weapontype. Every Turret produced at a turret factory also has different traits. Fighter specific. I have to account for potentially millions of dps coming my way, hundreds of thousands of which might be punch through the shields, so that really only leaves me one style of gameplay/ship to do; Big, sluggish ships with shield reinforcers and boosters, and regularly boosting for 5 mins for shield regen. I also see that the hull damage multiplier is 1. See moreBasically, damage is damage and type doesn't matter, unless it's hitting something for which it does matter. I am currently writing an update of my Custom Turret Builder mod. 4. I also see that the hull damage multiplier is 1. ) Repeat step 3 for armour edges and armour corners. I also see that the hull damage multiplier is 1. The odds of a rarity increase are 20% per turret used. 8 so far. It wouldn't show the change, but then like a minute. Weapons like railguns don’t necessarily get better with a higher DPS stat. ini file (and the entire "Galaxies" folder) will not exist unless you have started and run the server at least once. from the weakest to the strongest. But 90% of the stuff I use I have found gaps inside the ships. Community. 6 Ogonite 3. Since you always get a turret back, 3 turrets at a time is the most efficient, but 5 removes the element of luck. Bolters are always good choices for making fighters, and look out for burst fire plasma turrets as well. 4. To each their own, of course, but just so you know. Casino. The damage value is increased by 200x against asteroids. 0 and the shield damage multiplier is 1. ago HelicopteroDeAtaque Which raits can each weapon have? Is there some kind of table that explains which traits can each weapon have? For example: Missiles: · Seeker · Independent targeting · Physical damage · Anti-matter damage ·. And then different types of weapons have different effectiveness against each. 1 - Enemy Variations, Damage Types & Hyperspace - Steam News. Carbon is used in manufacturing steel, armor, and in chemical processes. 31 - Damage Type Rework & Enemy Variations Date: January 22nd, 2020 Beta Branch Note: These changes are currently available on the beta branch. In a sense they become the new laser, but more effective at shorter range with higher power draw, which leads to my laser change suggestion above. Avorion > Suggestions > Topic Details. They shoot, i see the projectile, they hit the ship, the projectile explodes, the enemy ship rotates from recoil, but it still remains at 100% HP and Shield. Many of the stunning ailments can be made to go through armor with the Torturer trait, if you want to have a lockdown setter. I have a question about damage types. This module removes the requirements for pilots, gunners and miners. Mostly stolen, but take it to a smuggler's. g. Insane mode is where enemies are finally on par with your ship on a ship to ship basis, on lower difficulties combat is pretty much a joke if you build even a remotely powerful ship with some armor or shielding. It is not the damage boost that matters, it is their ability to quickly track the torpedoes that matters most. 0 and the shield damage multiplier is 1. My fleets for Avorion with all types of ships that you need. 4 and shield damage of 5. Also consider a M2 SSD if you don't have one already. The material doesn't matter really beyond the stat generation. You can place any turret on them, as long as it is not larger than the dimensions of the block's surface. 4 Trinium 3. You can place any turret on them, as long as it is not larger than the dimensions of the block's surface. This will immediately scrap all Trash-marked turrets. Let's say I generate a Laser turret with damage of 5. These relations, as of now, cannot be changed via diplomacy. But I. So your 144 DPS tesla is most likely electric damage, and the other. But I. Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15%. Stick with teslas, lightning, bolters and pulse cannons. 0. Avorion is currently in Early Access, and is under active development. Below is a list of every foundable mine. I have a question about damage types. You shoot an enemy, and the shot goes through 4 blocks. After its shield is down, it will begin to summon larger. 1. 3. Let's say I generate a Laser turret with damage of 5. In the beginning, you have to mine some iron with your drone. Rarity: Rare. I equipped 6 naonite hull repair turrets on my ship, for a total of about 400/s, and my friend's titanium ship with 6k hull would not repair from it. I play single player. Ore Mine > Crystal Farm > Glass Factory. I can understand what you're getting at but in this context and scenario it just has no purpose. The only time it matters is on mining/salvage guns. Sometimes they have a parameter “Ionized projectiles”, thanks to which they, with a certain chance, can hit targets under the shield. 4, hull damage of 5. Works for all turret types, but not for fixed weapons (coaxial). Complete Gameplay Overhaul, aimed at fixing, extending and rebalancing sandbox experience. Brewery. Avorion. 