prawn
#

rng other than random spread is

#

quite not good

#

in my wyes

#

nothing else in the game does that

sleek gale
#

then we fix that by giving cannons a chance to damage themselves with the same logic

hollow ferry
#

@everyone RC3 is now available! Fixes a few bugs from RC2. Patch notes at the bottom of the original post: https://store.steampowered.com/news/app/799600/view/6789795183860996115

Cosmoteer release candidate 0.24.0 is now available for testing! (See this post for info on how to test release candidates.) This release candidate adds the long-awaited "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines...

rancid gale
#

Cool

pine cargo
#

Cool!

novel zinc
#

Cooler

pine cargo
rancid gale
pine cargo
#

Not even updates for them.

hollow ferry
pine cargo
#

Ah, I see.

hollow ferry
#

(There have been a handful of non-Chaingun ship updates, but I haven't personally had time to review/approve them yet.)

rancid gale
#

How many more rcs before full release?

hollow ferry
#

as many as it takes

spark wren
hollow ferry
#

Might be interesting, but I'm not convinced yet that it needs a nerf.

spark wren
#

Alright, thank you!

spark wren
#

Is there a button or any other way of manually firing the CG in Direct Control Mode without setting it to Force Fire beforehand?

hollow ferry
spark wren
#

Ah, didn’t know you hat to put your mouse over them first, thank you!

pine cargo
#

#1151672136885354629 message Asking for the second time, but is this considered? @hollow ferry

#

A buff icon for how many more % ammo/fire rate boost mags give the chaingun.

#

Like the ones for railgun, or even engine room/factory adjacency.

low sierra
#

@hollow ferry will we ever have corner magazines?

spark wren
#

I hope not. The point of the weapon is to be built in a straight line similar to rail guns.

lyric flame
#

ok there's no way that CGs are balanced right now

Plaus's CG alpha beats every single ship besides a lot of nukes, traps (two ships that flank the middle ship), or rail spinners

inner kraken
# lyric flame

In that example, couldn't the spinner have sniped the unprotected CRs?

lyric flame
next marsh
lyric flame
#

also I don't think you acutally need that many command points

dire wraith
lyric flame
#

traps do coutner, but that's like one of three counters

inner kraken
lyric flame
#

I think that it should go back to previous pricing

next marsh
#

while it don't use any chaingun

lyric flame
#

but that isn't the point, spinners are like one of the three counters to that ship

inner kraken
#

As for whether chain guns need a nerf, I haven't seen any reason to think so yet. Sure mass CGs is scary and may counter some things, but it also has counters. CGs used moderately still feel pretty weak to me so far, and I don't want to see them unviable because mass CGs can gimmick some archetypes

next marsh
#

quiximo is right

lyric flame
#

mass CG kills 95% of archetypes
wanna hop into a game rn quix and xsnow?

inner kraken
lyric flame
#

none of my current ships beats plaus's CG

plush plover
lyric flame
next marsh
dull agate
#

Saying "build new one and adapt to meta" when something is literally countering practically every ship type out there is close minded

lyric flame
next marsh
lyric flame
#

I just killed every single one of spacecat's ships

royal summit
#

honestly chaingun price buff was too much

#

like i can fit 18 nukes with 10 cgs now

lyric flame
#

granted, spacecat doesn't have the most "meta" ships, but still, wtf are you supposed to do

royal summit
lyric flame
royal summit
#

i think mags should be 2k, the cg should go back to its previous price

lyric flame
#

@dire wraith can you send .ship of your chaingun?

lyric flame
dull agate
#

I'd like for CG to have the same limitations as Deck cannons in regards to how close they can be to each other

lyric flame
inner kraken
#

This doesn't address the fact that when you aren't massing them, they don't feel OP at all. If they do end up OP (I'm still not convinced) then increasing the cost per gun might be a better way of balancing mass CGs against other uses

dire wraith
lyric flame
#

I think you might want some back thrust too

dire wraith
#

Why?

lyric flame
#

to take out middle structure a little bit, blaze could just flip my dc rammer to its side

next marsh
lyric flame
# dire wraith Why?

