Gets rid of enemy damage type immunities on shields. Fighter specific. That's why you divide by 4. 0. I am currently writing an update of my Custom Turret Builder mod. They are attached to ships and stations and have a number of weapons attached to them. I also see that the hull damage multiplier is 1. . The [V. 16. Go to a system with plenty of asteroids and a resource station. It has the same featureset as v 1. They are made of blocks and are capable of moving and flying. I have a question about damage types. Current Favorites. energy guns - 100 % to shields - 0% to hull if no shields 120 % damage to hull. (zoom out to spot them) The beacons are numbered, e. Avorion focuses on you as a player, and not as much as your fleet/stations. Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. 0 and the shield damage multiplier is 1. 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. 1, lets assume it is 2. Note: this article is under construction and the information may be incomplete. Jack_Miron. Manoeuvrability, velocity and acceleration: body type. And, to be honest, it is still too good (or mining is too bad). I also see that the hull damage multiplier is 1. As of now, there are multiple kinds of script that are used by the game. 4, hull damage of 5. turretgenerator. Do PDLs deal 10-20x damage to torpedoes? Simple machine guns. The start beacons can be found in hidden mass systems at a distance of more than 200 from the core. 422. The [V. -The damage output on the laser. Stats such as material are also decided at this stage, in a similar. Any help would be appreciated. It Multiplies sector damage values by 75. 4. Cannons and launchers I consider siege. If I look at the weapon attributes, I get damage of 5. It's about 30M per factory, and you're looking for insane damage turrets - ones that hit 50-60K per slot. Ships are objects that can be controlled by the player in Avorion. 0 and the shield damage multiplier is 1. Mid to Late-game ships (Trinium, Xanion) seem to average around 1 to 1. Very bad accuracy. 4. Basically, damage is damage and type doesn't matter, unless it's hitting something for which it does matter. Avorion - The complete 2022 into the rift guide to Captains and ship Automation. 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. You still take full damage from everything else, and that everything else isn't much if you have a well built block. The main sources of turrets are equipment docks and turret factories. Like just slow. and tweaks to ship building, AI, economy, flight model, with RTS/TPP. 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. All ships and stations will be made of blocks of. 4, hull damage of 5. xanion and naonite are average for weight. Description. Each block type – hull, thrusters, crew quarters, cargo hold, etc - can be stretched and moulded and clipped on almost wherever-you-want. 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. If I look at the weapon attributes, I get damage of 5. The initial impact often does less damage than grinding into an enemy like an unneutered chihuahua on caffeine. 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. By: KnifeHeart. The mini-bosses sound like fun too. you just need to type the following command: /give playername amount stuff. The destroyed part might break off and form a wreckage. A destroyed ship will transform into wreckage once its health reaches 0. Require 2 crew members to operate. Efficiency scales about 5% per tier IIRC, with each tier being 5% more efficient than iron. /port [value] listening port of the server Default: 27000. Let's say I generate a Laser turret with damage of 5. maybe i´m very bad at aiming (also very bad for AI) XD. If you have a big enough ship, Tesla drones work great while you snipe them with rail guns. So burning 3 turrets is a 60% chance, and 5 is a 100% chance. It is not the damage boost that matters, it is their ability to quickly track the torpedoes that matters most. 6 items. Your mouse cursor leads ahead of the enemy with bullets, while the lasers lag behind and line up directly at the ship. I am currently writing an update of my Custom Turret Builder mod. Also consider a M2 SSD if you don't have one already. If holding an object works, then you could also grab an asteroid and use it as a ramming tool. Sometimes they have a parameter “Ionized projectiles”, thanks to which they, with a certain chance, can hit targets under the shield. But I. Thanks, that read like a peanlty not a bonus. Patch 0. kmsrocks1. When an structure is built, a hierarchy is created. So, if you get a salvager back the cannon's damage is ignored. They were capable of one shooting, but could suffer the same fate. Bonus damage to hull or shield etc. Posted October 11, 2020. 0. Torpedoes are a special type of armament that can be launched with the Torpedo Launcher block. 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. They will make turrets better in damage, dps, range and others stats. Defensive turrets are PDCs and point defense lasers. Still even then you can brute force through it with end game weapons and/or a couple squads of fighters with plasma/antimatter. Bolters: · Ionized projectiles · Independent targeting · Anti-matter damage ·. Still can't explain the DMG. 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. I don't mind resistance, but immune no. 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. NOTE: The server. Comes with a very basic GUI, too! Author: Theoman02. 