THE MOST POWERFUL WEAPON IN SPACE ENGINEERS!!!

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Published 2022-05-20
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Ever wonder which weapons to use in Space Engineers or wanted to know which are the best? Well, look no further, in this video, I go over each of the game's weapons, ranking each of them on how good they are and most importantly telling you which weapon in Space Engineers I think is the best!

Do you want to create your own rankings? Find the link below and also find a link to my discord where you can share your rankings with me!

Tier list link: tiermaker.com/create/space-engineers-weapon-tier-l…
Discord: discordapp.com/invite/AGpa7pz
Ammo Spreadsheet: docs.google.com/spreadsheets/d/1pZCeIPF5gCdQBud9aB…

0:00 Start
0:26 Interior Turrets
1:09 Gatling Guns
2:07 Missile Launchers
3:40 Warheads
4:50 Create your own rankings
5:05 Auto Cannon
5:56 Assault Cannon
7:17 Artillery
8:51 Railgun
10:27 Secret final Weapon
11:09 What are your rankings?

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Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.

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Title: THE MOST POWERFUL WEAPON IN SPACE ENGINEERS!!!

My Last Video: How YOU can easily build custom turrets in Space Engineers

#SpaceEngineers #Warfare #Update

All Comments (21)
  • @lastfirst5863
    Interior turret should be higher on the list, it’s very good at the exact thing it’s designed for: killing players inside your ship with minimal collateral damage to the vessel.
  • @lukab826
    Something people seen to overlook when judging the new weapons is that the artillery and assault cannon turret has wayy more health than the original turrets. I mean building a gatling costs like 40 plates or something and an assault cannon something around 200. This means that even if it outputs less damage, its lifespan is probably gonna be longer in a fight, witch would result in more damage overall
  • @chad8742
    I feel like warheads weren’t made so that you could make custom missiles or bombs but rather that they were made so that you could plant them onto enemy bases sort of like C4.
  • @kaymarx9677
    Looking at railguns, an idea (that might be impossible) to simulate their effects and also make them more worthwhile: Every time they hit a block they also send out a cone of damage in the direction of travel based on their residual energy and the mass of the struck block.
  • @dragonf1recdn
    The railgun would be better as a combat opening weapon over a continuous combat weapon. 1 or 2 railguns on the front of your main battle ship would be good to surprise the enemy with a strong shot. on top of this, the railgun's impulse is strong enough to turn a ship, so you could use it more strategically to get the enemy ship to face in a certain way where it's more vulnerable. Another good use is to strike weak spots. With the addition of turret controllers, we gained the ability to tell turrets what to aim at. Putting a railgun turret down with instructions to attack only power generators would be a very good strategic option for a few railgun turrets on a high armoured creation. This would allow for the periodic destruction of reactors during combat, due to the overall damage per shot of the railgun, over the other weapons, which could be used to target armament of the enemy ship, engines, control systems, fighters, the latter. This makes the railgun the best for a support ship's armaments, or as a support armament for a combat oriented ship. tl;dr: So, as a main weapon, the railgun does suck. But as a support weapon, used to assist in combat by targeting essential systems, it surpasses all the other weapons by a long way.
  • @GhostOfSnuffles
    For single player the small grid fixed assault cannon is panacea for taking over SPRT station and ships as you can hang outside turret range and pick off all of it's turrets and antenna with precision. The 2km range of it outclasses anything the space pirates currently have and the ammo is dirt cheap.
  • The first thing I ever built was a fighter I named the “beautiful boy”. It had 20 railguns. When I shot it, it sent me backwards and took away all my power. I still have that design saved and enjoy terrorizing my friend with it sometimes.
  • @ForgeofAule
    The thing about the railgun is that its one line. You don't have to hit the same place multiple times to reach a component, its one shot and it goes through most ships
  • @ratharder894
    Playermade weapons are also something of note. Piston guns have come very far as far as size and speed, and mobious industries weapons (most notably swarm missiles) are all terrifying and a garunteed kill basically. The inenginuity of the community knows no bounds.
  • @Mothlord03
    I like the railgun for the concept of using it to disable a ship. It can accurately target a ship's power systems, which is very nice
  • @josephdeliz3455
    For the missile launcher, use timer blocks to Salvo. Basically you'll have a missile machine gun. Set 9 timer blocks attached to 9 rockets all set to start at 1 second. They will fire 9 rockets separately in the course of 1 second. All my vehicles have this for their rocket Turrets and it decimates all grids.
  • @Valykry
    As for the warhead, I will have to disagree with the D ranking. Sure, it has the flaws of it CAN be shot down and you have to build your own delivery system, but a good delivery system can be 98% printed, has ways to avoid being targeted effectively, and can cause massive damage. And I rarely take "cost" into consideration, because after 3 or so hours, enough resource locations have been mapped/mined that cost is rarely an issue. I would at least give the warhead a C.
  • @pocarski
    I think it would be worthwhile to consider pure kinetic weapons. Building a missile with a warhead is expensive, placing a drill on a hydrogen tank and a thruster is braindead easy and cheap. The damage output is massive as well, because collisions are just that destructive. Speaking of warheads, you're also forgetting that decoys exist. They're stupid cheap (decoy + battery + merge block is all you need) and they're very helpful in getting your missiles to the target without them getting shot down. Custom missiles also have unlimited range, and with clever use of scripts and camera raycasting you can aim them from thousands of meters away. I think warheads deserve to be higher up, maybe C or B tier; besides, you don't have to put warheads on missiles, you can just board a ship, build a warhead in it, start its timer and run.
  • @TarsonTalon
    I'd use railguns on fighter bombers, since a fighter is likely to get closer to the enemy than a large ship will, and you can flick your wrist while flying it. It'd be used to specifically target enemy guns and engines.
  • @chriseash6497
    Another nail in the Railgun’s coffin is that after you charged it you still have to aim it, spin it up and fire. Realistically the large grid is firing more like every 70-80 secs.
  • @mekafinchi
    the warhead is in an interesting position where it's only as effective as you can make it but it's only limited by what you can create. it's hard to use but it can form the core of devastating large-scale weapons, whereas all the other weapon types are limited by their immutability.
  • @hellothere_1257
    What I find really funny is that the areas these weapons are the most effective is basically exactly opposite to what you'd expect. Normally you'd think that small caliber weapons are best suited for anti-air purposes, while the heavier weapons are really good against capital ships. However the reality is that gatling guns are really well suited for stripping a heavy enemy ship of weapons, while assault and artillery canons are really good for taking out fighters because of their higher bullet velocity and the fact that it usually only takes a single lucky hit to completely cripple whatever small ship they hit.
  • @McCbobbish
    The only thing I'll say for the Missile launchers is that if your enemy's galling guns are shooting down missiles, they aren't shooting you. Though the expense over-offsets that I suppose
  • @Em.P14
    i actually think the warhead is a verry effective weapon if used the right way! the one i got for mine: is a huge gravity accellerator launcher and space balls+warhead+merge block as 1 projectile (why no armor piece in front ? faster reloading ... like 2 a sec almost) 4 welders per projectile block and voala you gotten yourself a super rapid firing weapon that absolutely can overwhelm enemy defences with pure firerate projectile spamming, and the damage output once they hit ... gargantuan
  • @dwavenminer
    Huh, surprised that the original weapon, that's been in since the start, hasn't been included: Ramming Ah good fun in the very early stages of game development when there were no weapons, building specialist blade ramming ships to cut other ships in half Also, what about the second weapon in the game: Gravity propelled rock cannons