avorion damage types. 0. avorion damage types

 
0avorion damage types -The damage output on the laser

After its shield is down, it will begin to summon larger. g. On 8/9/2017 at 10:23 AM, DoorsMonster said: Repair turrets are useless. and tweaks to ship building, AI, economy, flight model, with RTS/TPP. 4. I. 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. I am currently writing an update of my Custom Turret Builder mod. Fighter Stats are directly related to the stats of the turret used. Then, as unsatisfying as they are to look at and use, lightning turrets usually have the highest effective DPS. 25 times as. Mod: CivilShipCapture. I am utterly convinced that altering turret stats based on size would dramatically improve Avorion's gameplay. The start beacons can be found in hidden mass systems at a distance of more than 200 from the core. Keep in mind that the DPS scaling massively per material invested can be due to things like per shot damage increasing massively on weapons primarily due to rate of fire. Gates are immune to all damage, and cannot be destroyed even if the player goes to war with the owner. Just lost a t8 ship with 240k Shields and 50k armor in a sector with 18 ships with 200 omicron. Ships are objects that can be controlled by the player in Avorion. Avorion(更新至2. I'm gonna try launching Avorion again and monitor my GPU temps and see what I find. I also see that the hull damage multiplier is 1. Shield stacking and cargo tractors work very well. 4, hull damage of 5. weapontype. Gotta look at Pulse Cannon damage in a different manner. See the Wiki for details (Integrity Field Generator [avorion. Carbon is used in manufacturing steel, armor, and in chemical processes. Some status effects bleed through even if you have subspace protection and request that you have a hull made of particular types of material or above. Have a look on the data about your ship while laying out its functions. Weapons now officially deal different types of damage: Basic Physical and Energy, and then Antimatter, Electric, Plasma and Fragment damage, which are. 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. : core health has to be 40% of the total. 5 rad/s and tend to lean towards fast and agile ships that can quickly close into and out of range for the. As of now, there are multiple kinds of script that are used by the game. Turret Control Subsystems are installable Subsystems that increase the amount of turrets a craft can use. This page is a work in progress. So here's a lil petition to remove the damage penalty from auto-targeting turrets. I've not been successful with this so far. There is nothing in-game currently that will let you salvage an entire ship at once. For recharging batteries, you also need excess energy generation. 8 so far. You need multiple magnitudes higher, with at least a. 4 and shield damage of 5. 4. Torpedoes are sold at Equipment Docks within the Naonite Reaches or further towards the center of the galaxy. 0 is now available! If you're eager to know about development updates, be sure to follow @avorion on Twitter, that's the place where most of the juicy dev updates (like features, screenshots or videos) will be posted. This is done with a mining laser. Rail guns do ok damage against shields and armor, but can penetrate multiple unarmored blocks, multiplying their base damage. The resource type of the turret depends on the position in the galaxy. I also see that the hull damage multiplier is 1. I learned to mix about 50% of one damage type, usually Antimatter, with 50% of another, such as physical or plasma. there are at least two distinct player types in avorion. Plasma cannons are about the same as chainguns, often do extra damage vs shields while the chainguns can do extra damage against hull. It's not much but it forces me to think about how I need. -Titanium: Will be the second resource, one which you will want to rush as soon as you can. -- Two firefighters were killed battling an overnight fire aboard a cargo ship in Port Newark. 4, hull damage of 5. Except for maybe 10 wings of 12x avorion salvage fighters :D. Cannons and launchers I consider siege. Trinium stats. A good chunk on credits wouldn't be unfair for this training as fleet warfare is usually mid-late game and the players would have the credits to spend anyways, Examples: Captain: Adrian. Note: this calculation is a 1 vs 5. Efficiency is an important stat, as is damage. Forget the ECM sorry i mentioned it. My fleets for Avorion with all types of ships that you need. When hitting something, the meteors should behave like nuclear torpedos with the damage about the same as the lowest tier nuclear torpedos sold at equipment docks in the material zone. The only time it matters is on mining/salvage guns. 0 and the shield damage multiplier is 1. ". Carbon extractors are a low tech factory. 4. 4, hull damage of 5. The difference between with/without is huge once they level up. Even as a veteran Avorion player, I enjoyed hearing about your approach to things. 4. Gamepedia Difficulty Edit Difficulty in Avorion is a setting that can be adjusted to either give the player an easier time playing, or making it more difficult by choosing one of the. Require 2 crew members to operate. 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. thought there may have been a multiplier or something like only avorion turrets damage avorion ships @ 100%. Rail guns do ok damage against shields and armor, but can penetrate multiple unarmored blocks, multiplying their base damage. 7) with the rest contributing dps. Into the rift captains covered in a future video covering the DLC. Patch 0. 