Hello there! We are conducting a survey to better understand the user experience in making a first edit. If you have ever made an edit on Gamepedia, please fill out the survey. Thank you!

Weapons

From Avorion Wiki
Jump to: navigation, search

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 may be more powerful (and larger) than 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 may 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. Avorion is largely loot-driven, and the wide ranges that the RNG can roll stats on weapons makes it possible for inferior materials and rarities to outperform higher-tier items.

Note: your distance from the center is sqrt(x^2 + y^2), where x and y are the horizontal and vertical coordinate of your sector.

Turret Scaling[edit | edit source]

Turrets can occupy multiple slots, becoming stronger if they do. Bigger turrets will turn slower, but deal more damage at longer ranges.

Slots Damage Range
1 100% 100%
2 200% 115%
3 300% 130%
4 400% 145%
... ... ...

Armed Turrets[edit | edit source]

Chaingun[edit | edit source]

The Chaingun, often also called machinegun, is the first weapon you'll encounter (every player starts with two). It is the most basic kinetic weapon (which are strong against hulls) and deals damage by propelling metal bits at the enemy at high speed. This weapon type usually has low damage, high rate of fire, low-medium range and low-medium accuracy. Some variants can overheat, thus firing in bursts.

This weapon type can be found anywhere in the galaxy.

Bolter[edit | edit source]

Bolters are similar to Chainguns, but have a distinct "big brother"-feel to them, as they fire larger and stronger bullets. Bolters are kinetic weapons of average strength. They deal medium damage, have medium rate of fire, medium range and medium accuracy. Bolters can overheat.

Bolter turrets are found early in the game, around titanium level.

Railgun[edit | edit source]

Railgun turrets are high-end kinetic weapons. They accelerate powerful projectiles through the power of magnets to high speeds. Railguns deal high damage, fire slowly, but have long range and good accuracy. Their shots have no travel time, which makes long-range combat significantly easier. Additionally, Railguns can pierce blocks, dealing even more damage and possibly destroy blocks buried deep into the targeted ship. Shields and heavy armor blocks will prevent the penetration.

Railguns are found only at later stages of the game, often appearing first around the Barrier.

Tesla[edit | edit source]

Tesla weapons fire beams of electricity at the target, dealing damage per second. They are the lowest tier of disruptor weapons (which deal more damage to shields). Tesla turrets have low range, very good accuracy and consume power while firing. The consumed power per second will slowly rise during continuous use. Stone blocks are invulnerable to tesla beams.

Tesla weapons are first encountered at the start of the naonite region.

Plasma[edit | edit source]

Plasma turrets propel balls of plasma (as the name suggests) at the target, which deal increased damage to shields. They are disruptor weapons of medium strength. Plasma weapons have medium damage, medium rate of fire, decent range and good accuracy. They consume energy while firing.

Plasma turrets are found later in the game, around trinium level.

Lightning[edit | edit source]

Lightning weapons are high-end disruptor weapons, tearing shields apart at long ranges. They fire accurate beams of arcing electricity with slow rate of fire, but high damage. Lightning beams travel instantly, but deal no damage to stone blocks. Lightning weapons also consume energy while firing.

This weapon type is found late in the game, around the Barrier.

Cannon[edit | edit source]

Cannon turrets are low-end artillery weapons, designed to eradicate targets at very long ranges. They fire high-damage shells at a very slow rate, are very accurate, but suffer from overheating. Cannon shells explode on impact, dealing more damage if several blocks are caught in the blast. Shields mitigate this effect. Cannons create a large amount of recoil, which can be compensated for by flying a vessel with more mass.

Cannon turrets can be found around the mid stages of the game, around trinium level.

Rocket Launcher[edit | edit source]

Rocket Launchers are considered high-end artillery weapons. They fire a flurry of very slow, high damage rockets, which can fly out to extreme ranges. Rocket launchers can overheat, and are generally unreliable in long-range combat, as it is quite easy to evade them. However, if the weapon has the "seeker"-trait, the rockets will follow the targeted enemy, which massively improves the performance of the weapon.

Rocket launchers are found late in the game, around the Barrier.

Laser[edit | edit source]

Laser weapons are special weapons. They deal medium damage per second at low-medium range, but they have perfect accuracy. Laser beams consume energy while firing, and are found around naonite levels.

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.

The penetration effect can be countered by the shield-strengthener-system.

They are found from Naonite regions and onwards.

Point-Defense Chaingun/Laser[edit | edit source]

Point-Defense weapons are designed to deal with fighters and especially torpedoes. They will always have the "independent targeting"-trait, which should be set to "defensive"-mode. They deal very low damage at decent range, but have high turn speed. PDCs/PDLs will always occupy only one turret slot.

PDCs are found very early, PDLs at later stages.