and when you have a normal 1.5m ship in there, the cgs can hit back, side, and front all at once, it does op stuff

royal summit
inner kraken
royal summit
#

yeah waiting for tourney would be better

lyric flame
dull agate
lyric flame
#

oh also CG mirrors are really boring, so I'd prefer if that didn't happen at all

inner kraken
#

A lobby full of regulars putting it through it's paces would be a start. And then, a week or two of people adjusting to them

inner kraken
lyric flame
#

hm I wonder if I gave a CG autoram if I could record that playing against me

dull agate
#

Oh btw, I don't know why but autoram doesn't work against Plaus's ship. As in ships with autoram stay stationary when targeting it

royal summit
inner kraken
#

In the meantime, RCs could be helpful

lyric flame
#

release candidate or recordings?

inner kraken
#

recordings

lyric flame
#

oh yeah can't get ai recording bc ai leaves crew lol

next marsh
#

i think i mentionned it enough time but the current meta is awful and i want change no matter what

#

practically every ship type out there get hard counter by the current meta anyway
so do you really mind a shift this much?

lyric flame
#

how is the current meta awful? there's a lot of viable ship archetypes?

next marsh
#

there is not alot of viable ship archetype
that was the case at the start of modern

dull agate
next marsh
#

well no because it's not my argurment

next marsh
lyric flame
sleek gale
#

suggestion: play pvp vs each other

lyric flame
dull agate
sleek gale
#

I meant vs snow

#

you seem to know what you're talkling about while snow is.. well I'm not sure but I don't think he played a lot with it

dull agate
next marsh
lyric flame
#

who wouldh ave guessed that traps beat an alpha weapon??? or spinners????

dull agate
#

Didn't we find that spinners lose from our testing?

lyric flame
next marsh
next marsh
lyric flame
#

what new archetypes are you proposing?

next marsh
dull agate
sleek gale
#

where does this hitscan-turret with plenty of HP leave ions

dull agate
#

Oh ions all lose, haven't found a single one that does well against CG rammers

sleek gale
#

glad the effort put into cores is negated currently

next marsh
# lyric flame what new archetypes are you proposing?

don't even need to be new but railfan? missile barge? (omg)
anything with high armor to be honest, don't even need to be that fancy
saying it get counter by traps is also as big as saying it get countered by rammer, it's so vast

next marsh
sleek gale
#

call em what you like but those can take a lot of time for some people

lyric flame
#

neither railfan or missile barge will win vs CG
high armor is not going to beat CG
my giant armor dc looses to CG

next marsh
#

i was speaking of pvp core btw

sleek gale
#

I was too

next marsh
sleek gale
# next marsh i was speaking of pvp core btw

like these from @buoyant tree and @pine cargo (please don't steal these, I don't remember the terms I agreed to when I got them) (edit: removed the ship from @pine cargo cause it's probably not safe to share)

next marsh
#

that the kind of core i wish to see more

#

i never saw both of these ship in pvp 🤨

lyric flame
#

Youd see it more if it didnt hurt ion's dps so much

lone dust
# lyric flame

What chaingun price would make it balanced in your opinion? (assuming the magazines stayed at 1k).

lyric flame
fallow tulip
dull agate
#

If we take Plaus's ship as an example, he has 28 chain guns. If we increase the price per chain gun up to 15k that brings it up to a total of 84k added on top of the original price tag of the ship and so 6 CGs would have to be removed.
We'd have to test a similar ship with just 22 CGs to see how it performs

fallow tulip
#

yeah

fallow tulip
#

each "set" (ones that share a crew quarters) costs 55.7k

#

or an avg of 27.85k

#

(not including structure)

#

so If you cut off 3 mags from each you can still keep the same amount of chainguns

#

maths fun

dull agate
#

Right, I didn't consider the crew and mags

fallow tulip
#

turning chaingun from hitscan to actual projectiles could be used to balance as it could be hit by flak and PD

sleek gale
#

just throwing this out there but it's likely not a great time to have 30 shots per second being calculated

fallow tulip
#

definitely

halcyon idol
#

i also don’t think flak or pd is going to do much if anything against 30 shots per second

fallow tulip
#

still does something

fallow tulip
sleek gale
#

huh?