4, hull damage of 5. First off, the mining missions do take a lot of investment to get to where we were in the loop of mining and refine commands. Use a trading subsystem to find one of these products that are. They directly influence the behaviour of the what they make up, depending on the type of block and the material it's made of. WIP didn't test compability with Avorion pre Beta 2. Maybe unlucky, or maybe cannon range and salvager range are different types that can't be mixed. Pirate encounters now respawn after 24h of playtime (newly discovered only). 16. Damage and/or fire rate are also decreased in relation to overheating (so a weapon that overheats half the time will make a fighter based on half the damage, so the DPS is the same since fighters never. The point was more along the lines of the person who suggested the cloaking mechanic, unless small ships are given some kind of advantage, whether it be speed, maneuverability, weapon avoidance or something that only a small ship can utilize then they are basically just neutered large ships and will never last in a fight. Originally posted by Chaka Khan: Originally posted by DreadZep: yes. Armor is heavy, will slow you down, but quite durable and stops the block penetration of railgun shots, which otherwise punch through all blocks in their line of travel, dealing damage to each. Every game that has multiple damage and protection types does the same thing. When I select 3 (AM), All ten tubes are immediately loaded with Antimatter torpedoes, until I select another torpedo type. So guess i take for my ship Rocket and give AI ships Laser and Railgun ( have 2 AI ship right now) 1. Let's say I generate a Laser turret with damage of 5. Combats pretty basic, the only real issue are enemies resistant to your damage type. This is a middle/late game ship for player. i personally line the side hull with torpedo tubes firing straight out. Penalty: Rate of Fire decreased by 10%. You can see where the field affects when you add/remove blocks in build mode. was very happy to find out my stuff still there for me to pick up. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. Many enemies may drop them as well, and the quality of these turrets scale. 0. 4, hull damage of 5. . Energy production and consumption must be balanced out. A DPS race is something a repair laser cannot win, and all combat in Avorion inevitably turns into a DPS race sooner or later. 0 and the shield damage multiplier is 1. So: guns with projectile - bolter, railgun etc - damage do shields 20% and overpass shields and 80% damage to hull if no shields 100% to hull. For boosts and hyperdrive recharge, you will need excess energy generation capacity, or the more situational batteries. Trinium: Lightest material in the entire game with insane adaptability (almost all blocks available) Ogonite: Best Armor (but also 2nd-heaviest after Iron) Avorion: Best block HP (but no armor), only non-Iron material with Inertia Dampener, Hyperspace Core bypasses rifts, highest performance for all tech blocks that scale with material. I am currently writing an update of my Custom Turret Builder mod. A Captain is a special type of crew member which allows you to give our ships commands and orders like any other RTS or 4X strategy game. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate. If this doesn't work out, start playing with auto turret weapons. The 8 Xsotan artifacts are rather unique. 4. 0. I also see that the hull damage multiplier is 1. Block and Ship damage from integrity-protected blocks reduced by 50%. The further into the game you go, and the more assets you have in motion, the more resources are needed. Due to. First off, armor blocks have huge health totals. . 0 and the shield damage multiplier is 1. However both types have range, so there is a chance to get the cannon's superior range mixed in. Mines can be founded by the player from a claimed. Cheap and you can build them without a shipyard. Mining lasers will deal more damage to materials that are lower tier than their own. Both types of gateways form webs of gate lanes in the galaxy. If I remember correctly all engines provide the same thrust but have different hp and mass. Hello, I can confirm this. or. I also see that the hull damage multiplier is 1. However I think you need to drag and drop to move from launcher to storage. 1) Increase damage by simply increasing ship size (and therefore slots for turret controllers) and lots of ok-ish (3-4k omicron) weapons 2) keep looking for better. Either way, resistance is one thing. To mine, the player needs a ship that has a mining laser equipped. Ok SO here is the question. SpiralRazor Feb 24, 2020 @ 10:46am. Do PDLs deal 10-20x damage to torpedoes? Simple machine guns. Build mode frustration. But I. You might want to have a few different damage types with your fighters in case you encounter enemies resistant to a particular type. This was the first I've seen of these. There's only so much that you personally have to do, but most of it can be handled by the AI. Gotta look at Pulse Cannon damage in a different manner. I also see that the hull damage multiplier is 1. Larger turrets would deal more damage and have a longer range, but would gyrate more slowly (unless turret-locked, of course) and would also have progressively larger accuracy penalties vs. Absolute blast to use (pun intended). Members. - long (est) range. 