Go to that location (can be found via mission. 44. r/avorion • 4 yr. Into the rift captains covered in a future video covering the DLC. 4. There are a lot of benefits to grouping the blocks. It is not the damage boost that matters, it is their ability to quickly track the torpedoes that matters most. /port [value] listening port of the server Default: 27000. They might suck as a shipboard weapon, but. 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. Players can't really aim multiple weapon types with different firing patterns. Gets rid of enemy damage type immunities on shields. 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. 4, hull 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. 4. Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun. Thrusters and Engines become more effective when built from Titanium, and all other block types have. Avorion's the most powerful. Let's say I generate a Laser turret with damage of 5. 2 items. Let's say I generate a Laser turret with damage of 5. I imagine this could cause some serious issues for material types that don't have armor blocks if you try and convert all your blocks to the material. Both turrets and modules can be researched, as long as you have a minimum of 3. 4. It Multiplies sector damage values by 75. Stats are bargained for in a similar way. 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. 1 Iron 3. 4 and shield damage of 5. A DPS race is something a repair laser cannot win, and all combat in Avorion inevitably turns into a DPS race sooner or later. Energy production and consumption must be balanced out. After its shield is down, it will begin to summon larger. 0. Avorion stats. I am currently writing an update of my Custom Turret Builder mod. Amount of damage dealt with an object in the event of a collision, from 0 to 1. "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. Rail guns and lightening guns are long range, slow firing, hit scan weapons with cool downs. Energy production and consumption must be balanced out. Personally, I find it fun to have to manage positioning, weapon types, and weapon placement when fighting. Wreckages are the remnants of a destroyed ship, station or shipyard. Since only a single shot will land before Fidget teleports away, it is. ) Repeat step 3 for armour edges and armour corners. It really does/has been throwing new players off unexpectedly. A recent patch seems to have dramatically improved the ability to repair your ship block by block, by highlighting destroyed blocks in red so you can find them,. Fighter Stats are directly related to the stats of the turret used. The material doesn't matter really beyond the stat generation. Perma death on insane. 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. 0: no damage, 1: full damage. - Favorited turrets will be on top of the list, Trashed ones will be at the bottom. #8. - long (est) range. I've shot plasma and ion torpedoes, which are good. These new, tougher enemies will appear alongside normal enemies and can have 3 levels of toughness: Tough, Savage and Hardcore. Star Citizen Gameplay. The follow list got all ship sorted in fleet and slot groups. If you exclude it, you'll exclude a large part of the balancing Wayleran has done. NPCs can have hardeners. Boss Swoks is one of the bosses you can fight in Avorion, and likely the first you'll encounter. Since you always get a turret back, 3 turrets at a time is the most efficient, but 5 removes the element of luck. And the railguns? well they snipes from far away and hit like a freight train going downthe everest without breaks. So, against target with 1M shield and 1M hull time to kill would be higher than 190s + 16s = 206 seconds. Normal thrust up from 181 to 246. But I. This file is normally found in the folders /galaxies/avorion_galaxy. Be aware of weapon overheating too. Similarly, 2 x Iron turret plus 1 x Xanion turret has a 67% chance of an Iron result and 33% of Xanion. I am currently writing an update of my Custom Turret Builder mod. With approximately 3 million hull and no shield, the fight is a considerable slog. 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. Difficulty isn't high enough to really experiment with the different types yet, being on the outer edge of the galaxy still. 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. 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. There was a bit of a learning curve at first, but building your own chunky, blocky spaceships is both pretty easy and surprisingly fun. •. More realistic shields? Mining and salvage laser damage and ranges were weird. Ok I want to put this nicely and not bash the game as I am having a lot of fun with things. . Most enemies take one shot to kill. 4. They will fire automatically at appropriate targets - enemies, resource asteroids or salvage - once those targets are within range. Currently you have both individual part health, and total system health (Hull integrity, if you will). 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. To get realy good weapons you either: - have drob luck and make a blueprint of it - gamble with a research station and make a blueprint of it I've tested out the new dmg types and noticed that torpedoes do orange (physical) damage to enemies. Avorion Admin commands [Cheat mode]. But I. You can also directly follow the developers @koonschi and @qui_sum. the issue, something that destroys mmorpgs, is that these two things are complete anathema to the other. X-ray ship building/upgrading. All ships and stations will be made of blocks of. The destroyed part might break off and form a wreckage. Make these from turret factories that you create near the center of the galaxy. 