#

wouldn't that just be the same as making it 15/s or something

fallow tulip
#

like instead of 30 shots per second it's 10 shots per second but each shot is 3x the power of a regular one

sleek gale
#

idk, doesn't sound as fun

fallow tulip
#

maybe not actually nvm

#

yeah

dull agate
#

Hitscan isn't the issue though so why temper with that?

fallow tulip
#

cause I was thinking of getting flak to hit CG rounds

pine apex
#

indavidual bullets would just turn it into a lag gun

fallow tulip
#

but nvm

lyric flame
#

I could even see a 50% increase in price

fallow tulip
lyric flame
#

Oh that was base price... sure, if not more actually

fallow tulip
#

I think rc4 should have CG price at 15k

#

seems like a good spot at least for now

rich prawn
#

haven't confirmed this but according to my limited knowledge of explosion damage application i think that the CG actually kinda doesn't get any bonuses...

#

iirc it applies damage according to the blocks taken in the physical rect and not colliders

buoyant tree
#

also fun fact: i had literally 0 inention of using that as a mp pvp ship

#

like i have never ever played a pvp gamemode in mp in my 4 years

sleek gale
#

oh oops xd, it looked like a fancy pvp ship to me

fervent plover
royal summit
pine cargo
sleek rover
#

they already have a placement limitation due to the magazines

royal summit
#

and only to a 2x1 area

leaden patrol
#

i dont get why it needs more, whats the issue with putting two side by side?

opaque totem
#

So I made like a lot of different archtypes and prototypes with the cahin gun yet and have 2 things I would recommend but first of all:

I like the gun, finally a projectile weapon with high bullet speed and fire range simialr to blaster that can be used to counter speed meta ships on more heavy ships, as with its range and bullet speeds its finally able to hit them. should be a good addition to make the meta less stale.

however 2 things that i think need worked on:
1: direct control behaviour:
when the gun is used with a limited fireing arc, as it kidna has to if you dont make a wall avoider/ orbiter and instead try to make something out of meta, then the gun often stoped fireing. this happens bcs the gun often doesnt shot at the mouse and instead shots at a random location instead, and then hits something of your ship that blocks it, ending the fire and starting to reload. the guns would need some more smothnes in aiming at the mouse curser.
2: MOST IMPORTANT:
I think the gun should have a feature similar to prisms that you can lock it at a certain position with its fireing arc.
this way the gun can be used similarly like an ioan inside a ship with smart ship building, the problem is just as mentioned above that the gun isnt smartly firing trough the fireing hole, even when its big enough, and even stops fireing at the mosue curser if it starts to randomly jump around and hit inside armor.
if the fireing arc could be fixed like with a prism, then it would be possible to "cheese" a fix for this problem, and make it possible to build more creative ship types that use the chain gun inside their ships like ioans. without this feature i fear the gun will only be used as an outside weapon on walls, wasting a lot of its potential.

#

(a fixing fireing arc feature would make the weapon more interesting for ship building, and even if the AI would be perfect and it would fire on its own perfect trough holes (which is probably hard to implement so I doubt it) it would still be a good idear to make a feature that fixes fire arc.
it could be combined with a little advantage to compensate for the negative effect of removing its own fire arc like stableizing the weapon, reducing its spread when fixed at a point to shot at.)

#

for reference:
stuff like this is where the gun randomly stops shoting despite the opening being bug enough. when just standing inf ront of each other the weapon fires perfectly trough the hole. when moving it doesnt fire at all. and even with direct control while holding the mosue at all time perfecta t the opening it stoped fireing as it sometiems randomly jumps around with the position to fire it when fireing while moving the ship.
for these kind of design idears a fixed fire arc like ioan prisms would be a perfect and imo needed feature.

