avorion damage types. The beta branch is for testing experimental changes and for finding and fixing errors. avorion damage types

 
 The beta branch is for testing experimental changes and for finding and fixing errorsavorion damage types  They are attached to ships and stations and have a number of weapons attached to them

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. 4 and shield damage of 5. - long (est) range. This mod adds basic commands (attack, repair, mine, salvage, dock all) to the Carrier Commander mod. I wonder why no one ever made a map showcasing this. . 0. Armed turrets will look. 0 for me. 0. You can also directly follow the developers @koonschi and @qui_sum. Have a look on the data about your ship while laying out its functions. There are a lot of benefits to grouping the blocks. After 2 years from Alpha 1. X22 missile turret and 16 railguns, sure the missile doesnt have much dps, but it shoots faster than a chaingun and they are seeking missiles. Zandy man Jul 21, 2021 @ 1:21am. 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. 0. Means that this railgun has 5256 dps per slot vs shield and up to 60041 dps per slot vs hull (often less). and tweaks to ship building, AI, economy, flight model, with RTS/TPP. Integrity Generators increase the health of affected blocks by a factor of 10. 44. Alternatively they are further divided by 6 categories; Mines, Basic Factories, Low Tech Factories, Advanced Factories, High Tech Factories and Other Stations. I can understand what you're getting at but in this context and scenario it just has no purpose. Which meant that taking a single turret type, with a single type of damage, was an invitation to defeat. For recharging batteries, you also need excess energy generation. The teslas make short work of the shields, and since salvagers are civilian turrets, you can fit even more of them on your ship, giving you silly amounts of hull dps at close range. Avorion was really really slow at the start. Star Citizen. r/avorion. Red in Color. All. People seem to say that that issue is caused by the GPU hitting its temperature limit and shutting itself down momentarily to avoid damage, in which I would guess that Avorion just makes my GPU run really, really hot for some reason, even on the lowest settings. Be aware of weapon overheating too. Stations can be built in any sector and will be visted by NPC cargo ships regardless of whether there is a warp gate. Weapons like railguns don’t necessarily get better with a higher DPS stat. Update 0. Mid to Late-game ships (Trinium, Xanion) seem to average around 1 to 1. X-ray ship building/upgrading. Ore Mines are the best as they allow. example: /give -p dreadzep arg -g avorion arg -a 1000000 arg. Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15%. 0, see Captain (2. Its stats depend on your ship sizes, but you can easily expect 100mil shield and hull hp. rpg players who want their feeling of excitment from looting rare/powerful drops and gaining exponential power and those who want a fair balance for multi-player and pvp. Works for all turret types, but not for fixed weapons (coaxial). Avorion > Mods & Mod Help > Topic Details. /exit-on-last-admin-logout. Avorion Admin commands. Comes with a very basic GUI, too! Author: Theoman02. Any way to reduce collision damage? I put my solo galaxy at . and then basically chase them down using coaxial weapons on the front. 0, since fighter range is limited to 3. With approximately 3 million hull and no shield, the fight is a considerable slog. 44. Penalty: Rate of Fire decreased by 10%. They appear as sectors without the grid pattern seen everywhere else and also have no blur effect on the space background. lua is the whole key to most of the balancing in this modpack, especially turret damage and hull amount increases. Turret Control Subsystems are installable Subsystems that increase the amount of turrets a craft can use. +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. The mini-bosses sound like fun too. See the Wiki for details (Integrity Field Generator [avorion. You still take full damage from everything else, and that everything else isn't much if you have a well built block. First off, armor blocks have huge health totals. Avorion is the only game i know of which calculates damage. On 8/9/2017 at 10:23 AM, DoorsMonster said: Repair turrets are useless. Commencing attack. Letting the old thread die for now. 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. So your 144 DPS tesla is most likely electric damage, and the other one is doing 60 physical - 60% less damage. Naonite space you won't encounter much plasma or electric damage so those are generally safe to nab Military Turret Control systems. Have a look on the data about your ship while laying out its functions. You shoot an enemy, and the shot goes through 4 blocks. Casino. I have a question about damage types. I've not been successful with this so far. Difficulty isn't high enough to really experiment with the different types yet, being on the outer edge of the galaxy still. These new, tougher enemies will appear alongside normal enemies and can have 3 levels of toughness: Tough, Savage. I have a question about damage types. 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. then i got a few gold. Hello, I can confirm this. 1, lets assume it is 2. Avorion > General Discussions > Topic Details. 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. To each their own, of course, but just so you know. 4. Currently you have both individual part health, and total system health (Hull integrity, if you will). Since only a single shot will land before Fidget teleports away, it is. 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. Your auto turrets will still do their job and you can direct their fire without actually having to fire yourself. While the initial cost of captains is relatively high for new players (over one hundred thousand credits), a captain can be used to generate. this has been pretty normal since 2. The material of a block can also affect blocks, such as the energy generated by Generators, the power of Shield Generators, or the effectiveness of Hyperspace. 