Weapons – official avorion wiki geothermal electricity how it works


The Chaingun, often also called machinegun, is the first weapon you’ll encounter (every player starts with two). e payment electricity bill bangalore 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.

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.

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. power outage houston txu The consumed power per second will slowly rise during continuous use. Stone blocks are invulnerable to tesla beams.

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.

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.

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. Iron mining laser can mine iron and titanium, a titanium mining laser can mine Naonite, Titanium and Iron, but not Trinium etc.)

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. gas unlimited houston texas Iron salvaging laser can salvage iron and titanium, a titanium salvaging laser can salvage Naonite, Titanium and Iron, but not Trinium etc.)

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.

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.

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. electricity jeopardy powerpoint 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.

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.

This value modifies the number of shots a weapon can fire before it overheats. gas under a dollar 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.

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 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. electricity voltage used in usa 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.