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. and tweaks to ship building, AI, economy, flight model, with RTS/TPP. So lets say a Railgun does 1000 damage. just open the ingame chat by pressing "enter" and type a "slash" before each command and confirm the command you have chosen with enter. 0, since fighter range is limited to 3. Xmin-Xmax possible damage range. I thing best weapon for me is Rocket Launcher-seeker. 4 and shield damage of 5. II. There's no individual turret or weapon type which does tolerable work in only 4-6 six slots. Weapons like railguns don’t necessarily get better with a higher DPS stat. , possibly depending on the tech level difference between the factory and the turret used. But I. Toss in a little lightning for the electrical damage Good lasers if you can get them. Next I scale the root/armor clock into a block twice its starting size, so now, 4X4X4. Either too far away or literally nothing. I can get a 300+ dps single slot laser turret pretty easily. 4. If I look at the weapon attributes, I get damage of 5. 3. Here are some examples of damage on ship surface that could serve as inspiration: Damage per slot and damage type carries into fighters. 4 and shield damage of 5. 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. 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. Change language. I learned to mix about 50% of one damage type, usually Antimatter, with 50% of another, such as physical or plasma. 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. 0, see Captain (2. Have a look on the data about your ship while laying out its functions. Tier 0, Tier 1, and Tier 2 Captains are commonly found at stations and can be hired like other. But I. 4 and shield damage of 5. 0. 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. Desc: Provides set of server-side commands for use of administrators and players. Rail guns and lightening guns are long range, slow firing, hit scan weapons with cool downs. I have a question about damage types. 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. 0 and the shield damage multiplier is 1. The types of stations can be determined by the scripts that the stations use for their routines. Stats Hull damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in. if you. Realistically there’s no reason not to spam your ship full of those rockets with a seeker mod. STATIONS. This mod extends the Turret and Weapon generators to add a new Gatling-Railgun Weapon to the game. 5 km. 4. The armor has mainly been replaced with a solid metal texturing as ik some of. 4, hull damage of 5. Travel operation time does take into account hyperspace jump range. (e. Short answer: game balance. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate. (Note, detailed information on the scouting command can be found in the game LUA files at. This is a bit of a tangent from. #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. Enemies start having natural damage resistances sooner and have them much more often Enemy natural damage resistance, when applied, is bigger, and you actually end up with enemies that are entirely immune to specific damage types A certain boss with a death beam attack turns faster as the difficulty goes up My suggestion would be to add masks of different types of damage to the blocks, that vary in number/type/density with how low in HP that particular block is. Trinium and titanium are the light materials. Whenever a meteor shower spawns, a special meteor shower warning will beep on the screen. Class: Interceptor. ini file (and the entire "Galaxies" folder) will not exist unless you have started and run the server at least once. and tweaks to ship building, AI, economy, flight model, with RTS/TPP. Enkundae • 2 yr. Posted May 25, 2020. Torpedoes are classified by two different attributes: the warhead and the body class. started a game. 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. 1 (and a big one) ) Is there a mod that shows a turrets *ACTUAL* DPS? As in, factoring in how many slots it uses as well as fire time and cool down? I ask this because it's actually infuriating to find an exotic turret, get excited at it's big DPS number, only to realize it's a 3 slot turret with 10. r/avorion. 3. 1 square of IG works well, with a thin layer of armour over it for added protection. Stations can be built in any sector and will be visted by NPC cargo ships regardless of whether there is a warp gate. /exit-on-last-admin-logout. 3) 流程教学-KISSMETER共计15条视频,包括:入门·我拥有了一艘自己挖矿的舰船(版本1. A procedural co-op space sandbox where players can build their own space ships out of dynamically scalable blocks. Each individual hull/armor piece can be destroyed, while the entire shield needs to be depleted before your ship starts taking damage, and shield damage is free to repair. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. Your mining fighters should be made of avorion so you can mine everything i got 120 - 90% eff av fighters plus they have a eff bonus most systems i can clear of all ore in minutes,i would never buy a fighter form eq dock make your own they are better. Note that these modules have to be within one tier of each other (So if your base module is a green, you. - Revisit the turrets that have remained and make a second pass with (T). 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. 4 and shield damage of 5. r/avorion. End game is just boring. These scripts are loaded by the game and provide functions that will be executed by the game, all during runtime. If I look at the weapon attributes, I get damage of 5. Turret factories randomly produce turrets with random traits such as Burst. 4. 