4. i personally line the side hull with torpedo tubes firing straight out. Turrets are the most common weapon system in EVE. I have a question about damage types. Most notably that repairing general ship HP damage is somehow conflated with repairing destroyed blocks. 0 Update !!!!! This mod adds Turbolasers an Ion Cannons from Star Wars to the game. 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. 5. 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. It depends on what you want. Class: Interceptor. First, I transform the root block into an armor block. I also see that the hull damage multiplier is 1. 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. 2 firerate and it deals damage every time I hit the center of mass, but does no damage for about 80% of glancing hits (the explosion visual appears on the side of the target, no damage numbers come up). If I look at the weapon attributes, I get damage of 5. This is pathetically weak for ship values on Insane. Here are some examples of damage on ship surface that could serve as inspiration: Damage per slot and damage type carries into fighters. yooou're overthinking this I think. I have a question about damage types. Turret Control Subsystems are installable Subsystems that increase the amount of turrets a craft can use. 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. 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 ·. 0 and the shield damage multiplier is 1. There is no "best" torpedo. 422. 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. 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%. Go to avorion r/avorion •. Neither appear to be selected from the input. pi. Larger turrets are generated by higher tech values. 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. You take no damage while protected from distortion. Good plasma with high extra shield damage, for knocking down shields quickly. Forget the ECM sorry i mentioned it. ago. Damage * RoF * (shooting time / (shooting time + cooling time)) Should be the proper way to calculate dps. 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. 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. 8 so far. I am currently writing an update of my Custom Turret Builder mod. 30s repair restriction no longer applies when the damage was self-inflicted . 0 and the shield damage multiplier is 1. There's a trading system where you can haul cargo, smuggle or raid other freighters. Stations can be built in any sector and will be visted by NPC cargo ships regardless of whether there is a warp gate. All rights reserved. 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:. Posted March 6, 2018. You can get some that disable shield. But I. If I look at the weapon attributes, I get damage of 5. Go to avorion r/avorion • by. We could have cracks in the plating, scorched stains, missing plates and ambers/fires underneath the surface. #35 X=65 and #37 Y=97 - find beacons until you have X and Y of the same number. 4. 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. Be aware of weapon overheating too. Same goes for weapon type - Different types of weapon may suit different combat and play styles. Boss fight- clear adds/other objective then fight/damage boss. Gates are immune to all damage, and cannot be destroyed even if the player goes to war with the owner. So get higher tiered salvagers for speed, and higher effiency salvagers to gain more material. Ahem. All station types can be made, from factories right through to shipyards, trading posts and outposts etc. 0: no damage, 1: full damage. On 8/9/2017 at 10:23 AM, DoorsMonster said: Repair turrets are useless. Both types of gateways form webs of gate lanes in the galaxy. Weapon rarity and material doesn't automatically mean that the game regards a weapon to be "better" in terms of raw damage. -Titanium: Will be the second resource, one which you will want to rush as soon as you can. Go to that location (can be found via mission. I've found a 2x2x0. Bonus hull weapons are pointless if you send out R-salvage fighters. Efficiency is an important stat, as is damage. This mod extends the Turret and Weapon generators to add a new Gatling-Railgun Weapon to the game. I also see that the hull damage multiplier is 1. 0 and the shield damage multiplier is 1. Just got a bit deeper into the beta today and started messing around with torpedoes in creative mode. Cannons and launchers I consider siege. Status: Finished. Rifts get more common the closer you. Penalty: Rate of Fire decreased by 10%. Block and Ship damage from integrity-protected blocks reduced by 50%. Researching Basics. Avorion - Avorium - Unobtainum - Legendary. Where it matters is if the target has damage immunities, reductions, or weaknesses. 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. Ideally there would be a dps stat on the weapon. 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 - Update 0. 0] is the actually number of update. And then different types of weapons have different effectiveness against each. Per page: 15 30 50. thought there may have been a multiplier or something like only avorion turrets damage avorion ships @ 100%. 1) to assign them to group 1. 4. Maybe reserve legendary as a special case that will always pull from the next mateiral teir (make a ghost teir above avorion) 4 slots, 5 block penetration, hull damage bonus somewhere from 1. Game version: Beta 0. This looked really promising for awhile - but going from Exceptional to Exotic seems to reach a damage cap. ago. 5 rad/s and tend to lean towards fast and agile ships that can quickly close into and out of range for the. 