thought there may have been a multiplier or something like only avorion turrets damage avorion ships @ 100%. Bonus damage to hull or shield etc. On top of that, we added some special, tougher enemies that have increased HP and damage. If you've played Avorion for awhile, there's one or two turrets that just make you want to go "Wow, I'd really like more than just one of those. These new, tougher enemies will appear alongside normal enemies and can have 3 levels of toughness: Tough, Savage and Hardcore. Mod: CivilShipCapture. The farther you are from what it wants, the more damage you'll take and your hull will melt faster. 3 rads/s and tends to lean towards high HP, high DPS, and long range builds. If I look at the weapon attributes, I get damage of 5. The actual problems I have are: -Bigger cannons not doing damage AT ALL. 7 Avorion 4 References Acquisition Materials can be acquired. Cannons and launchers I consider siege. What is the base damage multiplier for damage types being 'super effective' against shields/hull? For example if I use antimatter damage against a ship's hull, is it just. Weapon cool down also does not seem to effect fighters as much. So guess i take for my ship Rocket and give AI ships Laser and Railgun ( have 2 AI ship right now) 1. Protection is what it says in game, the depth level is required protection. Most of the action revolves around where you are, and usually you get attacked the most. I am currently writing an update of my Custom Turret Builder mod. 2b. 15. 1 Acquisition 2 Distribution 3 Material Types 3. 8)等,UP主更多精彩视频,请关注UP账号。Note: this content applies to 1. Mining and salvage turrets explicitly do bonus damage to lower-tier rock/hull and are penalized against higher tier hull/rock. Go to avorion r/avorion •. The [V. 1) to assign them to group 1. Railguns do a ton of alpha-strike damage (though certainly not the highest DPS in the game, due to overheating), are very accurate, are perhaps the longest-range weapon type (though some other types with above-average range can reach further than railguns with below-average range), and railguns don't use energy which is good if your ship design. Turret factories randomly produce turrets with random traits such as Burst. 8 so far. Can be summoned by using the Hyperspace Interrupter. a few ships) into the Rifts. I did not change the shields, power gen, shield gen, etc. Let's say I generate a Laser turret with damage of 5. Insane difficulty. and tweaks to ship building, AI, economy, flight model, with RTS/TPP. 16. Let's say I generate a Laser turret with damage of 5. 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 ·. Since the patch I’m lagging a lot when moving from one sector to another. These files are created during the initial. Then, as unsatisfying as they are to look at and use, lightning turrets usually have the highest effective DPS. Avorion eXtended - Localization. But I. I have my two fragments A=100 and B=17. I have a question about damage types. The faster you ram something the more damage it will do, so try the velocity bypass upgrade. I have a question about damage types. 0. 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. Posted September 7, 2021. Avorion is a space-sim sandbox game where you build your own ships and fight, trade, mine and explore your way to the center of. Lightening damage (and accuracy) falls off at distance. So the first problem is that EVERYTHING worked fine until I made a bigger ship. Doesn't really matter with 2. 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. They might suck as a shipboard weapon, but. Sometimes they have a parameter “Ionized projectiles”, thanks to which they, with a certain chance, can hit targets under the shield. Avorion - eXtended is a Complete Gameplay Overhaul, aimed at fixing, extending and rebalancing sandbox aspect of the game. Just lost a t8 ship with 240k Shields and 50k armor in a sector with 18 ships with 200 omicron. Same goes for weapon type - Different types of weapon may suit different combat and play styles. So here's a lil petition to remove the damage penalty from auto-targeting turrets. Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15%. Difficulty isn't high enough to really experiment with the different types yet, being on the outer edge of the galaxy still. If you're looking for system integration (on the ship) than SE has more intricate requirements for a ship to be functional. Armor helps in protecting against some weapon types, as railgun (railguns are able to penetrate more than one block in line of fire) Armor is able to take more collision damage before it is destroyed, so if you plan to ram other ships, get a big block of armor at the front. Arsenal Extensions. I'm gonna try launching Avorion again and monitor my GPU temps and see what I find. It is not the damage boost that matters, it is their ability to quickly track the torpedoes that matters most. He drops the XSTN-III module which is needed to access the center of the galaxy. In such a case, you make selections then change those to a new type. 4 and shield damage of 5. Avorion is considered the pinnacle of materials, providing massive performance increases and durability for anything built out of it, aside from heavy armor. 