Flak/Anti-Fighter cannon[edit | edit source]

Flak turrets fire exploding bullets at very short ranges, and are designed to deal with fighters. Their damage is low, as is their rate of fire, but they turn quickly and the bullet detonation can catch fighters reliably. Flak turrets will always occupy only one turret slot, and are found at mid stages of the game.

Unarmed Turrets[edit | edit source]

Mining Laser[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 (also stone-type blocks), 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. an Iron mining laser can only mine iron and titanium, and 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 Laser[edit | edit source]

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 center 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:

Omicron Firing time Cool-down time Total Uptime "True" Omicron
1000 60s 10s 60/70s (85.7%) 857
3000 20s 15s 20/35s (57.1%) 1714

However, if the player can withdraw or defend during the turrets' (synced) cooldown time, they can mitigate incoming damage without sacrificing outgoing damage compared to continuous fire turrets of the same "true" omicron value.

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. This effect can be countered by the shield-strengthener-system.

+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.

Fighters produced at a Factory do not inherit the traits of the the weapon used. For example, a fighter created from a Bolter with Burst Fire and Overheat will not gain Burst Fire nor Overheat itself. However, they will gain traits related to Rarity, I.E. +150% for Exotic turrets.

Custom Fighter's weapon will have reduced stats of the base turret used.

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.

Torpedoes[edit | edit source]

Torpedoes are very dangerous weapons, that can quickly change the tide of the battle. They are fire-and-forget types of weapons that track their original target. However, they can be evaded or destroyed.

They are fired from Torpedo Launcher blocks, which hold 4-22 torpedoes, depending on the block's material. Launcher blocks can be assigned to a number, to be enabled/disabled like turrets. Torpedoes are fired with the right mouse button. After firing a torpedo from a launcher, the next torpedo in that launcher will automatically be readied for firing. If a tube is empty, it has to be manually refilled via the torpedo-tab in the ship menu.

Additional torpedoes can be stored in Torpedo Storage blocks. Their capacity depends only on the block's size and is measured in torpedo size units, not torpedo count.

Nearly missed torpedoes will still detonate and deal half the damage. More maneuverable torpedo classes are better able to keep up with agile enemies.

Torpedoes have a health pool, and can be hit by weapons. Point-defence weapons are specifically designed to target and destroy incoming torpedoes. It is advised to only fire torpedoes at ill-equipped enemies, or enemies that focus other combatants. Of course, a slower torpedo will be easier to hit. The durability of a torpedo scales only and directly with its rarity: 9 for a common torpedo and +5 for each tier higher.

Torpedoes consist of a warhead on a body, both of which have specific characteristics. Those are given in the tables below. Torpedoes can be currently only obtained at equipment docks. They will start to be available at naonite-level.

Stats[edit | edit source]

This is a list of primary torpedo stats and how they are determined.

  • Hull damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in.
  • Shield damage: warhead type × rarity (+25% additively for each tier above common) × sector the torpedo is found in.
  • Maneuverability, velocity and acceleration: body type. Note that all torpedo bodies achieve maximum velocity after 10 km of traveled way, if they have no kinetic warhead.
  • Range: body type + rarity (+4.5 km for each tier above common).
  • Size: warhead size × body size. E.g. a Panther Tandem torpedo will have a size of 3.5 × 1.5 = 5.25.
  • Durability: rarity (9 for common, +5 for each tier above common) (and the sector the torpedo is found in?)

Warhead[edit | edit source]

There are currently ten types of torpedo warheads, each with their own characteristics.

Warhead Hull damage
factor
Shield damage
factor
Effects Size
Nuclear 1 1 - 1
Neutron 3 1 - 1
Fusion 1 3 - 1
Tandem 1.5 2 Damages both shield and hull for high total damage. 1.5
Kinetic 2.5 – 5 0.25 Doubles the torpedo's maximum speed; hull damage dependent on velocity.* 1.5
Plasma 1 5 - 2
Ion 0.25 3 Drains target's energy. 2
Sabot 2 0 Penetrates shields. 3
EMP 0 0.025 Briefly deactivates shields. 3
Anti-Matter 8 6 Requires energy to be stored. 5

* Kinetic torpedoes achieve their maximum velocity and thus their maximum damage after 40 km of traveled way. This is more than the standard 10 km, because the maximum velocity of kinetic torpedoes is doubled while their acceleration is not.

Bodies[edit | edit source]

Those warheads are installed on one of nine torpedo body types, each with their own characteristics:

Body Manoeuvrability Speed Acceleration Range Size
Orca 0.4 3500 613 24+ 1
Hammerhead 0.6 3500 613 30+ 1.5
Stingray 0.8 3500 613 36+ 2.5
Ocelot 0.4 4500 1013 30+ 1.5
Lynx 0.6 4500 1013 36+ 2.5
Panther 0.8 4500 1013 42+ 3.5
Osprey 0.4 5500 1513 36+ 2.5
Eagle 0.6 5500 1513 42+ 3.5
Hawk 0.8 5500 1513 48+ 5