4. There are 7 types of resources in Avorion. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. +10% Efficiency)-What type of mining laser to use? (Normal mining laser or R-mining laser) There are 2 types of mining lasers: Mining Laser R-Mining Laser4. Just use the highest per slot damage turret you can find, preferably one with bonus shield or hull damage. Mining manually is a boring, menial task. Being exceptionally. Mining lasers can only obtain resources for one tier higher than themselves; an iron laser can only obtain resources for iron and titanium. Link - FORUM POST. Description. 0. Along with that, the level you are at probably has most pirate gens with resistances against electric damage so maybe try to mix up your damage output types. If I look at the weapon attributes, I get damage of 5. (So what I'm seeing there for dps appears to be accurate. Rail guns do ok damage against shields and armor, but can penetrate multiple unarmored blocks, multiplying their base damage. 4 and shield damage of 5. r/avorion • 4 yr. Alternate Fighter blueprint. Not all of this applies to everything you fight, but long story short: even before the damage multiplier changes, you're already dealing with a bigger number of beefier, more damage. I also see that the hull damage multiplier is 1. What's new now, is that enemies can have special additional resistances and weaknesses against nearly all damage types. I find it hard to know which weapons to mount on my ship. So, the repair system has some serious flaws. 947 MB. dohbob • 5 hr. Ore Mines are the best as they allow. Sync issue is my best guess. Realistically there’s no reason not to spam your ship full of those rockets with a seeker mod. 4. < >. Mine enough iron to sell it for 15000 credits and have 300-500 left. Shield damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in. Late game seems to be railgunland, accuracy, range, burst damage, they have everything. But I. 0 and the shield damage multiplier is 1. maybe i´m very bad at aiming (also very bad for AI) XD. 3. Avorion - Avorium - Unobtainum - Legendary. They were all sitting together in the middle of nowhere next to some non-rich asteroids. 4. Higher damage and range. 4, hull damage of 5. 4 and shield damage of 5. You then right click on things to issue a single contextual command: "salvage this wreck," "mine this asteroid," "dock with this station," "attack this enemy," and so on; these correspond to the command icons on the left side of the bottom of strategy mode. So, you need a mining captain to maximize your yields and the traits that captain has. /public [value] indicate if the server should allow other players to join. If I look at the weapon attributes, I get damage of 5. Now (correct me if im wrong again) if you have higher tiered salvagers like xanion or oganite etc, all they do for you is increase the damage to the block you are excavating, allowing you to literally salvage the block ALOT more faster. Avorion Admin Commands – game & server guide 🚀 Discover Avorion admin commands and manage your server today!. 3. 0. One of them works as I would expect. To each their own, of course, but just so you know. Like just slow. 4 and shield damage of 5. The key things to look for in my opinion is the bonus traits, Merchants try and get the ones that reduce the time is takes to do missions, aswell as market expert to maximise profit. For Illegal goods, there are only three: Morn Drugs, Acron Drugs, and Slaves. 5468 6520 4149, also known as the corrupted AI, is an end-game boss, designed to be a massive version of The AI. Other weapons, like Chain Guns, have a chance of getting a specialized damage type. Contains inter alia: /sethome, /price, /inventory and /crew. (Note, detailed information on the scouting command can be found in the game LUA files at. Avorion - eXtended is a Complete Gameplay Overhaul, aimed at fixing, extending and rebalancing sandbox aspect of the game. 0 and the shield damage multiplier is 1. Insane difficulty. Type; cookiebottest: frontend. If you have a big enough ship, Tesla drones work great while you snipe them with rail guns. I am currently writing an update of my Custom Turret Builder mod. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate. If an escort ship would get ambushed with a probability of 15% or higher the sector is considered dangerous for your escort. 15. Ideally there would be a dps stat on the weapon. But I. 0, since fighter range is limited to 3. They apply damage instantly, use ammunition or charges, and their effectiveness is partially determined by the traversal speed of the firing ship and its target. 