31. If I look at the weapon attributes, I get damage of 5. Being exceptionally. I am currently writing an update of my Custom Turret Builder mod. Jack_Miron. I'm doing a bounty and the enemy ship i'm fighting says immune. Class: Interceptor. With several new tutorial missions the Adventurer helps the player to understand new block types and weapons. 3. The same applies to things like poison, shocked, stunned, burned, etc. 4. Note: this article is under construction and the information may be incomplete. 1 - Enemy Variations, Damage Types & Hyperspace - Steam News. For Illegal goods, there are only three: Morn Drugs, Acron Drugs, and Slaves. 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. Damage * RoF * (shooting time / (shooting time + cooling time)) Should be the proper way to calculate dps. Currently there are 4 types of weapons in the mod:-Heavy Turbo Laser = High damage on hull , very. 1- I made two stations with lots of assembly blocks and hangars so they could produce fighters. Usually that means that someone wants to rip me off and, as expected, it only fired 6 rockets before. 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. Lets say they both have the same DPS on them. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate. thought there may have been a multiplier or something like only avorion turrets damage avorion ships @ 100%. This looked really promising for awhile - but going from Exceptional to Exotic seems to reach a damage cap. I also see that the hull damage multiplier is 1. I stacked the ship with men. I also see that the hull damage multiplier is 1. 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. 5468 6520 4149, also known as the corrupted AI, is an end-game boss, designed to be a massive version of The AI. Means that this railgun has 5256 dps per slot vs shield and up to 60041 dps per slot vs hull (often less). - Every resource except Avorion may be generated at any coordinate in the galaxy. 0. Fixed that one and also launchers warhead stuff was getting wonky if it had a damage buff fixed that too and a bit more balancing on tesla and laser so those are not 7k dps at max anymore or minus at lowest. "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. If I look at the weapon attributes, I get damage of 5. Back again with more questions. All the way back in the ancient news update for "Patch 0. This is a flat 30% increase to your hitpoints for a single system slot and a 250%ish weakness to a particular type of damage. ". Boxelware Team. Max speed is the same (depends only on size of engines). I also see that the hull damage multiplier is 1. Avorion's the most powerful. The key to making money or getting any stuff in this game is passive income and automating tasks. (Note, detailed information on the scouting command can be found in the game LUA files at. 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. Gotta look at Pulse Cannon damage in a different manner. Avorion focuses on you as a player, and not as much as your fleet/stations. 0. In addition to the methods listed here, a random. If using the extended weapon info mod you'll see a 500-750DPS Pulse Cannon is more effective than a 3300DPS Chaingun for instance. No need to drag and drop to arm them. The lowest efficiency (68. 4. 4 and shield 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. Except for maybe 10 wings of 12x avorion salvage fighters :D. 0 and the shield damage multiplier is 1. - What will have to be sacrificed to make some of these adjustments is irrelevant - these relate to the very basics of the game process, and until the associated problems are addressed there's little benefit from working on something more. Open the inventory menu and start the comparison popout by pressing E over a desired turret you have in inventory. If this doesn't work out, start playing with auto turret weapons. 1. Why are some ships immune to a damage type, and then more appear as you destroy them. The faster you ram something the more damage it will do, so try the velocity bypass upgrade. 8)等,UP主更多精彩视频,请关注UP账号。Note: this content applies to 1. 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. ago. Enkundae • 2 yr. 4. 30 r19012 e6e24eaa0998. Posted May 25, 2020. Armor is stronger then Hull, when comes to HP, in return it is heavier. I also see that the hull damage multiplier is 1. 4 and shield damage of 5. So get higher tiered salvagers for speed, and higher effiency salvagers to gain more material. Blocks are what all structures in Avorion are built from. This module removes the requirements for pilots, gunners and miners. I did not change the shields, power gen, shield gen, etc. Absolute blast to use (pun intended). 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). ago. Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. 5 km. just open the ingame chat by pressing "enter" and type a "slash" before each command and confirm the command you have chosen with enter. So, against target with 1M shield and 1M hull time to kill would be higher than 190s + 16s = 206 seconds. Cannon weapon type is renamed into Artillery. Single sector may have up to 3 different resource types - Ships have different sizes, you may find a variety of small and large ships in single sector - Strengths and weaknesses of NPC's are distributed randomly by seed. To use the Salvaging Laser, simply attach it to a ship by pressing the Build Key and placing the turret on your ship. I'm gonna try launching Avorion again and monitor my GPU temps and see what I find. - Sector size increased to about 250kmTo demonstrate, I made a small freighter out of avorion, and then changed most of the blocks to trinium. I then checked my mining ships, which for some reason had not been mining. Mod: CivilShipCapture. Contains inter alia: /sethome, /price, /inventory and /crew. 3. 