News

Space Engineers Warfare 3 reveals artillery turret, jump seat, guided weapons

Space Engineers' free game update adds guided missiles, torpedoes, ammo switching, and subsystem targeting. The Warfare 3 Pack is wishlistable on Steam now. The Warfare 3 reveal also includes the Artillery Turret Type II and Jump Seat.

Missiles vs. torpedoes

Missiles are a more expensive variant of traditional dumb-fire rockets. They use active guidance to pursue locked targets with speed and precision, and their high maneuverability makes them especially effective against fast-moving, evasive targets.

Torpedoes are slow and heavy but hit hard. The standard torpedo is a jack-of-all-trades with decent firepower and maneuverability without excelling in any one area. Other variants include slower high-damage torpedoes, fast-seeking torpedoes with lighter payloads, and heavy anti-armor torpedoes that punch through enemy armor before exploding. The right ammunition may depend on the target.

Torpedo launchers and ammo switching

Torpedoes require Torpedo Launcher blocks. They are available for large and small grids, but they are bulky and take up significant space, so fitting them into a ship requires planning around the grid's layout and infrastructure. Small-grid launchers do not have conveyor access and must be loaded manually; large-grid variants can connect to the conveyor system. Because torpedoes can seek locked targets after launch, the launcher does not always need to point directly at the enemy, making placement more flexible than other weapon types.

Weapons that support multiple ammunition types now let players choose what is loaded. An ammo type can be selected from the weapon's control panel, cycled through from the toolbar, or left on Any so the weapon pulls from whatever compatible ammunition is available. Changing the selected ammo type does not immediately replace ammunition already loaded: the weapon keeps using its current ammo until it is fired or reloaded. New actions let players forcibly unload it and begin loading the newly selected type. This makes switching specialized ammunition easier on the fly, especially for torpedo launchers, where different ammo types may suit different targets.

Guided weapons and subsystem targeting

Self-guided missiles and torpedoes require a target lock before they can be fired, and the current target is passed directly to the projectile's guidance system. Each launcher can also be set to target a specific subsystem. By default, guided weapons seek any applicable subsystem, but players can narrow their focus to things like weapons, propulsion, or power.

Artillery Turret Type II and Jump Seat

The Artillery Turret Type II (1x L) is built for heavy engagements and distant targets, giving a warship serious presence. Fold it down and strap in: the Jump Seat (3xL, 1xS) is a compact passenger seat perfect for dropships, tight interiors, and utility craft.

Image 1
Image 2
Image 3
Image 4
+1
10,628
0 / 5,000