#

as you can see the opening is more then wide enough. so the problem comes trough movement as i described above. a fixing for the fire arc would solve these issus and open up many more ship building possibilitys like these and is easy to implement as you can reuse the code of the prisim.

dire wraith
soft scroll
#

Yknow in a way chainguns feel kinda similar to ion prisms

#

It’s like a ion prism that takes ammo

next marsh
#

chaingun are fundamentally different with a strong brust damage while ion are about sustain

sleek gale
#

ions are high strain all the time while chains are high strain every now and then, the payoff for chains seems much higher though assuming ions have the same overall dps

fallow tulip
#

they don't feel like any other weapon imo

#

cause all the strain on the reload/upkeep happens when the weapon isn't firing, kinda like a boost thruster connected to an engine room

#

the only way I could honestly relate it to an ion is ion cores (depending on how they are set up) do more damage after a little bit cause they stop flickering

royal summit
#

honestly chainguns are kinda similar to ion capacitors, just tankier with ammo usuage

hollow ferry
#

@everyone RC4 is ready for testing! Changelog at bottom of original post: https://store.steampowered.com/news/app/799600/view/6789795183860996115

Cosmoteer release candidate 0.24.0 is now available for testing! (See this post for info on how to test release candidates.) This release candidate adds the long-awaited "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines...

#

(Stable update on Monday most likely.)

lyric flame
dire wraith
#

No op chaingun tourney 😦

next marsh
#

i still wish they can counter most of the current archetype
but that would help the new one to take the lead

quaint copper
#

Hmm, does that increased time to retract help in the case that target gets obscured by own ship hull for a moment?
Had a few cases where it starts firing for a moment then hits own ship and instantly deactives.
Might just be my bad ship design ^^

hollow ferry
quaint copper
#

Nods, can't remember which build I was attempting. Just built the chainguns into ships wings, and so when enemy got close it started to hit own ship and turn off forever (until refilled)

lyric flame
#

18k seems like a good price to me, we shall see

celest coral
#

if I don't leave the game I can keep op cg's

next marsh
#

magazines cost stood the same, so imo alpha is still high in the meta

dusky plank
royal summit
next marsh
opaque totem
opaque totem
opaque totem
# next marsh i still wish they can counter most of the current archetype but that would help ...

also my hope. if chain gun counters current meta ships (basicly all fragile meat ships) then these ships stop domianting the barrier of entry. then ships that counter ships like heavy armored DPS ships would become viable as counters for chain, and the original speed stuff still stays relevant as it counters these heavily armroed slower ships, but the key word is "relevant", not meta defiening.

pine cargo
#

They'll still be strong though, which is good I'd say.

opaque totem
royal summit
boreal fjord
rich prawn
#

the mass of the chaingun changes whenever the shell is inactive

#

explosion resistance doesnt appear to actually take effect

#

i suggest making the whole part get buffed in explosion resistance (iirc explosions are cauculated based on part rect)

pine cargo
#

Honestly, a hitscan weapon should have major disadvantages as it is innately immune to active defences.

inner kraken
#

While mass chaingun has a use, and some nerfs to account for it, I still haven’t seen a strong moderate or light use yet. Until I do, I’ll be concerned that the chaingun is weak unless it’s massed, and only massed in elimination. I don’t see much reason to build one in career mode where exposed, easily destroyed weapons that require EVA to reload would be less than ideal.

dull agate
#

I agree, I can't imagine using this weapon in career. However, in PVP it performs pretty well. I have been trying a few ideas which I'll come back to after further testing.
I'm beginning to see players make different designs that could make it a decent choice in both Career and PVP. Something to keep an eye on

fallow tulip
opaque totem
# inner kraken While mass chaingun has a use, and some nerfs to account for it, I still haven’t...

thats why i proposed that the chain gun should have a feature to lock its fireing arc like you can do with an ioan prism in this feedback #1151672136885354629 message. this way you could build ships with an chain gun core and shot out of it, making it possible to protect the weapon better. atm these builds dont work as the weapon stops fireing when it randomly hits the inside armor and then instantly starts reloading.
but such a feature would open up for builds with more options.

supple sleet
#

Thats a hyper specific niche option (that in a certain sense all guns probably ought have, not just CGs specifically) that would be a lot more time and development expensive than buffing them in some way

sleek rover
supple sleet
#

Compared to changing one number in the code...