4, hull damage of 5. 4, hull damage of 5. If you try to use "A" ship with a hull repair turret to repair "B" ship, and this "B" ship has shields on, repair turret doesn't work. Also, NPC ships in Avorion are insanely slow compared to pretty much any player-made ship, even if the player's ship is heavy and they're not using boost or stacking sliced thrusters. But I. Description. I recommend looking up this mod. 3. As in a normal captain takes 20 minutes, the guy with perks takes 3-5 minutes. #8. Pirates are a group of factions that regularly raid any sector and will have a hostile relations towards all other factions. Let's say I generate a Laser turret with damage of 5. ) When a weapon has a cooldown, rate of fire won't effect it's dps because as it fires faster, it builds up heat faster, causing it to go into cooldown sooner, but cooldown still takes the. Shield does not prevent collision damage, so hull/armor is good to have. 4 and shield damage of 5. Casino. 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. Most of the action revolves around where you are, and usually you get attacked the most. I have a question about damage types. So what I do is multiply damage by fire rate. The AI is one of the bosses you will find in Avorion. Due to. All Discussions. Armor is stronger then Hull, when comes to HP, in return it is heavier. 4. yooou're overthinking this I think. in the mean time i managed to die to collision several times. 4, hull damage of 5. 0 and the shield damage multiplier is 1. Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15%. x versions of Avorion. No need to drag and drop to arm them. Many people are apt to actually wonder if they're missing a special weapon or system upgrade or other special type of thing that needs to be done first and just simply bug out. The configuration for your Avorion server is controlled by the settings in the file server. The four types of controlled substances are Dangerous, Suspicious, Stolen, and Illegal . Fidget is a boss that behaves similarly to the Quantum Xsotan ships, in that when hit, jumps a distance away in a random direction in the same sector. 4. 2 Titanium 3. Tier 0, Tier 1, and Tier 2 Captains are commonly found at stations and can be hired like other. And the railguns? well they snipes from far away and hit like a freight train going downthe everest without breaks. But I. Realistically there’s no reason not to spam your ship full of those rockets with a seeker mod. 3 Damage: 32,096. Maybe unlucky, or maybe cannon range and salvager range are different types that can't be mixed. Ideally there would be a dps stat on the weapon. Your difficulty level heavily determines enemy strength. Well, yes, galaxy. Not really no. then i got a few gold. I also see that the hull damage multiplier is 1. The six outer plates 10% each. 3 Naonite 3. This is done with a mining laser. Now it should upgrade all the armor blocks to ogonite, while preserving their colour. 3 to 2. Each block type – hull, thrusters, crew quarters, cargo hold, etc - can be stretched and moulded and clipped on almost wherever-you-want. Very bad accuracy. I am currently writing an update of my Custom Turret Builder mod. 422. As long as you build a ship that can fly faster than the enemies you can hold them at 30k and just blind-fire rockets ('R' selects closest enemy) that will seek the targets chasing you and you. 0. Edited January 5, 2021 by TenguKnight More sectors. Gotta look at Pulse Cannon damage in a different manner. Shield stacking and cargo tractors work very well. lua is the whole key to most of the balancing in this modpack, especially turret damage and hull amount increases. Avorion can be modded by changing existing or adding new scripts to the game. Rifts are a type of sector that you cannot enter unless you have the Into The Rift DLC, but instead can only be passed through into a normal sector on the other side using Gates or travelled around. Avorion is a very slow and methodical game (unless you jump too deep too early, then it gets pretty eventful). Patch 0. Let's say I generate a Laser turret with damage of 5. Chainguns with seeking projectiles, bolters that do plasma damage, railguns with super fast fire rates, and tons more. ago HelicopteroDeAtaque Which raits can each weapon have? Is there some kind of table that explains which traits can each weapon have? For example:. 