1 Iron 3. Single sector may have up to 3 different resource types - Ships have different sizes, you may find a variety of small and large ships in single sector - Strengths and weaknesses of NPC's are distributed randomly by seed. X22 missile turret and 16 railguns, sure the missile doesnt have much dps, but it shoots faster than a chaingun and they are seeking missiles. Teslas, chainguns and salvagers make a great combination for when you really want to get in an enemy's face. "All" turret techs increase the number of both pew-pew, and mining/salvage turrets. Your mouse cursor leads ahead of the enemy with bullets, while the lasers lag behind and line up directly at the ship. The selected blocks function is meant to be used with the replacement function. Add a +1 down there if you agree. . Turret factories randomly produce turrets with random traits such as Burst. 422. Armor blocks is a main physical defense for the ships and other space structures. What's new now, is that enemies can have special additional resistances and weaknesses against nearly all damage types. 4. I am currently writing an update of my Custom Turret Builder mod. Resistance Ships Yes, Immune No. II. 0 and the shield damage multiplier is 1. PD turrets have a bonus to turn speed, and are all near 99% accurate, so it seems range is the most important stat on a PD turret, so they have time to tack the torpedo. All Discussions. Also cannon turret damage is fixed as well. Avorion - Update 0. You also don't want to build a station until you get around the Trinium and Xanthion bands. Damage type physical / antimatter / plasma / electricity. Lightening guns are a bit inaccurate, but have massive single hit damage to shields. Update 0. ago HelicopteroDeAtaque Which raits can each weapon have? Is there some kind of table that explains which traits can each weapon have? For example:. Each individual sub-munition doesn't do as much damage as the main torpedo, but all sub-munitions striking the target will do approximately 50%. The armor has mainly been replaced with a solid metal texturing as ik some of. So, researching is a key part of progressing in Avorion, and you should always do it when you get a chance. Torpedoes are sold at Equipment Docks within the Naonite Reaches or further towards the center of the galaxy. 5) In order to give players a reason to check out more factories, fighter factories could have specializations, such as the possibility of giving produced fighters stat bonuses, or augmenting the fighter's range, damage, rate of fire, etc. If using the extended weapon info mod you'll see a 500-750DPS Pulse Cannon is more effective than a 3300DPS Chaingun for instance. Combats pretty basic, the only real issue are enemies resistant to your damage type. It's worth it either way. Trinium stats. 4 independent targeting lasers isn't able to kill the numbers boss torpedoes at all. 4 and shield damage of 5. Into the rift captains covered in a future video covering the DLC. then as they fall down the side of the ship, as i pass, i time my shot and fire 5 torpedoes directly into them at point blank. 4. The types of stations can be determined by the scripts that the stations use for their routines. 4. Turret placement: 2x Credits: 1. Incubators (Carriers) contain 12 fighters total. Integrity fields boost block hp up to 20 times, so a nice big piece of armor will only break up when your hull is already low. Close the inventory menu, select the blueprint of the turret you wish to compare, and buff the stats of the blueprint as desired. r/avorion. 0 and the shield damage multiplier is 1. Mining lasers will deal more damage to materials that are lower tier than their own. a. I have seen multiple ships designs with scattered generators over the ship. Pirates are a group of factions that regularly raid any sector and will have a hostile relations towards all other factions. 10. There was a infotable (ingame?) where the. Toss in a little lightning for the electrical damage Good lasers if you can get them. I thing best weapon for me is Rocket Launcher-seeker. Avorion's the most powerful. Hangers can only be constructed with Trinium, Xanium, Ogonite or Avorion. Wreckages appear when ships or stations are destroyed. there are at least two distinct player types in avorion. There was a bit of a learning curve at first, but building your own chunky, blocky spaceships is both pretty easy and surprisingly fun. Salvaging above the turret material tier gives an efficiency and speed penalty, salvaging below the turret material gives a bonus, same as mining turrets. 4. Shield does not prevent collision damage, so hull/armor is good to have. Fighter Stats are directly related to the stats of the turret used. Avorion > General Discussions > Topic Details. 1) Increase damage by simply increasing ship size (and therefore slots for turret controllers) and lots of ok-ish (3-4k omicron) weapons. 