4, hull damage of 5. energy guns - 100 % to shields - 0% to hull if no shields 120 % damage to hull. The official script types of stations at the time of writing are: Biotope. Enemy shield damage resistance will not exceed 70% while this mod is active. 3 to 2. It's a lot more about the war than the battle, so to speak, where killing a few pirates probably isn't going to make much difference, but taking the same time to build a few mining ships or a station can potentially become a huge. They require a Torpedo Storage block on a ship to function. And "blockPenetration" unit is in blocks, not in distance. I thing best weapon for me is Rocket Launcher-seeker. Turret factories randomly produce turrets with random traits such as Burst. I am currently writing an update of my Custom Turret Builder mod. g. Block and Ship damage from integrity-protected blocks reduced by 50%. This seems to affect Fighters too! Some missions require docking ports. There was a bit of a learning curve at first, but building your own chunky, blocky spaceships is both pretty easy and surprisingly fun. But I. Stick with teslas, lightning, bolters and pulse cannons. Combats pretty basic, the only real issue are enemies resistant to your damage type. The actual problems I have are: -Bigger cannons not doing damage AT ALL. If I look at the weapon attributes, I get damage of 5. 0. This file is normally found in the folders /galaxies/avorion_galaxy. I thing best weapon for me is Rocket Launcher-seeker. Then press a number key (e. I am currently writing an update of my Custom Turret Builder mod. and a few reds. 4. The 8 Xsotan artifacts are rather unique. Be aware of weapon overheating too. Perma death on insane. End-game (Ogonite, Avorion) ship agility seems to average around 0. There are three types of turrets: Mining Laser, Combat Laser, and Chaingun. Their strength and cost increase with their tiers, and have different weights and can form different types of blocks. 4 and shield damage of 5. Damage type physical / antimatter / plasma / electricity. Description. 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. 4, hull damage of 5. Automated. Just lost a t8 ship with 240k Shields and 50k armor in a sector with 18 ships with 200 omicron. Mining manually is a boring, menial task. So burning 3 turrets is a 60% chance, and 5 is a 100% chance. 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. This mod will replace most textures in Avorion with new ones to make your ships really stand out. Automated. Personally, I find it fun to have to manage positioning, weapon types, and weapon placement when fighting. 4 and shield damage of 5. Tier 0, Tier 1, and Tier 2 Captains are commonly found at stations and can be hired like other. Avorion Version 1. But I. 4. Well, yes, galaxy. I am currently writing an update of my Custom Turret Builder mod. /public [value] indicate if the server should allow other players to join. in the mean time i managed to die to collision several times. (e. 6 Ogonite 3. If I look at the weapon attributes, I get damage of 5. Into The Rift is the second expansion of the space sandbox Avorion. 4 and shield damage of 5. Let's say I generate a Laser turret with 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. 4. Plasma cannons are about the same as chainguns, often do extra damage vs shields while the chainguns can do extra damage against hull. Your difficulty level heavily determines enemy strength. Shield stacking and cargo tractors work very well. Late game seems to be railgunland, accuracy, range, burst damage, they have everything. 4 and shield damage of 5. 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. I learned to mix about 50% of one damage type, usually Antimatter, with 50% of another, such as physical or plasma. 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 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. Docked ships will protect the mothership from physical damage by getting in the way of attacks. With pulse guns and 90%ish pass through, sometimes enemies died before shields were fully down. Bolter turrets get a bonus damage to hull. Into the rift captains covered in a future video covering the DLC. . It will do 4000 damage. The types of stations can be determined by the scripts that the stations use for their routines. Avorion is currently in Early Access, and is under active development. Torpedoes are sold at Equipment Docks within the Naonite Reaches or further towards the center of the galaxy. Just use the highest per slot damage turret you can find, preferably one with bonus shield or hull damage. Even considering the loss of a portion of the weapon DPS when it is converted to fighters, in that form they easily over. (zoom out to spot them) The beacons are numbered, e. 4. typically use Anti-Matter torps as they require no speed up time. It was designed to fend off the Xsotan invasion in the past. © Valve Corporation. Most enemies take one shot to kill. Very bad accuracy. Hey everyone! These are the final patch notes for update 2. The income from mining is slower but it is steadier, easier to obtain, and less work to set up. For information about turret mechanics, including damage and hit chance, see Turret mechanics. Simplified callback handling &. Cannons and launchers I consider siege. Captains are a special type of crew member that provide unique bonuses to their ships, enable operations, and unlock the ability to use map commands with their captained ships. The number of blocks that lets you damage is likely what inspires the flavor text. at first i thought blue is awesome. Avorion eXtended - Localization. Posted March 6, 2018. 0. I need more torpedo defense. I find it hard to know which weapons to mount on my ship. Combats pretty basic, the only real issue are enemies resistant to your damage type. And then different types of weapons have different effectiveness against each. 5 rad/s and tend to lean towards fast and agile ships that can quickly close into and out of range for the. 60. If I look at the weapon attributes, I get damage of 5. 6 Patchnotes When your blocks start breaking off, your ship's stats go down - crew dies, energy levels sink, etc. Its near impossible to get inside and fill the. 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. The difference between with/without is huge once they level up. It has all the usual space sim stuff: You can mine asteroids. Posted September 7, 2021. 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. Lightening damage (and accuracy) falls off at distance. These scripts are loaded by the game and provide functions that will be executed by the game, all during runtime. 0 and the shield damage multiplier is 1. 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. SpiralRazor Feb 24, 2020 @ 10:46am. You can even let your own ships be generated by the game if you're not the building type of person. To each their own, of course, but just so you know. 4 and shield damage of 5. I have a question about damage types. The only mines that are worth building for cash income are gold/plat (noble metal type 1), silicon, copper, aluminum, zinc, lead, and ore. Description. I also see that the hull damage multiplier is 1. 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. Let's say I generate a Laser turret with damage of 5. Arsenal Extensions. So, if you get a salvager back the cannon's damage is ignored. Letting the old thread die for now. Alternate Fighter blueprint. 25 times as. Asteroids stop taking damage, objects move and then abruptly jump. The resource type of the turret depends on the position in the galaxy. The odds of a rarity increase are 20% per turret used. 422. 0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1. They will fire automatically at appropriate targets - enemies, resource asteroids or salvage - once those targets are within range. Avorion can be modded by changing existing or adding new scripts to the game. -- Two firefighters were killed battling an overnight fire aboard a cargo ship in Port Newark. Hangers can only be constructed with Trinium, Xanium, Ogonite or Avorion. A hostile sector with a rift research center typically only has 1 defender, but attracts cargo ships with any goods the stations can buy, including Rift Data. Showing 1 - 13 of 13 comments. It's about 30M per factory, and you're looking for insane damage turrets - ones that hit 50-60K per slot. typically use Anti-Matter torps as they require no speed up time and damage both shields. 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. 4. I have a question about damage types. 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. I strongly disagree. Missile turret overhaul such that the projectiles launched are: - fast, with some significant acceleration, potentially constant acceleration until their max range. Select a ship and then one of the operation icons to get started. I tried restarting my dedicated server, restarting my game, restarting my computer, none of which worked. I am currently writing an update of my Custom Turret Builder mod. I have seen multiple ships designs with scattered generators over the ship. 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). Status: Finished. I use plasma lighting and anti matter rail gun combo. Encounter damage on the slot varies from 1 to 15000, depending on the level of tech and the material of the gun. Avorion stats. 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. 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. This resource is found on the outskirts of the galaxy. 3) Use Research stations. 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. If I look at the weapon attributes, I get damage of 5. If I look at the weapon attributes, I get damage of 5. . NOTE: The server. So here's a lil petition to remove the damage penalty from auto-targeting turrets. 1> Tonnage restrictions. The build mode is driving me crazy with the controls and how its working. Avorion is considered the pinnacle of materials, providing massive performance increases and durability for anything built out of it, aside from heavy armor. This mod extends the Turret and Weapon generators to add a new Gatling-Railgun Weapon to the game. 0. My shields where just instantly gone and energy on the trusters empty. 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. Since the patch I’m lagging a lot when moving from one sector to another. . default: 1 /port [value] listening port of the server Default: 27000 /exit. I also see that the hull damage multiplier is 1. Let's say I generate a Laser turret with damage of 5. Bonuses: Increased Accuracy by 25%, Weapon Cooldown decreased by 15%. 4. Scientists are now intensively researching these Rifts - and they need your help. 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. So it deals 1/8th the normal amount of damage if the shields are up. 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. STATIONS. Production time for fighters directly depends on the amount of Assembly blocks you have on your ship or station and the number of fighters it can produce at the same time depends on their material. Community. 4. All plasma guns do <base> +50% damage to shields with random chance that they weaken (effect: all weapons gain 10% penetration for 10 sec). But I. Most enemies take one shot to kill. All turret techs though don't boost bother. Go to that location (can be found via mission. It's getting ridiculous, if I'm honest. 4, hull damage of 5. [Discussion] Proliferation of Shield Penetration weapons. As in a normal captain takes 20 minutes, the guy with perks takes 3-5 minutes. Gates are immune to all damage, and cannot be destroyed even if the player goes to war with the owner. 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. /port [value] listening port of the server Default: 27000. 4. 4, hull damage of 5. It has the same featureset as v 1. .