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. Tesla guns are a worse fit because they have dreadfully short range. Similarly, 2 x Iron turret plus 1 x Xanion turret has a 67% chance of an Iron result and 33% of Xanion. ago. I am currently writing an update of my Custom Turret Builder mod. Very bad accuracy. Go to that location (can be found via mission. Basically, damage is damage and type doesn't matter, unless it's hitting something for which it does matter. Link - FORUM POST. I also see that the hull damage multiplier is 1. Back again with more questions. E. Then stack combat fighters with a good balance of plasma, lightning, and R-salvage for lulz. Penalty: Rate of Fire decreased by 10%. Posted September 7, 2021. ini file (and the entire "Galaxies" folder) will not exist unless you have started and run the server at least once. At close range is Laser very good to. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate. 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. kmsrocks1. 1. - Revisit the turrets that have remained and make a second pass with (T). Bullet Hell: all Fighters launched from this Station have +10% attack speed. 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. 3 rads/s and tends to lean towards high HP, high DPS, and long range builds. This is a bit of a tangent from. These aren't bugs, just quality of life suggestions. Back again with more questions. 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. Automated. 3. And it is NO. 1 square of IG works well, with a thin layer of armour over it for added protection. Let's say I generate a Laser turret with damage of 5. Depends on the weapon type I think anything close to 1000 dps per slot is good. The server software is used to host multiplayer games. 0 and the shield damage multiplier is 1. Each section below describes a different type of subsystem (therefore not interchangable in Research Stations). That's why you divide by 4. Then within each teir split it again into rarity teirs. 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. 0. Let's say I generate a Laser turret with damage of 5. Link - FORUM POST. However, I am wondering how good is Fragments at killing torpedoes? I can get a 35dps PDL from a turret factory if I spec up to max. Is it futile to fight that ship, and also, do I need a different damage type or a different kind of weapon to destroy that ship? I just fled the fight because I didn't know what to do. Thanks, that read like a peanlty not a bonus. ini file (and the entire "Galaxies" folder) will not exist unless you have started and run the server at least once. 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. Showing 1 - 13 of 13 comments. And here's some ideas for upgrades to the currently existing classes, so that perhaps all Captains could be useful as an either/or Ship-or-Station-manning Captain. Set the Factory to fetch goods from your connected stations, and disable the buying goods options. But I. I understand the rationale behind having them, it's so that not every ship is only armed with one type of weapon, but it just isn't a fun system to deal with. Boss fight- clear adds/other objective then fight/damage boss. got some really nice drops. Many of the stunning ailments can be made to go through armor with the Torturer trait, if you want to have a lockdown setter. Stick with teslas, lightning, bolters and pulse cannons. Penalty: Rate of Fire decreased by 10%. To use the Salvaging Laser, simply attach it to a ship by pressing the Build Key and placing the turret on your ship. The same applies to things like poison, shocked, stunned, burned, etc. 4 Trinium 3. 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. Mining is the process of obtaining materials from asteroids. I can get a 300+ dps single slot laser turret pretty easily. The resource type of the turret depends on the position in the galaxy. 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. But I. Still fun as hell to send a station flipping out of control with a massive impact though. If it's your first station you want it in a fairly orangish red area. Repeat the same procedure for every turret type. shut down when last administrator logs out. 4, hull damage of 5. "arg" after each command segment. But having a special unique quest to do this for each captain type would be a great incentive to level up multiple captains especially the smuggler who is mostly useless. Well, yes, galaxy. 4 and shield damage of 5. Ok SO here is the question. For example a xanion mining turret can only be produced in an area which is naturally filled with Xanion. In addition to the methods listed here, a random. Stats such as material are also decided at this stage, in a similar. 0. Wait for the cooldown timer, then enter the Main factory to configure it like so -. Incubators (Carriers) contain 12 fighters total. Be aware of weapon overheating too. 9. They will fire automatically at appropriate targets - enemies, resource asteroids or salvage - once those targets are within range. 1 - Enemy Variations, Damage Types & Hyperspace - Steam News. Sync issue is my best guess. Max all available stats and you should end up with a rocket turret that has seeker shots and 30k+ range. and a few reds. Avorion is the most prized mineral known, only showing up near the center of the galaxy. 6 Patchnotes When your blocks start breaking off, your ship's stats go down - crew dies, energy levels sink, etc. NOTE: The server. 8)、补充·让舰船批量挖矿(版本1. DPS, depending on the weapon type or fire rate can be a very irrelevant stat. . ini. At close range is Laser very good to. Let's say I generate a Laser turret with damage of 5. I ended up just leaving because I couldn't figure out how to hurt it. © Valve Corporation. This file is normally found in the folders /galaxies/avorion_galaxy. All turret techs though don't boost bother. 