0 now live! Hey everyone! These are the final patch notes for update 2. this has been pretty normal since 2. If I look at the weapon attributes, I get damage of 5. Class: Interceptor. and even 1 purple. and tweaks to ship building, AI, economy, flight model, with RTS/TPP. You might want to have a few different damage types with your fighters in case you encounter enemies resistant to a particular type. Since you always get a turret back, 3 turrets at a time is the most efficient, but 5 removes the element of luck. It is a lot more Macro based, multiple ships, factory type production. Since you always get a turret back, 3 turrets at a time is the most efficient, but 5 removes the element of luck. 4 and shield damage of 5. Let's say I generate a Laser turret with damage of 5. My fleets for Avorion with all types of ships that you need. Avorion focuses on you as a player, and not as much as your fleet/stations. The difference between with/without is huge once they level up. 1 square of IG works well, with a thin layer of armour over it for added protection. The odds of a rarity increase are 20% per turret used. 0 Branch. Various class ships can become Quantum types based on the difficulty of the game. Salvaging was nerfed a few patches back, it was far too effective. Current Favorites. It has the same featureset as v 1. I have a question about damage types. Letting the old thread die for now. 0] is the actually number of update. However, at $500 a pilot per hour, the upkeep really adds up fast. I've tested out the new dmg types and noticed that torpedoes do orange (physical) damage to enemies. I personally dont build my own ships I download from the workshop, thank you all builders who post and let us use your blueprints. Avorion 1. Plasma cannons are about the same as chainguns, often do extra damage vs shields while the chainguns can do extra damage against hull. Also cannon turret damage is fixed as well. Be aware of weapon overheating too. Thanks to new technology, it is now possible to send smaller amounts of mass (i. Armor Block. But I don't know if those numbers. Add a +1 down there if you agree. But I. 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. At best, it can suggest the size/type of the turret intended to be placed on those mounts, but you can place a tiny PDC into a massive artillery turret mount, and it will look like massive artillery operating as tiny PDC. Open the inventory menu and start the comparison popout by pressing E over a desired turret you have in inventory. Showing 1 - 13 of 13 comments. On the Avorion Wiki website, describing gun types and bonus damage, I understood what it said to mean that some of the buffs are already applied and shown in the stats, while others "like bonous damage to hulls or shileds" are added after. I have a question about damage types. A ship that is large enough to have all 15 slots unlocked with as many high level Avorion turrets as say ten slots will allow, lets say around 25 turrets, with that you could easily breach 100k Omicron damage, you might even hit 200k not sure, Health and shields by this point have also become stupidly powerful, to the point where nothing is a. I am currently writing an update of my Custom Turret Builder mod. 4, hull damage of 5. There is much, much more that has happened and as always the devil is in the details!Both are a lot of fun but you're looking for something more like Avorion. 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. Energy production and consumption must be balanced out. This stops weapons from constantly firing, affecting your damage per second. 4 and shield damage of 5. Star Citizen Gameplay. Back again with more questions. Welcome to LD7's Avorion Beta 2. Avorion > Workshop > Armored_Core's Workshop. If I look at the weapon attributes, I get damage of 5. turretgenerator. 0. It will only activate when you talk to it while a XSTN-K module is installed, otherwise it will be unresponsive and mostly invulnerable. I also see that the hull damage multiplier is 1. 4. I have a question about damage types. Members. The Holy Grail turret is a high damage 1-slot pulse cannon with bonus hull damage and a high shield penetration chance. Its near impossible to get inside and fill the. My shields where just instantly gone and energy on the trusters empty. (Note, detailed information on the scouting command can be found in the game LUA files at. 8, changes include a rework of galaxy generation, weapons, combat, progression, spawn system. Weapon rarity and material doesn't automatically mean that the game regards a weapon to be "better" in terms of raw damage. The damage value is increased by 200x against asteroids. According to game. Transitioning to fewer blocks is a render benefit. This mod extends the Turret and Weapon generators to add a new Gatling-Railgun Weapon to the game. Efficiency is an important stat, as is damage. Similarly, 2 x Iron turret plus 1 x Xanion turret has a 67% chance of an Iron result and 33% of Xanion. This seems to affect Fighters too! Some missions require docking ports. A vital manufacturing product, steel is used in a large variety of products, making it comparatively easy to sell. Into the rift captains covered in a future video covering the DLC. and then basically chase them down using coaxial weapons on the front. 