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. With this design, as soon as you lose a plate, you die. Taste the rainbow. Cannons and launchers I consider siege. It drops the XSTN-VI module which is needed to access the center of the. I've found a 2x2x0. I have a question about damage types. 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. I then checked my mining ships, which for some reason had not been mining. So burning 3 turrets is a 60% chance, and 5 is a 100% chance. They can also be created by destroying only parts of a ship. In resource rich areas efficiency will not matter as much as how quickly you can gather the material. 3 Damage: 32,096. Either way, resistance is one thing. 0. 0: no damage, 1: full damage. 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. 44. Torpedoes are a special type of armament that can be launched with the Torpedo Launcher block. This interface varies from script type to script type. In the beginning, you have to mine some iron with your drone. 3. 0 and the shield damage multiplier is 1. The highest efficiency (84. If I look at the weapon attributes, I get damage of 5. 071 Blockcount: 200 Deutsch: Die Korvette Tellus ist. There is nothing in-game currently that will let you salvage an entire ship at once. 6 items. Incubators (Carriers) contain 12 fighters total. Welcome to LD7's Avorion Beta 2. 4. g. Salvaging turrets are found often in combat much more often with enemies that are utilizing salvaging lasers. This article will help new players build their first ship. 4 independent targeting lasers isn't able to kill the numbers boss torpedoes at all. Especially major damage. I decided to make myself a mini-mod for that as well. If you want exactness, plasmatic lightning is very effective as a shield dropper. 1, lets assume it is 2. and it. Maybe shape the front of your ship as a bowl lined with force turrets. 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. High damage chainguns are good with a decent rate of fire, for consistent. progressively smaller sizes of ships. Its near impossible to get inside and fill the. I have a question about damage types. You can also do this from launcher to launcher. maybe i´m very bad at aiming (also very bad for AI) XD. All Discussions. Simple machine guns. If you dont have a lot of money to spend for rerolling, 5-10k will also be fine for endgame. 4, hull damage of 5. 0. In a turret factory you can produce turrets. 12 items. TBH I wasnt sure about the materials. The resource type of the turret depends on the position in the galaxy. #35 X=65 and #37 Y=97 - find beacons until you have X and Y of the same number. Note that. - smaller than torpedoes. Ancient Gates open up when the player has an XSTN-1 system upgrade on their ship, and an Ancient Gate is guaranteed to spawn in the final sector of the Exodus quest. Both types of gateways form webs of gate lanes in the galaxy. 4. 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. 4 and shield damage of 5. Let's say I generate a Laser turret with damage of 5. Initially it was cutting specific damage types by 95%, later on it was total immunity. Server Mod: Avorion Commands Package. Allow a torpedo *type* to be set to the weapons module EG, I choose to use Anti-Matter, Tandem, Kinetic Torpedoes, they are thus Weapons 3, 4, 5. The second has salvaging fighters with the order to Salvage, and will clean up the wreckage left behind by the combat fighters. Ship HP = total block HP; may also be related to total damage you can take before dying. A very easy fix is to hold shift at that moment, change the auto turrets to only attack your target and then make sure you don't target the mother ship. 4. #5. 4. 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. Let's say I generate a Laser turret with damage of 5. 3 to 2. For boosts and hyperdrive recharge, you will need excess energy generation capacity, or the more situational batteries. g. So what I do is multiply damage by fire rate. (e. Avorion was really really slow at the start. can't point defence at that range. 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. Carbon produced at these extractors are used in the following applications:. All rights reserved. If I look at the weapon attributes, I get damage of 5. But I. He drops the XSTN-III module which is needed to access the center of the galaxy. Avorion break thrust: 14 -> 19 for trinium. On 8/9/2017 at 10:23 AM, DoorsMonster said: Repair turrets are useless. 1 on the Avorion-Forum. 4 and shield damage of 5. 4, hull damage of 5. If I look at the weapon attributes, I get damage of 5. 5. Also use shields obviously, however some turrets can penetrate them, it will greatly increase your ship's durability. Just remember that ramming is better used to displace and disorient enemy ships rather than as a main damage source. Maybe unlucky, or maybe cannon range and salvager range are different types that can't be mixed. The other has constantly increasing demands for more sgt/lt/etc personnel as new fighters are produced, and morale crashes. But I. ) 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. Current Favorites. 0 and the shield damage multiplier is 1. When an structure is built, a hierarchy is created. 4, hull damage of 5. The different types of torpedo warheads and bodies are detailed below: [A table showing the different kinds of warheads, displaying the damage dealt, corresponding colour, and any. This article details different types of turrets. But I. Rarity: Rare. Efficiency scales about 5% per tier IIRC, with each tier being 5% more efficient than iron. Insane difficulty. Since the patch I’m lagging a lot when moving from one sector to another. Let's say I generate a Laser turret with damage of 5. What's new now, is that enemies can have special additional resistances and weaknesses against nearly all damage types. 