sleek rover
#

you're being disengenious about the effort needed to be taken, in order to shoot down someone's suggestion

#

allowing locked targetting requires a grand total of 3 lines of code (at minimum). It's not a herculean effort to add it

supple sleet
#

Disengenious implies I know how difficult it is, so I apologize for my inexperience. Regardless, the suggestion is still overly specific and could be applied to any weapon, and in that sense it would be superior to buff the chaingun in such a fashion that it applies to only it specifically.

dire wraith
#

It also has been said before that its on the list but not high priority

fallow tulip
#

but that should be thought about more when balance mod stuff is tested

dire wraith
fallow tulip
#

yeah, I'm just saying cause it's a small thing it could be thrown on (iirc either cgt or redstone was making some new mine graphics)

#

on an unrelated note
chaingun mags should chain like rails

fallow tulip
dull agate
#

I don't like the idea of the magazines chaining.
If one rail module is destroyed the rail is no longer usable so having it chain doesn't do much anyways. Aside from the loader module exploding.
If one magazine is hit the chaingun can still function. Which won't be the case with chaining.

halcyon idol
#

isn’t that the point

dull agate
#

I find it to be an unnecessary nerf 🤷‍♂️

#

It means we'll have to invest heavily in protecting the magazines.
Remember that the chaingun's price was reverted to 18k. Adding heavier defenses to cover the length of the magazines adds a couple thousand more credits

opaque totem
# supple sleet Disengenious implies I know how difficult it is, so I apologize for my inexperie...

the code already exists for the prism. if the game is a little bit well organized in the code the code can just be reused, by making a reference on it. that takes like 10 to max 30 minutes depending on how orgranized it is writen maybe even 5.
also its a beter change then buffing them as a buff also buffs wall builds for chains which are already strong, while such a feature only affects more tanky core builds without buffing already viable wal builds

and other weapons dont synergize with a core as wella s coil guns and ioans. the thing is: coils and ioans can get their dps increased on 1 fire output, by combining beams or adding more ammonitiun. thats why a few coilguns could be used to fire trough a small opening like an ioan and still have good dps, while having like 6 blaster fire trough a hole does to little dps to be usfull.

I rly hope a fixed fire arc option comes, better sooner then later as it seems important for creative ship building and other options just then the same ship types that exist since game release.
also an additional cool thing: coil and ioan could then be used combined, in which the coil and ioans both fire trough the same core trough an opening, being a good addition to each other. (which is also rare as normaly weapons dont synergize well bcs al weapons work so different atm)

halcyon idol
#

All weapons should have fixed arc perhaps

opaque totem
# halcyon idol All weapons should have fixed arc perhaps

yeah ofc in the long run. I just see less practical usage for any weapon but chain/ ioan as you cant have a core with 20 weapons, the fire hole would need to be to large. and limiting the arc only makes sense when you must shot trough a hole. but ioan and chain can have good dps with only 2-8 fireing stations, as you can increase it otherwise by adding chain amo / combining lasers, resulting in a smaller gap neeeded to fire trough.

Thats why I think a fixed fire arc option is an important matter for chain guns, to make them usable like ioans. after al atm only ioans can be used in such a way fireing trough a hole. Its something that should come asap, as then the test server can test all the new possible designs

rich prawn
#

now there's nothing in the code or the dll code even

rich prawn
#

i was using a modded chaingun with burst = 2, got a sudden sharp spike in lag then crashed, i know it's not exactly vanilla but it's a re-statted chaingun

supple sleet
#

You can put anything on that shape and it will win. Furthermore that will almost certainly lose to a normal equivalent

pine cargo
dull agate
#

From what I've seen so far, CG walls generally beat other kinds of walls. However, it still loses to alpa CG vessels, same as most archetypes

pine cargo
#

Yes, that is true.