4. They will fire automatically at appropriate targets - enemies, resource asteroids or salvage - once those targets are within range. Maybe shape the front of your ship as a bowl lined with force turrets. Turret Control Subsystems are installable Subsystems that increase the amount of turrets a craft can use. It is a lot more Macro based, multiple ships, factory type production. - What will have to be sacrificed to make some of these adjustments is irrelevant - these relate to the very basics of the game process, and until the associated problems are addressed there's little benefit from working on something more. Difficulty isn't high enough to really experiment with the different types yet, being on the outer edge of the galaxy still. It drops the XSTN-VI module which is needed to access the center of the. I ended up just leaving because I couldn't figure out how to hurt it. 4, hull damage of 5. 1) Increase damage by simply increasing ship size (and therefore slots for turret controllers) and lots of ok-ish (3-4k omicron) weapons. When an structure is built, a hierarchy is created. Let's say I generate a Laser turret with damage of 5. Many of the stunning ailments can be made to go through armor with the Torturer trait, if you want to have a lockdown setter. In order to have fighters, you must first have a hanger. If I look at the weapon attributes, I get damage of 5. Recent Reviews:Freelancer may have lead the way in the space sim genre but we have 15 games just like it that are worth a play. 4 and shield damage of 5. Each section below describes a different type of subsystem (therefore not interchangable in Research Stations). Blocks are what all structures in Avorion are built from. •. With pulse guns and 90%ish pass through, sometimes enemies died before shields were fully down. g. Bolter turrets get a bonus damage to hull. matt May 21, 2020 @ 7:18pm. Link - FORUM POST. They are attached to ships and stations and have a number of weapons attached to them. Same goes for weapon type - Different types of weapon may suit different combat and play styles. I've found a 2x2x0. Just lost a t8 ship with 240k Shields and 50k armor in a sector with 18 ships with 200 omicron. Select a ship and then one of the operation icons to get started. With approximately 3 million hull and no shield, the fight is a considerable slog. Weapons like railguns don’t necessarily get better with a higher DPS stat. 4. But in that game you only have 'ammo' and 'supplies'. But I. A Workshop Item for Avorion. Salvaging turrets and modules is random and can also be done with normal weapons, does not depend on anything. Rail guns and lightening guns are long range, slow firing, hit scan weapons with cool downs. As with all automatic turrets, you still need to enable autofire after equipping the turret. Automated. 0. 1. 4, hull damage of 5. 5 rad/s and tend to lean towards fast and agile ships that can quickly close into and out of range for the. Avorion(更新至2. Usually I see faction ships at maybe twice the damage of pirates. to put this into actual numbers, your ship may only need 50% more time to kill the enemy fleet than it takes the enemy fleet to kill your escort ship. Thanks to new technology, it is now possible to send smaller amounts of mass (i. Torpedoes are classified by two different attributes: the warhead and the body class. I have a question about damage types. In a turret factory you can produce turrets. 4 and shield damage of 5. 4. Most notably that repairing general ship HP damage is somehow conflated with repairing destroyed blocks. "Armed" turret techs increase the number of armed/offensive/pew-pew turrets you can have. And "blockPenetration" unit is in blocks, not in distance. lua is the whole key to most of the balancing in this modpack, especially turret damage and hull amount increases. That's why you divide by 4. Alternatively they are further divided by 6 categories; Mines, Basic Factories, Low Tech Factories, Advanced Factories, High Tech Factories and Other Stations. Either too far away or literally nothing. 4, hull damage of 5. Perma death on insane. More realistic shields? Mining and salvage laser damage and ranges were weird. Edited January 5, 2021 by TenguKnight More sectors. End-game (Ogonite, Avorion) ship agility seems to average around 0. 4 and shield damage of 5. Let's say I generate a Laser turret with damage of 5. /port [value] listening port of the server Default: 27000. Turrets are the most common weapon system in EVE. Weapons now officially deal different types of damage: Basic Physical and Energy, and then Antimatter, Electric, Plasma and Fragment damage, which are. They will also tractor in loot if they have the modules and room. This station produces steel. A procedural co-op space sandbox where players can build their own space ships out of dynamically scalable blocks. You can do okay with hard mounted lasers and turret mounted bullet guns. Commencing attack. 0 and the shield damage multiplier is 1. Red is just flavor text. 25 times as. Operations can be ordered for ships commanded by a Captain from the Galaxy Map. S. 3 Damage: 32,096. They use defensive weapon slots, indicated by. 0 and the shield damage multiplier is 1. As seen in the above image, parts of the. 44. Game Stage: End Game. ago. Make these from turret factories that you create near the center of the galaxy.