0. This was the first I've seen of these. 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. 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. At close range is Laser very good to. Special traits, such as "Plasma" or "Electric" and buffs such as "+5% damage" are also randomly applied to the product turret according to its type. The hazardous area classification chart is used to identify and evaluate the risks associated with the presence of flammable or explosive materials in a particular area. Let's say I generate a Laser turret with damage of 5. Block and Ship damage from integrity-protected blocks reduced by 50%. amount of damage done to an object on collision, from 0 to 1. 44. lua is extended to add a new generator function for the new turret type and some specifics. I am currently writing an update of my Custom Turret Builder mod. And "blockPenetration" unit is in blocks, not in distance. "-g" is the item (can be any material or credits) "-a" is amount you want. A Workshop Item for Avorion. For information about turret mechanics, including damage and hit chance, see Turret mechanics. Just now while testing Combat Update I, some headhunters warped in, loosed two shiny new torpedoes and before I could react, I've taken massive hull damage that. Just got a bit deeper into the beta today and started messing around with torpedoes in creative mode. shut down when last administrator logs out. The turret you're thinking of is just a very good salvaging turret with piercing. The battle cruiser is the main purpose of inflicting heavy damage to enemy structures at medium range, it is also capable of carrying a shock swarm of drones. All rights reserved. Some are more useful than others. got some really nice drops. Unlike the Turret Factory, the Fighter Factory does not require crafting components to create an item. 4 slots, 5 block penetration, hull damage bonus somewhere from 1. Lets say you have 2 turrets (any) 1 is Naonite and the other one is Avorion. How to run a command? It is very simple, just open the in-game chat by pressing “enter” and type a “slash” before each command and confirm the command you have chosen with enter. Wednesday, and. Let's say I generate a Laser turret with. 4, hull damage of 5. Per page: 15 30 50. Due to its amorphous chemical structure, any Stone has nonexistent electric conductivity and as such acts as a natural isolator. When a server creates a new ship, it is usually randomly generated. 4, hull damage of 5. Xmin-Xmax possible damage range. Basically, damage is damage and type doesn't matter, unless it's hitting something for which it does matter. Boxelware Team. Skills that can apply knocked down will have a note that says it's blocked by physical armor, so you would need to clear that armor type first. And having equipment docks sell turret slot upgrades is nice, I’ve had a game where I went hours before I was able to find even a white slot upgrade. If an escort ship would get ambushed with a probability of 15% or higher the sector is considered dangerous for your escort. 4. It deals 1/8th the damage to each thing it hits and shields negate the hull penetration (which they should seeing as how they are not hull). gamepedia. Rail guns and lightening guns are long range, slow firing, hit scan weapons with cool downs. You can place any turret on them, as long as it is not larger than the dimensions of the block's surface. In such a case, you make selections then change those to a new type. J. For boosts and hyperdrive recharge, you will need excess energy generation capacity, or the more situational batteries. You might want to have a few different damage types with your fighters in case you encounter enemies resistant to a particular type. Carbon extractors are a low tech factory. 4. Posted February 21, 2017. Absolute blast to use (pun intended). 1, lets assume it is 2. Salvaging turrets and modules is random and can also be done with normal weapons, does not depend on anything. Avorion - eXtended is a Complete Gameplay Overhaul, aimed at fixing, extending and rebalancing sandbox aspect of the game. can't point defence at that range. But I. 50-Cal: Special: Bolt-Action: 4: 145: 297: Supply Pods: Triple Take: Sniper: Single: 5: 69: 138: Standard: Longbow DMR: Sniper: Single: 5: 55: 118: Standard:. Torpedoes are classified by two different attributes: the warhead and the body. Being exceptionally. Reduced additional damage of lightning guns from 50% to 15%;. Hey everyone! These are the final patch notes for update 2. pi. This is a bit of a tangent from. 3. Weapons like railguns don’t necessarily get better with a higher DPS stat. So, against target with 1M shield and 1M hull time to kill would be higher than 190s + 16s = 206 seconds. The enemy ships that have shields which are 90% resistant to one of the damage types really add no value to the game at all. #5. 