What are the guns and what to take
Advanced turret stats
Table of Contents
Game options -> Detailed info. about turrets
Damage type
Physical damage
Simple damage without any bonuses
Antimatter
Deals increased damage to the ship’s hull, increased damage from 50 to 300%, this% is indicated below in the characteristics of the turret
Plasma
Deals increased damage to the ship’s shield, increased damage from 50 to 300%, this% is indicated below in characteristics of the turret
Electricity
Damage without bonuses, does not damage the stone (Plasma at the turrets, which are more often with electricity, also does not damage the stone)
Energy
Damage for lasers.
Also, energy damage inherent in miners and salvazhki, does not damage the shield in this case.
Particles
Damage type of defensive turrets and collisions
Turret type
Automatic cannon
Simple machine guns
Sometimes have the “Ionized shells” parameter, due to which they can hit targets under the shield with a certain chance.
Damage type: Physical / Antimatter / Plasma / Electricity.
The damage encountered per slot varies from 1 to 15000, depending on the tech level and the material of the gun.
The radius is usually 3-15km.
Sometimes it has an overheating parameter that limits the time of constant firing.
Bolter
Machine Gun is no worse. The
peculiarity of this weapon is that the damage is always only antimatter, and often the% increased damage to the hull is much more than other turrets.
Damage Type: Antimatter.
Encountered Damage Per Slotvaries from 1 to 15000, depending on tech level and gun material.
The radius is usually 3-15 km.
It has an overheating parameter that limits the time of constant firing.
Lasers
Beams that cause constant damage and are not needed in pre-firing
damage Type of damage Energy / Plasma
The damage encountered per slot varies from 1 to 15000, depending on the level of tech and the material of the gun.
The radius is usually 3-15 km.
It has a discharge parameter that limits the time of constant firing; when it is restored, a small part of the energy from the
Tesla ship is taken
The most powerful weapon in the game
Damage type Electricity / Plasma
Occurring damage per slotvaries from 1 to 65000, depending on tech level and gun material.
The radius is usually 1-7 km.
It has a discharge parameter that limits the time of constant firing; when it is restored, a small part of the energy is taken from the
Lightning ship.
Alternative to Teslam, it shoots charges at long distances.
Damage Type Electricity / Plasma
The damage encountered per slot varies from 1 to 32000, depending on the tech level and the material of the gun.
The radius is usually 10-30 km.
It has a discharge parameter that limits the time of constant firing; when it is restored, a small part of the ship’s energy is taken
Impulse Turrets
Always have a% chance of penetrating the target’s shield
Damage Type Physical / Antimatter
The damage encountered per slot varies from 1 to 15000, depending on the tech level and the material of the gun.
The radius is usually 5-20km
Has an overheating parameter that limits the time of constant firing
Rail cannons
Long – range weapons have a penetrating damage parameter Damage
type Physical / Antimatter
The damage encountered per slot varies from 1 to 32000, depending on the tech level and the material of the cannon.
The radius is usually 10-35km
The rate of fire often leaves much to be desired
Has an overheating parameter that limits the time of constant firing
Cannon turrets
Long-range heavy weapons
Damage type Physical / Antimatter Encountered
damageper slot varies from 1 to 5000, depending on the tech level and the material of the gun.
The radius is usually 10-50km
The rate of fire is so-so.
Has an overheating parameter that limits the time of constant firing.
Missile launchers
There are two types, self-guided and not. Incredibly fun and lazy weaponry.
Damage type Physical / Antimatter.
The damage encountered per slot varies from 1 to 17000, depending on the tech level and the material of the gun.
The radius is usually 15-65km
Has an overheating parameter that limits the time of constant firing
Defensive turrets: Anti-
fighter , Automatic, Lasers Perform the function of defending the ship from fighters and torpedoes
Mining turrets
Have stone damage + 20000%
Divided into coarse and not coarse, coarse ones bring more resources than not, but at the same time, non-coarse turrets extract resources immediately at your expense, and not in the cargo compartment
Damage type Energy
The damage encountered per slot varies from 1 to 150, depending on the tech level and the material of the gun.
The radius is usually 2-8km Disposal
turret
It is divided into rough and not rough, rough ones bring more resources than not, but at the same time, not rough turrets extract resources immediately at your expense, and not in the cargo compartment
Damage type energy
Occurring damage per slot varies from 1 up to 7500, depending on tech level and gun material.
The radius is usually 2-8km
Repair turrets
Restore the target’s shield / hull.
Radius is usually 3-10 km.
Power turrets.
Push and pull enemies.
Radius is usually 3-10 km.
Usefulness and what is needed for what
Against NPCs:
Effective weapons:
Lightning, Missiles, Railguns, Impulse turrets
Neutral effectiveness:
Bolters, Lasers
Not effective:
Automatic turrets, Cannon turrets, Teslas
Against players:
Effective weapons:
Tesla
Neutral effectiveness:
Lightning, Missiles
Not effective:
Impulse turrets, Rail Turrets, Bolters, Auto Turrets, Lasers, Cannon Turrets.
Tesla, Lightning, Rockets
Tesla
Tesla have colossal damage (shield damage for one turret for 1 slot can reach up to 150,000, taking into account all bonuses), making them the most effective weapon for demolishing players.
To use them, you need a fast maneuverable ship, otherwise you will simply get tired of trying to reach someone on your slow battleship.
Lightning
Lightning has half the damage from Tesla, thanks to which NPCs are excellently mowed down, and are suitable for pvp with a not too strong player, their radius at the same time reaches 30 km. Lightning bolts are quite suitable for any type of Rocket ship
Rockets are powerful weapons that can reach 100,000 damage to the hull (30-50,000 to the shield), but already by two cells, respectively, the rockets will be weaker than teslas and lightning. But they have one feature, this is the ability to attack in volleys, you fly off the target to the maximum distance for firing your rockets, take acceleration at your target while releasing rockets, as a result, a huge dense cloud of rockets is collected in 30-40 km of flight, which deals devastating damage on hit, and causes a sharp drop in FPS – There is nothing more fun and more effective than this.
Use only self-powered rockets.
IMPORTANT
CLARIFICATION : There are rockets 2x stronger than the best Tesla, but they are incredibly difficult to knock out at the factory
Turret crafting
What is important to know:
– It is not always a good idea to put the maximum components in the craft, because, for example, in this case the rate of fire will be maximum, which means that the total firing time before overheating (if your weapon has one) will be very small, which is naturally bad
– You need to watch a lot of turret seeds, put more turret factories, drag them to different sectors, and then you will find something worthwhile
– Be sure to check the maximum damage of all guns with optimal bonuses and the number of slots
Proactive
Preemption directly depends on the accuracy of the guns, if a laser with an accuracy of 97-100 is acceptable, then pre-emptive shooting is simply unnecessary.
But if you are armed with any automatic cannons, bolters, etc. then it is worth firing on the course of the target, and not exactly at it.
Conclusion
The guide will be updated over time!
Sorry for typos 🙂
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