#

More dakka=more good

dull agate
#

Cg wall beats flak wall

fervent plover
#

#ask-walt message

@quick valley I have good news, you can test it right now on the release candidate :)

opaque totem
# pine cargo Immtrm's Rain Wave is very good.

thats exactly the type of ship design I hope the chain gun will keep in check as it should hardcounter them, but we rly need alternative building ways for that.
(fixed fire arc for other possible designs 😉 )

all weapons in this game are just to front loaded (as most have to be at front or cant shot over each other (DC) that wall designs become to natural with them.

pine cargo
tidal iris
rich prawn
#

i will put my bug notes into actual reports later

opaque totem
tidal iris
#

change meta finally
Gl with that lol

lone dust
#

If the chaingun costed even more (lets say... another 4 K) but did more damage (lets say 15%), would this be better in terms of ship design?
I would assume this would lead to building less chainguns in favor of more mags, but maintains the dps per cost. It also means more emphasis on the few chainguns as they are valuable, but still relatively brittle when firing.
What do you guys think?

rich prawn
pine cargo
#

That'd mean people would inherently need more mags to achieve the gun's full potential.

#

Maybe make the ramp-up over twice as long too, because it feels like chaingun is best maintained at its max fire rate and reaching that said fire rate cap is pretty easy.

#

To me specifically, not sure about the others, a windup weapon should be solely focused on the WINDUP part of it because that's what makes it so goddamn cool.

#

And that's one way to do that.

tidal iris
dull agate
tidal iris
#

And I'm doubt that increased ramp-up will do any kind of nerf to alpha CG. It's just a simple timing with start of fire. And it will be hurtfull for any other archetypes.

rich prawn
#

isn't alpha.... 3/4ths of the point of s chaingun? i don't see the issue here much

lone dust
rich prawn
#

i personally think instead of just ramp up time i think the extend and pull back time should be increased as well

#

and since that's a thing turret rotation speed could also go down

tidal iris
rich prawn
#

thats more investment in the ship

tidal iris
#

No

rich prawn
#

damm i'm literally without something to say back idk what to say

tidal iris
rich prawn
#

i see

rich prawn
#

i'd wonder if 1.25x the shell opening and turret rotation would feel better

tidal iris
#

Debuff relatively on increasing of number of chainguns would solve that problem, but to be honest it is just cringe, since we have creative game in first order, not PvP.

rich prawn
#

game is trying to do both things and balance is really hard especially to fit both...

#

we could start coming up with more arbitrary ways to nerf chainguns

dull agate
#

My issue with simply increasing the price of the chaingun is that it limits its viability in other designs. It will solve the issue of spamming them on alpha builds. However, for other contraptions that only use a few of them, an increase in price seems like an unnecessary nerf which will further decrease how well those ships perform.
Something else should be changed but I don't have a suggestion to offer for now

rich prawn
#

crew stun? not good
accuracy gets lower the longer it fires? sounds interesting to me
shots deflect at too sharp angles? too arbitrary and needs new code
chaingun speed lowers with nearby chainguns? too artificial

lone dust
dull agate
# lone dust even with the damage buff to compensate for the nerf?

For ships that only use 4-8 of them, that's 16-32k extra credits which means other important parts will have to be removed. I can only speculate but I'm not sure the damage buff would compensate sufficiently.
However, since we're in the RC and there's no rush, we can put a rain check on this discussion and come back to it after those changes are implemented. We'll experiment and bring new arguments to the table

lone dust
rich prawn
#

i think the chaingun is just such a offshoot weapon nothing already existing compares

hollow ferry
rich prawn
#

i might be hallucinating
might be confusing with absorption and another stat like penetration

leaden patrol
rich prawn
#

if it added 2 damage for example it would only buff shield damage

#

if it reduces the damage for a armor block from 8 shots to less would be cool but needs that threshold

inner kraken
# lone dust hmm, I see. yeah makes sense. thanks

I think raising the damage along with the price of chain guns is a good route to finding the right balance. If the damage is high enough to account for the cost, it'll see plenty of action. If it isn't, it won't.

dull agate
#

Increasing the ramp up time won't do much as you can force fire early

pine cargo
dull agate
#

If you time it right a certain balance can be found

fallow tulip
#

honestly a "heat" mechanic for the chaingun would be awesome. if you hit the heat limit you have to wait until it fully cools down to fire again but there is the possibility of just balancing it in the middle of the heat range.