0 Branch. Penalty: Rate of Fire decreased by 10%. Either. Cheap and you can build them without a shipyard. default: 1 /port [value] listening port of the server Default: 27000 /exit. Type; cookiebottest: frontend. Other weapons, like Chain Guns, have a chance of getting a specialized damage type. So your 144 DPS tesla is most likely electric damage, and the other. A random efficiency based on which laser dealt the damage last. The further into the game you go, and the more assets you have in motion, the more resources are needed. I have a question about damage types. 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. 4 and shield damage of 5. got some really nice drops. Note: this article is under construction and the information may be incomplete. 947 MB. Avorion is considered the pinnacle of materials, providing massive performance increases and durability for anything built out of it, aside from heavy armor. So your 144 DPS tesla is most likely electric damage, and the other one is doing 60 physical - 60% less damage. . Avorion is the only game i know of which calculates damage. Defensive turrets are PDCs and point defense lasers. At least one of the two hanger openings cannot be obstructed or the fighters cannot be deployed. And "blockPenetration" unit is in blocks, not in distance. +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 Laser salvaging gives random goods (some people dislike this), ressources, credits, subsystem and turrets in a rather fast manner as long as wreckage is provided. I've tested out the new dmg types and noticed that torpedoes do orange (physical) damage to enemies. Any other asteroid is either empty or is mineable by itself, you can't interact with them. Avorion > General Discussions > Topic Details. Let's say I generate a Laser turret with damage of 5. They will also tractor in loot if they have the modules and room. Trading Goods is a quick way to get rich, and players who know how to (ab)use trading will have few money problems in the game. But I. If I look at the weapon attributes, I get damage of 5. In my case its physical damage types, but physical damage causes impact damage and heat, but their not immune to plasma which is also heat. One of the new ones was a pirate mothership. Let's say I generate a Laser turret with damage of 5. Armor blocks is a main physical defense for the ships and other space structures. 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. Posted February 21, 2017. Wednesday, and. Damage and fire rate may however vary: when too low or too high the fire rate is increased or decreased, inversely affecting the damage. Posted July 29, 2020. If Avorion was a turn based strategy game, like Space Empires V, then I would be okay with needing to reload/resupply ships. It depends on what you want. Cannon weapon type is renamed into Artillery. You can get some that disable shield. So guess i take for my ship Rocket and give AI ships Laser and Railgun ( have 2 AI ship right now) 1. 31. Shield damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in. For information about turret mechanics, including damage and hit chance, see Turret mechanics. 4 and shield damage of 5. Where it matters is if the target has damage immunities, reductions, or weaknesses. The chart typically includes a legend that describes the various types of hazardous materials and the criteria used to classify them. Let's say I generate a Laser turret with. < > Showing 1-15 of 47 comments. The configuration for your Avorion server is controlled by the settings in the file server. 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. Avorion Admin Commands – game & server guide 🚀 Discover Avorion admin commands and manage your server today!. As with all automatic turrets, you still need to enable autofire after equipping the turret. But I. from the weakest to the strongest. This is pathetically weak for ship values on Insane. 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. Avorion 14. 0] is the actually number of update. 7th Tier Resource. 4, hull damage of 5. as this directly effects the mining rate (all mining lasers have a 20000% damage bonus on rock)-Bonuses on the laser. See the Wiki for details (Integrity Field Generator [avorion. -Titanium: Will be the second resource, one which you will want to rush as soon as you can. See moreBasically, damage is damage and type doesn't matter, unless it's hitting something for which it does matter. I also see that the hull damage multiplier is 1. Tesla guns are a worse fit because they have dreadfully short range. 8)、补充·让舰船批量挖矿(版本1. 4 and shield damage of 5. Thanks to new technology, it is now possible to send smaller amounts of mass (i. 0 and the shield damage multiplier is 1. Update 0. 3. The only mines that are worth building for cash income are gold/plat (noble metal type 1), silicon, copper, aluminum, zinc, lead, and ore. The actual problems I have are: -Bigger cannons not doing damage AT ALL. I also see that the hull damage multiplier is 1. I also see that the hull damage multiplier is 1. It has all the usual space sim stuff: You can mine asteroids. ie if two turrets are the same type, tech level and rarity but different materials then on average the one made out of the better material will do better dps. Every Turret produced at a turret factory also has different traits. 4. I can understand what you're getting at but in this context and scenario it just has no purpose. There's only so much that you personally have to do, but most of it can be handled by the AI. All station types can be made, from factories right through to shipyards, trading posts and outposts etc. "arg" after each command segment. Avorion - Update 0.