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. I am utterly convinced that altering turret stats based on size would dramatically improve Avorion's gameplay. See moreBasically, damage is damage and type doesn't matter, unless it's hitting something for which it does matter. S. I also see that the hull damage multiplier is 1. So, you need a mining captain to maximize your yields and the traits that captain has. 8. This is a middle/late game ship for player. This is a bit of a tangent from. 5 Fire Rate: 0. For mining, r-mining, salvage and r-salvage turrets, they will be able to get reaources of their material, all last tiers and the next tier. This page is a work in progress. Pages in category "Stations" The following 124 pages are in this category, out of 124 total. - Revisit the turrets that have remained and make a second pass with (T). I am currently writing an update of my Custom Turret Builder mod. (So what I'm seeing there for dps appears to be accurate. 8 so far. To each their own, of course, but just so you know. 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. gif:. Even as a veteran Avorion player, I enjoyed hearing about your approach to things. On top of that, we added some special, tougher enemies that have increased HP and damage. Star Citizen allows you to become a citizen of this simulated universe and make your own. Let's say I generate a Laser turret with damage of 5. kmsrocks1. 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. if you. Make a certain (undervalued) weapon type inherently stronger against shields, with the possibility that it makes them weaker. 4. I am currently writing an update of my Custom Turret Builder mod. 0 and the shield damage multiplier is 1. Damage Types themselves should be adjusted to make more sense because currently, they don't make much. 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. . "Armed" turret techs increase the number of armed/offensive/pew-pew turrets you can have. 4, hull damage of 5. The follow list got all ship sorted in fleet and slot groups. Damage type physical / antimatter / plasma / electricity. 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. Usually that means that someone wants to rip me off and, as expected, it only fired 6 rockets before. To use the Salvaging Laser, simply attach it to a ship by pressing the Build Key and placing the turret on your ship. Open the inventory menu and start the comparison popout by pressing E over a desired turret you have in inventory. lua is the whole key to most of the balancing in this modpack, especially turret damage and hull amount increases. I learned to mix about 50% of one damage type, usually Antimatter, with 50% of another, such as physical or plasma. You can even let your own ships be generated by the game if you're not the building type of person. 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. I am currently writing an update of my Custom Turret Builder mod. These new, tougher enemies will appear alongside normal enemies and can have 3 levels of toughness: Tough, Savage. (Note, detailed information on the scouting command can be found in the game LUA files at. I have a question about damage types. Maybe salvage vs mining equalizes out when you have your AI controlled fleet doing the mining. The build mode is driving me crazy with the controls and how its working. 0. At close range is Laser very good to. I think there is a solution (or the seed of one) to this problem. As they bypass shields and shields are usually 2-3x the hull value a normal weapon has to do 4-5x the damage to even get close to Pulse Cannon DPS. lua A new WeaponType GatlingRailGun has to be added so that the Turret and Weapon generators can be extended for that type. As can be seen, the lower the random number, the easier it is to hit - because the hit chance will always be above a low random number. To do this go to the ship control panel (default hotkey P) and select all weapons you want to assign to a group. By moving your cursor over a torpedo and then pressing 1-0 on your keyboard you can quickly load torpedos from storage into launchers #1-10 quickly. I also see that the hull damage multiplier is 1. Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun. Salvaging was nerfed a few patches back, it was far too effective. But I. 3. Means that this railgun has 5256 dps per slot vs shield and up to 60041 dps per slot vs hull (often less). The 8 Xsotan artifacts are rather unique. 4, hull damage of 5. 0, since fighter range is limited to 3. 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. Probably a safe bet to stack whatever rare fighter you find in the 52 lvl equipment shop. All plasma guns do <base> +50% damage to shields with random chance that they weaken (effect: all weapons gain 10% penetration for 10 sec). I have a question about damage types. /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). You will find NPC traders and stations like factories that buy, produce and sell goods. They directly influence the behaviour of the what they make up, depending on the type of block and the material it's made of. Ofcourse much better damage with some of them. A High Damage Turret + a Low Damage Turret does indeed = a mid damage turret. Max speed is the same (depends only on size of engines). I can get a 300+ dps single slot laser turret pretty easily. My shields where just instantly gone and energy on the trusters empty. After you get shields this is often forgotten, but here it is good. Let's say I generate a Laser turret with damage of 5. 