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. Get a captain, automate quickly. They might suck as a shipboard weapon, but. He can be found in empty sectors that have a radial distance between 350 and 430 units to the center of the galaxy. 3 Naonite 3. 4, hull damage of 5. Per page: 15 30 50. If you have a big enough ship, Tesla drones work great while you snipe them with rail guns. At a certain point, they exceed the old amount. Simple machine guns. Let's say I generate a Laser turret with damage of 5. 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. 0 and the shield damage multiplier is 1. It really does/has been throwing new players off unexpectedly. r/avorion. On default setting and default difficulty there certainly isn't much reason for salvaging as on those there is little reason to care for the more edge cases mechanics. 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. I also see that the hull damage multiplier is 1. Usually I see faction ships at maybe twice the damage of pirates. They are stored in the cargo bay of a ship. Travel operation time does take into account hyperspace jump range. 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. Im betting your railgun is physical damage which is terrible at taking out shields so it will do much less damage to them and shields are not blocks so the penetration from railguns doesnt apply to them. Either choice will be good against shields since both. 0 and the shield damage multiplier is 1. The configuration for your Avorion server is controlled by the settings in the file server. The build mode is driving me crazy with the controls and how its working. 4. r/avorion • 4 yr. 4, hull damage of 5. Being exceptionally. Make these from turret factories that you create near the center of the galaxy. Either way, resistance is one thing. Toughness can be completely ignored on any fighter type because they always die in one hit no matter how high your fighter's hp is, size can be better managed with bigger hangars on your ship(I personally like size 4 since it strikes a good balance), . Most of the action revolves around where you are, and usually you get attacked the most. Also cannon turret damage is fixed as well. Mattoropael Feb 14, 2018 @ 11:32pm. For 2. Let's say I generate a Laser turret with damage of 5. So lets say a Railgun does 1000 damage. First off, armor blocks have huge health totals. Maybe shape the front of your ship as a bowl lined with force turrets. Their strength and cost increase with their tiers, and have different weights and can form different types of blocks. The [V. 4 and shield damage of 5. Arsenal Extensions. But that also means each of your sides is as thick as your whole ship!Hull repair turrets currently do not work, or they do not work as you'd expect. By the time you're in inner core you should have not less than 30 armed turret slots on your main ship, plus a full page of. The Holy Grail turret is a high damage 1-slot pulse cannon with bonus hull damage and a high shield penetration chance. 0. Lightening damage (and accuracy) falls off at distance. Boxelware Team. 0, since fighter range is limited to 3. 4 and shield damage of 5. Any other asteroid is either empty or is mineable by itself, you can't interact with them. These relations, as of now, cannot be changed via diplomacy. Go to a system with plenty of asteroids and a resource station. Damage Type I am currently writing an update of my Custom Turret Builder mod. 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. If everything was manual, the game would soon turn into a chore and people would stop playing it; if everything could be automated with zero difference in the success / returns compared to doing it yourself, people would just AFK / bot everything and multiplayer would die very quickly. There are three types of turrets: Mining Laser, Combat Laser, and Chaingun. X-ray ship building/upgrading. 4 and shield damage of 5. 4. If Avorion was a turn based strategy game, like Space Empires V, then I would be okay with needing to reload/resupply ships. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. 4. . Rail guns and lightening guns are long range, slow firing, hit scan weapons with cool downs. Red is just flavor text. 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. Alternate Fighter blueprint. #8. Contains inter alia: /sethome, /price, /inventory and /crew. If holding an object works, then you could also grab an asteroid and use it as a ramming tool. 4, hull damage of 5. 3. But I. But I. If I look at the weapon attributes, I get damage of 5. 4. 1, lets assume it is 2. There is much, much more that has happened and as always the devil is in the details!Pages in category "Bosses" The following 11 pages are in this category, out of 11 total. If using the extended weapon info mod you'll see a 500-750DPS Pulse Cannon is more effective than a 3300DPS Chaingun for instance. fractalgem Feb 20, 2017 @ 2:29pm. There are eight goods that are marked as dangerous: Explosive Charges, Fluorine, Guns, Industrial Tesla Coils, Military Tesla Coils, Rockets, Toxic Waste, War Robots, and Warheads. In this set of streams/videos we will be progressing through a normal difficult playthrough of the latest Beta 2. 31 - Damage Type Rework & Enemy Variations Date: January 22nd, 2020 Beta Branch Note: These changes are currently available on the beta branch. 