#

with this there is possibilities of extra parts for passive and active cooling.
passive cooling parts take damage to reduce the heat of an adjacent chaingun, eventually it will ablate away and need to be replaced.
active cooling parts would use energy to cool the chaingun at a higher rate than the passive cooling but would be more expensive and would require energy.

#

this change would make chainguns feel more focused on burst damage as it's harder to keep them constantly firing

royal summit
#

heat just feels like another reload

#

i don't know how it could work, it either wouldn't matter much or the logistics would get too complicated

fallow tulip
royal summit
fallow tulip
#

ah

royal summit
#

passive cooling wouldn't be hard to manage

#

active cooling is the problem, you kinda have to make a really big logistics networks that would arguably make the cg worse

fallow tulip
#

yes

royal summit
#

active cooling might not be worth it, most people are going to spam the passive one instead

fallow tulip
#

ig

#

active cooling to me at least conceptually feels like something people would use in career more

royal summit
#

i think having cooling units that take energy from mags (which will get an energy storage) to cool the gun would be better

royal summit
fallow tulip
#

yeah ig

#

the best way I can explain it is like ammo for a railgun. railguns mostly use energy but still can get benefits out of ammo storage

royal summit
fallow tulip
#

instead of the weapon shutting down overheat could reduce fire rate, damage the weapon, make it less accurate ect.

#

but idk about that option

#

as it makes the CG feel 'experimental'

royal summit
#

don't think it should damage the weapon but making it less accurate and fire slower would be interesting

fallow tulip
#

yeah

royal summit
#

it could also prevent the gun from getting armored

#

would make the weapon very interesting to use and engineer ships around

fallow tulip
#

honestly I think less accurate, less damage and can't go into armor mode is the perfect overheat mechanic

#

I also think that overheat would work better as a value not a condition
explanation: instead of having the weapon either be overheated or not it would be a proggressive thing. instead of having to wait for the weapon to fully cooldown you would just have to get it back withing normal operation temps.

royal summit
#

i think having a state where it fully overheats preventing it from firing and going back inside for 5 seconds (or less) would be good

fallow tulip
#

yeah

#

but im saying that that could be baseline but you can overheat it more

royal summit
#

the full overheat would be achieved at about 200% temperature

fallow tulip
#

yeah

royal summit
fallow tulip
#

yeah

#

full overheat could be incredibly dangerous but idk

royal summit
#

it should, it would probably take ~10 mags to achievable though

fallow tulip
#

10 mags at constant firing?

royal summit
#

yeah

#

just an approximation though

#

depending on how many seconds that is on max firerate

fallow tulip
#

i was thinking without cooling it would be 6 mags to get to overheat 8 mags to get to max temp

royal summit
#

you'd probably have to fire for a decent time (3-4 seconds) on full firerate to fully overheat (without cooling, assuming they would increase the time to overheat)

fallow tulip
#

yeah

#

idk i dont know how to design weapon function curves and stuff

#

@lone dust do you think a CG overheat function could theorectically work well?

quick valley
#

I can see this being in career but i dont think the pvp community will accept this too well

royal summit
#

depending on how the cooling is implemented it could work for both pvp and career

fallow tulip
#

yup

royal summit
#

if it requires power it wouldn't work for the pvp community, if it's passive it would, i'm assuming it's passive with an active boost

fallow tulip
#

two seperate parts

royal summit
#

i think combining them into one would be better

fallow tulip
#

passive that takes damage to reduce heat
actuve that uses energy to reduce heat

royal summit
#

i think passive should just provide cooling for free, it would just be very slow

fallow tulip
royal summit
#

making it work kinda like the boost thruster

#

passive and active would probably cost 1k

#

active being more efficient while passive saves you from a logistical headaches

fallow tulip
#

passive 1k active 3k with active being 4-5 times better per tile

#

but idk

royal summit
#

i think making one more expensive than the other is an unneeded limitation

fallow tulip
#

i dont know how to balance something that hasnt been tested yet

#

the passive one is designed to get destroyed while the active one isnt