Weapons (or turrets) are the primary way of inflicting damage and harvesting resources in Avorion. They divide into two categories: armed turrets and unarmed turrets. Armed turrets are used to defeat enemies (or allies if you wish), and their only purpose is to inflict pure damage to ships. Unarmed turrets are used to harvest resources, and can sometimes have other quirky functions, such as repairing ships, or pushing them away.
- 1 Obtaining
- 2 Turret Scaling
- 3 Armed Turrets
- 4 Unarmed Turrets
- 5 Special Traits
- 6 Fighters
- 7 Torpedoes
The main sources of turrets are equipment docks and turret factories. Many enemies may drop them as well, and the quality of these turrets scale with the difficulty of the current world, and the distance to the core. Due to these factors, an effective way to farm extremely strong turrets on Insane difficulty is to go to hidden mass sectors very close to the barrier, and waiting until both Pirates and Xsotans spawn in. There might be a pirate party in there already. This may take some time, but it's one of the most efficient ways, as these two factions fight each other, and don't pick up loot. Additionally, the high-level ships can drop Ogonite Scrap, which can be turned into Ogonite at Resource Depots, a material that is otherwise unobtainable outside the barrier. It might be possible for some ships to have Avorion on them (needs confirmation), but it is certain that a turret they might drop can be a Tech 52 Avorion turret, which is the highest quality possible.
Turrets can occupy multiple slots, becoming stronger if they do. Bigger turrets will turn slower, but deal more damage at longer ranges. The actual size of the Turret will also increase with their slots. The current maximum slots a turret can occupy is 6.
Note, that turrets with more slots aren't always better. There is an option to display the damage per slot in game that needs to be activated in the main menu called "Detailed Turret Tooltips". With this option on you will be able to see, if a turret is actually worth all the slots it is using or if it would be better to just use more turrets that use less slots.
|4||2 - 2.5||400%||145%|
The Chaingun, often also called machinegun, is the first weapon you'll encounter as 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.
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 turrets are kinetic weapons. They accelerate powerful projectiles which are carried down electromagnetic rails, reaching blistering speeds. Railguns deal high damage and fire slowly while possessing long range and good accuracy. Their shots have no perceptible flight time (also known as hitscan) which makes long-range combat significantly easier. Additionally, Railguns can pierce through blocks, dealing even more damage and possibly destroy blocks buried deep into the targeted ship. Shields and heavy armor blocks will prevent the penetration.
Railgun tooltip damage is normalized assuming you penetrate four blocks. Railguns actually do 25% of their listed damage per block, which means they do 25% of the listed damage altogether if they end up not penetrating (i.e. if they hit shields or armor or a thin piece of the ship). Railgun damage drops off after the 4th block, with each subsequent block taking half of the damage of the previous block. Because of this dropoff, if they penetrate infinite blocks, the total damage only approaches 125% the listed damage.
Railguns are found only at later stages of the game, often appearing first around the Barrier.
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 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 weapons are 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 turrets are 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 Launchers are 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 shots"-trait, the rockets will follow the targeted enemy, which massively improves the performance of the weapon. If given independent targeting and seeker traits, multiple rockets will fire and lock onto different enemies, effectively allowing them to engage multiple enemies without a player lock at the longest ranges.
Rocket launchers are found late in the game, around the Barrier.
Laser weapons are energy weapons. They deal medium damage per second at low-medium range and they have perfect accuracy while hitting their target immediately if it is within range. Lasers consume energy while firing, and are found around naonite levels.
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 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. Their accuracy is the second highest after the laser turret ( 99.5% ).
PDCs are found very early, PDLs at later stages.
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 shell detonation can catch fighters reliably. Flak turrets will always occupy only one turret slot, and are found at mid stages of the game.
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 lasers are used for mining wreckage (or hulls). They are more efficient than just shooting wreckages with chainguns and refining the resulting ore because they get more resources from the 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 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 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 center is lower than 325
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|
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.
Coaxial turrets are turrets that are unable to aim like normal turrets. They require the ship to point in the direction that you want the projectiles to go.
The coaxial tag increases the amount of damage the turret can do. Coaxial weapons tend to be size 5 or 6. they cannot be lower than 5.
A variant of Overheating where the weapon will both overheat and cool down extremely rapidly, dealing quick intense bursts of damage.
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.
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.
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
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
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
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
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
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 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 menu, 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 resources for the original turret's materials tier. (For instance, fighters designed with a titanium turret will cost titanium to produce.) 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 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 manoeuvrable torpedo classes are better able to keep up with agile enemies.
Torpedoes have a health pool, and can be hit by weapons. Point-defense 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.
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.
- Manoeuvrability, velocity and acceleration: body type. Note that all torpedo bodies achieve maximum velocity after 10 km of travelled distance, 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?)
There are currently ten types of torpedo warheads, each with their own characteristics.
|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|
|Ion||0.25||3||Drains target's energy.||2|
|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 travelled distance. This is more than the standard 10 km, because the maximum velocity of kinetic torpedoes is doubled while their acceleration is not.
Those warheads are installed on one of nine torpedo body types, each with their own characteristics: