Weapons (or turrets) are the primary way of inflicting damage upon other ships and stations in Avorion. They come in a variety of types, and where you find those types depends, as many things do, on your distance from the centre of the galaxy. Furthermore, they are classified as "unarmed" (the types that aren't primarily meant for damaging your opponent) and "armed". Turrets can be obtained as loot by destroying other ships, destroying wreckage, buying them from Turret Merchants or Equipment Docks, or producing them at a Turret Factory. Just like blocks, they come in the different materials Avorion has - higher material turrets will be more powerful (and larger) then lower material turrets. Turrets can only be placed on a block of the material they're made of or higher. I.e. an Iron turret can be placed on any block, where a Xanion turret can only be placed on a block of Xanion, Ogonite or Avorion. Furthermore, like System Upgrades they come in several rarities: common, uncommon, rare, exceptional, exotic and legendary. The higher rarity the turret is, the more bonuses it will have and the more powerful it will be. Turrets require gunner crewmembers (for armed turrets), miners (for salvaging and mining turrets) or engineers (for force or repair turrets). The turrets in Avorion follow the Omicron damage system.
Note: your distance from the centre is sqrt(x^2 + y^2), where x and y are the horizontal and vertical coordinate of your sector.
- 1 Armed Turrets
- 2 Unarmed Turrets
- 3 Special Traits
- 4 Fighters
Armed Turrets[edit | edit source]
Chaingun[edit | edit source]
The first armed turret you'll use in Avorion, the Chaingun turret uses the old fashioned approach of damaging things by propelling a lot of metal bits at them at high speed. Chainguns have a high rate of fire, low damage, and generally don't overheat. (Though more powerful ones can.) They have poor accuracy at long range, however. Chaingun turrets can be found anywhere in the galaxy.
Bolter[edit | edit source]
Bolter turrets are like chainguns, but fire larger bullets that do more damage, have a lower rate of fire, and more recoil. They normally overheat, but also deal more damage against hull. Bolter turrets can be found when your distance to the centre is lower than 450.
Plasma[edit | edit source]
Plasma turrets fire balls of plasma at your opponent. They do decent damage, especially against shields, and are the first turrets you'll encounter that use energy. They can't overheat. Plasma turrets can be found when your distance to the centre is lower than 400.
Laser[edit | edit source]
Lasers, as you expect, fire beams of light at your opponent. They do damage per second (instead of per shot) and use energy. They have no travel time and always have a 100% accuracy rating, but suffer from very short range. Laser turrets can be found when your distance to the centre is lower than 375.
Cannon[edit | edit source]
Cannon turrets fire exploding rounds that do large AOE damage at long ranges. Their fire rate is very slow and they generally overheat. They also have massive recoil. Cannon turrets can be found when your distance to the centre is lower than 350.
Rocket Launcher[edit | edit source]
Rocket launchers launch slow moving rockets that do very high amounts of AOE damage. They generally overheat and sometimes come with the Seeking trait. Rocket launchers can be found when your distance to the centre is lower than 300
Tesla Turret[edit | edit source]
Tesla turrets fire a beam of electricity at your enemy that, like lasers, does damage per second. As an energy weapon, it uses energy, but doesn't overheat. They tend to have a very short range but large damage. Tesla turrets can be found when your distance to the centre is lower than 275
Lightning Turret[edit | edit source]
Unlike Tesla turrets, lightning turrets fire lightning bolts at a fairly slow rate at your opponents. As an energy weapon, it uses energy, but doesn't overheat. They have a large range and damage, but tend to miss occasionally. Lightning turrets can be found when your distance to the centre is lower than 275
Railgun[edit | edit source]
Railguns use the magic of magnetism to hurl metal slugs at massive speeds at your opponent. They have a massive damage output, extremely slow fire rate, and overheat quickly. They also have massive recoil. Railgun turrets can be found when your distance to the centre is lower than 250
Pulse Cannon[edit | edit source]
Pulse cannons shoot ionized projectiles which have a very high chance of penetrating shields. They typically have a high rate of fire with low damage, similar to chaingun turrets.
Unarmed Turrets[edit | edit source]
Mining lasers are used for mining asteroids. They have low damage, except against rocks, against which they have a massive damage bonus, and they are the only turrets capable of extracting resources out of ore-rich asteroids. They can only mine up to one above the material they're made of. (i.e. Iron mining laser can mine iron and titanium, a titanium mining laser can mine Naonite, Titanium and Iron, but not Trinium etc.) Mining lasers can be found everywhere. Mining laser efficiency determines how much percent of the material can be harvested.
Salvaging lasers are used for mining wreckage (or hulls). They have fairly low damage, and they are the only turrets capable of extracting resources out of hulls and wreckage. They can only salvage up to one above the material they're made of. (i.e. Iron salvaging laser can salvage iron and titanium, a titanium salvaging laser can salvage Naonite, Titanium and Iron, but not Trinium etc.) Salvaging lasers can be found everywhere.
Force Turret[edit | edit source]
Force turrets do no damage, but either pull opponents closer (bringing them into range) or push them away (pushing you out of their range). Some Force turrets apply the same effect on your ship simultaneously as well! The most effective and powerful force turrets are manufactured. Very high powered ones can use debris and asteroids as projectiles. Force turrets can be found when your distance to the centre is lower than 425
Repair Turret[edit | edit source]
Repair turrets do no damage, but restore hitpoints to either shields or hull (or both!) of friendly ships. They use energy to do this. Repair turrets can be found when your distance to the centre is lower than 325
Special Traits[edit | edit source]
Overheating[edit | edit source]
Some weapons will have the "Overheats" trait, which causes the weapon to build up heat until it eventually cannot fire any more and has to cool down. Weapons that overheat are typically more powerful than regular weapons, but cannot fire constantly. Because of the penalty not being able to fire constantly, the omicron numbers of overheating weapons are only accurate when the weapons are not on cool-down. There is an example down below
|Trait||Omicron||Firing time||Cool-down time||Firing/Cool-down ratio||"True" Omicron|
Burst Firing[edit | edit source]
A variant of Overheating where the weapon will both overheat and cool down extremely rapidly, dealing quick intense bursts of damage.
Uses Energy[edit | edit source]
Any weapons with this trait will draw energy from your ships batteries. The energy cost of firing the same weapon continuously will increase over time. Depending on the power of the weapon, it will usually draw more or less energy, with higher powered weapons needing exponentially much more power to use than more economical weapons. Plasma and Lightning turrets draw power with each shot, while Laser, Tesla, Repair and Force turrets, and sometimes also Mining and Salvaging turrets will draw energy continuously over time.
Independent Targeting[edit | edit source]
Turrets with independent targeting can automatically aim and fire at targets in range, although they sacrifice some power. To set up the turret to do this, detach your mouse and click the turret icon close to the health bar on the HUD, and then select the firing mode.
Seekers[edit | edit source]
A trait unique to Launchers, Seeker missiles will chase after your target when you fire the missile. If you change targets, the missile will still chase whichever target it was chasing before.
+X% Damage versus shields or hull[edit | edit source]
This bonus is applied separate from the omicron rating score. A weapon with +100% damage to shields will deal twice as much damage to shields, and the advertised number against hull. This is calculated similarly for hull. It should be noted that AOE (Cannons, Rocket Launchers) and penetrating weapons (Rail Guns) gain the greatest benefit to hull damage regardless, as they can gain bonus damage across multiple blocks.
+X% Damage, +X% Fire Rate, +X% Range, +X% Efficiency[edit | edit source]
These are bonuses that are applied directly to the main statistics of a turret before the omicron rating. A turret that deals 100 damage per second and has a 100% bonus fire rate or damage trait is actually a 50 damage per second turret but with a 100% bonus. Similarly, a turret with 8 range and +100% Range is actually a 4 range turret, but with double the range that it should have.
+X% Firing until overheated[edit | edit source]
This value modifies the number of shots a weapon can fire before it overheats. A weapon with +100% firing until overheated would fire twice as many shots as an identical one without the value. Be aware that this does not affect the cooldown rate. A weapon with a +100% firing until overheated will take twice as long to cool down after overheated as an identical weapon without the modifier.
+X% Chance to penetrate shields[edit | edit source]
Exactly what it says on the tin. If a turret has a 50% chance to penetrate shields, every other shot will damage hull instead of hitting the shield.
+X% Faster Cooling[edit | edit source]
This statistic will increase the rate a weapon can cooldown if it is prone to overheating. For example, a weapon with +100% faster cooling will take 5 seconds to recover from an overheat. An identical weapon without this would take 10 seconds to recover from an overheat. Weapon cooldown rates will behave similarly across the thermal bar. Currently heat capacities and heat dissipation rates are hidden across all weapons. It is advised to test the weapon and make a determination to its effectiveness. Even with bonuses, some weapons still overheat too quickly to be useful.
Fighters[edit | edit source]
Fighters require a hangar module which requires Trinium or higher material to build. They are generally slightly less powerful than an equivalent turret, are more vulnerable, and are expensive and tedious to replace, but make up for this with their strength in numbers. To deploy a fighter, you need to first create a squadron in your ship window, then hire a pilot as well as buy a fighter from an equipment vendor, and then finally give your squadron an order using the buttons on the left side of the HUD. You can have 10 squadrons of 12 fighters, for a total of 120 fighters if your hangar is big enough.
Fighters come in all the same varieties as Turrets. They can be crafted at a Fighter Factory using a turret in the player inventory, consuming the turret and adding a single fighter to the player's hangar. To produce copies of a fighter, an existing fighter can be dragged into the large square "Blueprint Slot" to sacrifice the fighter for an unlimited-use blueprint. Additional fighters can then be created, consuming only the minerals that made up the original source turret. The rate at which new fighters are created is dependent on their production requirement; higher quality fighters requiring significantly more. The ship's production is based on the amount and quality of Assembler blocks present. It is also possible to use player-owned factory stations to mass-manufacture fighters for players, since they have a very large production output.
You can enter and fly around in a launched fighter. To do this, get close with your ship or drone, select the fighter and press T.