4. Do PDLs deal 10-20x damage to torpedoes? Simple machine guns. Avorion > Mods & Mod Help > Topic Details. 4. Carbon is used in manufacturing steel, armor, and in chemical processes. Ultra thin stone costs almost nothing and blocks all kinds of penetration. The damage of one shot (as shown in the fitting window) is calculated by multiplying the ammunition's base damage by the turret's Damage Multiplier attribute. Automated. com]) Blocks inside integrity fields can now take 20 times as much damage before they explode. Let's say I generate a Laser turret with damage of 5. If I look at the weapon attributes, I get damage of 5. Which meant that taking a single turret type, with a single type of damage, was an invitation to defeat. What's new now, is that enemies can have special additional resistances and weaknesses against nearly all damage types. II. Showing 1 - 5 of 5 comments. So guess i take for my ship Rocket and give AI ships Laser and Railgun ( have 2 AI ship right now) 1. During the Boss-fight the ship opens multiple wormholes, with an anouncement in chat stating, "The Wormhole Gaurdian is channeling the black hole's power," and summons a bunch of smaller ships through wormholes. Resistance Ships Yes, Immune No. I don't mind resistance, but immune no. 4 and shield damage of 5. 3. I have a question about damage types. Teslas, chainguns and salvagers make a great combination for when you really want to get in an enemy's face. Keep an eye out for Railguns with shield penetration especially. Let's say I generate a Laser turret with damage of 5. But I. it will ALWAYS give you the same type of module. This makes Stone blocks completely immune to damage dealt by weapons with Electric damage type, such as Tesla and Lightning Turrets and Fighters, and when hit will prevent any damage to Hull Points as well. 0. This will immediately scrap all Trash-marked turrets. Avorion > Suggestions > Topic Details. As with all automatic turrets, you still need to enable autofire after equipping the turret. 6 Mt and I still take damage on several missions just getting. The number of barrels of a turret (such as a triple chaingun turret) is purely cosmetic and does not affect the DPS of the weapon. Turrets are used for combat or mining. If ship into asteroid, you might be able to create a hammer->anvil effect, where the target is both crushed by you and being slammed into the asteroid. Let's say I generate a Laser turret with damage of 5. There was a infotable (ingame?) where the. It drops the XSTN-VI module which is needed to access the center of the. The resource type of the turret depends on the position in the galaxy. Letting the old thread die for now. 1000dps Xanion weapon against Xanion Armor. Apply the filter, hit CTRL+A to select all armour blocks. Generally if you can afford it you just want to use a higher tier material and there's no point to using an earlier game material. So plasma fighters do well against shields, ionized weapons will damage hull when it passes through (tested: Turn off weapons, only use fighter group with given weapon, watch enemy health. ) Repeat step 3 for armour edges and armour corners. 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. from the weakest to the strongest. Damage Types themselves should be adjusted to make more sense because currently, they don't make much. 0 and the shield damage multiplier is 1. That's why you divide by 4. All ships and stations will be made of blocks of. I am currently writing an update of my Custom Turret Builder mod. Defensive turrets are PDCs and point defense lasers. 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. ago. The types of stations can be determined by the scripts that the stations use for their routines. 1 Iron 3. 4, hull damage of 5. Works for all turret types, but not for fixed weapons (coaxial). Damage Type: Physical Notable Special(s): Seeker Shots Sell Value: $2,773,632 Note: I have many turrets that do way more DPS/Damage but the convenience factor of a super long range seeker-shot launcher that does respectable damage can't be overstated. 4. 0 and the shield damage multiplier is 1. 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 you want exactness, plasmatic lightning is very effective as a shield dropper. Cannons and launchers I consider siege. Repeat the same procedure for every turret type. Does this damage. Skills that can apply knocked down will have a note that says it's blocked by physical armor, so you would need to clear that armor type first. They are stored in the cargo bay of a ship. 0. 3. If I look at the weapon attributes, I get damage of 5. I ended up just leaving because I couldn't figure out how to hurt it. Penalty: Rate of Fire decreased by 10%. Spawn Utility Extension - No Immunities. Jack_Miron. 7) with the rest contributing dps. Maybe shape the front of your ship as a bowl lined with force turrets. Turrets in Auto-Mode will choose their targets based on their type: Mining lasers will look for asteroids with resources.