4. This extractor is reliant on food to reduce into carbon, each one is designed for a carbon source. I've found a 2x2x0. Now that the ends are made of armor blocks made of 375hp, trying to destroy any part in the middle of the chain, no matter how fragile, would need to receive at least. This is a middle/late game ship for player. Reduced additional damage of lightning guns from 50% to 15%;. You can also do this from launcher to launcher. . I am currently writing an update of my Custom Turret Builder mod. Shield damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in. I did not change the shields, power gen, shield gen, etc. You still take full damage from everything else, and that everything else isn't much if you have a well built block. I'm doing a bounty and the enemy ship i'm fighting says immune. "Non functional blocks" (hull, armor, cargo) The mass/HP comparisons are covered in the wiki, and are generally uniform across respective block tiers and types. Let's say I generate a Laser turret with damage of 5. 2. Either. Mostly stolen, but take it to a smuggler's. But I. And then different types of weapons have different effectiveness against each. You can get some that penetrate shield. 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. The AI is one of the bosses you will find in Avorion. Maybe salvage vs mining equalizes out when you have your AI controlled fleet doing the mining. Tracking button doesn't work. And, to be honest, it is still too good (or mining is too bad). Just got a bit deeper into the beta today and started messing around with torpedoes in creative mode. NPCs can have hardeners. I am currently writing an update of my Custom Turret Builder mod. 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). Avorion Admin commands. Weapons like railguns don’t necessarily get better with a higher DPS stat. Adds ten new types of torpedoes to equipment docks for purchase. Have a look on the data about your ship while laying out its functions. Blow it up, salvage it, and you'll get ~500 - 2000 data. yooou're overthinking this I think. Use a trading subsystem to find one of these products that are. I stacked the ship with men. Although all the groups of pirates have that in common of being pirates, they do not work together, on the contrary the pirates tend to attack each other if given the chance. Obviously there are different types with different characteristics, but when comparing two weapons of the same type it can get confusing. But I. Avorion Console Commands. - can be intercepted like torpedoes via PDCs or direct fire. 4 and shield damage of 5. Not really no. There's a trading system where you can haul cargo, smuggle or raid other freighters. It will only activate when you talk to it while a XSTN-K module is installed, otherwise it will be unresponsive and mostly invulnerable. Every game that has multiple damage and protection types does the same thing. Let's say I generate a Laser turret with damage of 5. "Unarmed" turret techs increase the number of mining/salvage turrets you can have. Ofcourse much better damage with some of them. This article details different types of turrets. Edited January 5, 2021 by TenguKnight More sectors. If you dont have a lot of money to spend for rerolling, 5-10k will also be fine for endgame. 4. Status: Finished. I am currently writing an update of my Custom Turret Builder mod. Which meant that taking a single turret type, with a single type of damage, was an invitation to defeat. Initially it was cutting specific damage types by 95%, later on it was total immunity. 2. 4. I don't mind resistance, but immune no. 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 double damage or something else. When hitting something, the meteors should behave like nuclear torpedos with the damage about the same as the lowest tier nuclear torpedos sold at equipment docks in the material zone. Avorion - Update 0. Make a certain (undervalued) weapon type inherently stronger against shields, with the possibility that it makes them weaker. 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. So, I stumbled upon a turret factory, that offered launcher with 'burst fire' that pushed 4k dps whereas other factories/gun types struggles to to reach 1k (usually around 300-600) at where I am. 0. Hey everyone! These are the final patch notes for update 2. With approximately 3 million hull and no shield, the fight is a considerable slog. I find it hard to know which weapons to mount on my ship. Avorion - Update 0. Don't search hours around for trainers, it's as simple as it's sounds. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate. I have a question about damage types. 4, hull damage of 5. Goods are items that can be bought from and sold to stations and factories at varying prices, depending on supply and demand. Wreckages appear when ships or stations are destroyed. Various class ships can become Quantum types based on the difficulty of the game. 4. r/avorion. /give -p dreadzep arg -g avorion arg -a 1000000 arg "-p" is the player you want to give it to "-g" is the item (can be any material or credits). as this directly effects the mining rate (all mining lasers have a 20000% damage bonus on rock)-Bonuses on the laser. Thanks to new technology, it is now possible to send smaller amounts of mass (i. While the initial cost of captains is relatively high for new players (over one hundred thousand credits), a captain can be used to generate. apps. Let's say I generate a Laser turret with damage of 5. -Iron: Is the first resource you'll come across. There are a lot of benefits to grouping the blocks. Which meant that taking a single turret type, with a single type of damage, was an invitation to defeat. I also see that the hull damage multiplier is 1. So, researching is a key part of progressing in Avorion, and you should always do it when you get a chance. NEWARK, N. amount of damage done to an object on collision, from 0 to 1. typically use Anti-Matter torps as they require no speed up time and damage both shields. This was the first I've seen of these. I am currently writing an update of my Custom Turret Builder mod. a few ships) into the Rifts. Posted May 25, 2020.