2) keep looking for better Turret factories. 4, hull damage of 5. Lasers fitting into this category can be tricky to get. 931 Iron: 1. 0. 1> Tonnage restrictions. Type; cookiebottest: frontend. Mod: CivilShipCapture. 5468 6520 4149, also known as the corrupted AI, is an end-game boss, designed to be a massive version of The AI. Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15%. Note that. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. Avorion Admin Commands – game & server guide 🚀 Discover Avorion admin commands and manage your server today!. 4, hull damage of 5. 8)、入门·我的舰船队伍扩大到了三艘(版本1. 0. shut down when last administrator logs out. apps. More realistic shields?Mining and salvage laser damage and ranges were weird. The resource type of the turret depends on the position in the galaxy. 4 and shield damage of 5. Realistically there’s no reason not to spam your ship full of those rockets with a seeker mod. With rail guns I like to pair lightening guns. Well, yes, galaxy. Bolters are always good choices for making fighters, and look out for burst fire plasma turrets as well. Weapons now officially deal different types of damage: Basic Physical and Energy, and then Antimatter, Electric, Plasma and Fragment damage, which are. Short answer: game balance. 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. 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. meaning it wasn't an answer, it was almost. The four types of controlled substances are Dangerous, Suspicious, Stolen, and Illegal . But I. All trademarks are property of their respective owners in the US and other countries. 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. Works for all turret types, but not for fixed weapons (coaxial). For example a xanion mining turret can only be produced in an area which is naturally filled with Xanion. 0 and the shield damage multiplier is 1. For each turret in Avorion, there is a corresponding fighter type. If there is none, they can use the drone, as it has two mining lasers equipped. net: Pending: Persistent: HTML: rp. But I. I also see that the hull damage multiplier is 1. Contains inter alia: /sethome, /price, /inventory and /crew. I also see that the hull damage multiplier is 1. Repeat the same procedure for every turret type. I am currently writing an update of my Custom Turret Builder mod. So you may need to look at clearing your cache, verifying you have enough RAM, and the ram is fast enough. example: /give -p dreadzep arg -g avorion arg -a 1000000 arg. Ore Mine > Crystal Farm > Glass Factory. Can be summoned by using the Hyperspace Interrupter. Data assumes all goods are sold for their base prices in the sector the mine is founded in. Bullet Hell: all Fighters launched from this Station have +10% attack speed. After 2 years from Alpha 1. They are attached to ships and stations and have a number of weapons attached to them. 25 times as. 0. Still even then you can brute force through it with end game weapons and/or a couple squads of fighters with plasma/antimatter. Let's say I generate a Laser turret with damage of 5. The selected blocks function is meant to be used with the replacement function. Community. They were all sitting together in the middle of nowhere next to some non-rich asteroids. Good work aeohrta. gamepedia. If an escort ship would get ambushed with a probability of 15% or higher the sector is considered dangerous for your escort. from the weakest to the strongest. 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. Maybe unlucky, or maybe cannon range and salvager range are different types that can't be mixed. 4 and shield 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. Whenever a meteor shower spawns, a special meteor shower warning will beep on the screen. . 4. But I. Due to. Red in Color. +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 Lasersalvaging gives random goods (some people dislike this), ressources, credits, subsystem and turrets in a rather fast manner as long as wreckage is provided. All Discussions. ini. This resource is found near the outskits of the galaxy. It drops the XSTN-VI module which is needed to access the center of the. Showing 1 - 13 of 13 comments. (Note, detailed information on the scouting command can be found in the game LUA files at. just open the ingame chat by pressing "enter" and type a "slash" before each command and confirm the command you have chosen with enter. But I. You shoot an enemy, and the shot goes through 4 blocks. 1- I made two stations with lots of assembly blocks and hangars so they could produce fighters. Not really no. End game is just boring. You can get unique weapon drops from boss enemies. Just lost a t8 ship with 240k Shields and 50k armor in a sector with 18 ships with 200 omicron. I am currently writing an update of my Custom Turret Builder mod. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. Shield damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in. Hi, I'd like to fix these issues but I'll need your help! Type the command /profile into the chat (even in SP) and the game will start measuring update times for about 30 seconds. I've read somewhere that there is a shortcut in exodus so I guess that's it? But how do i use them.