Avorion

Avorion

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[2.5.2+] Xavorion: Weaponry
   
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11.270 MB
21.6.2023 klo 18.33
16.12.2024 klo 5.56
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[2.5.2+] Xavorion: Weaponry

2 kokoelmassa, tekijä LM13
[2.5.2+] Avorion eXtended - Quick Install
28 luomusta
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 luomusta
Kuvaus
Complete rework of weapons, adding 30+ new turrets, with reworked torpedo system and carrier fighters.
Extends combat system with Critical Hits and specialised Barrel Types - tweaking weapons for different ships, playstyles and strategies.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: Yes, this mod can't be removed.
  • Xavorion only - does not work with Vanilla

Completely new weapon generator

Complete replacement of Vanilla turret generator allows for
over 30 handmade turret archetypes to generate 120 unique turrets,
with additional modifiers provided from Material type used to produce them.

All turrets have been tweaked by hand to make them fun, balanced and functional.
With a little bit of overpowering allowed by crafting.

New combat system

New weapons extend combat system provided by full Xavorion overhaul.

- Critical Hits, deal massive damage to soft parts of ships, like hull or engines
- Shielding and Armor protects against Critical Hits
- EMP weapons are common, with much larger damage output against shields than any other weapon
- Torpedos play much larger role in countering shields and priority targets
- Carrier fighters are more dangerous but less universal

Class System - Capital class weapons

Following ship class system, weapon selection span from cheap M1-Scout eqipment to massive M8-Capital weaponry.
Higher class turrets get larger, with increased requirements - while offering extended range and massive damage output.

Selecting weapons for your ship is a game of its own, and you dont need to put a dozen of random turrets anymore.

Turret Materials

Unlike Vanilla, materials affect stats of turrets.
Each type of material has different pros and cons, adding more depth for crafting and weapon selection.
For example, Titanium made weapons have extended range, while Xanion provides best rate of fire.

Barrel Types

All new turrets have 4 flavours of barrel type, massively changing their performance and purpose.
Variants replace "dps chasing" of base game, allowing you to pick weapons that fit your ship, playstyle, or current situation.

Single Barrel - Heavy variant
- Sniper / Artillery archetype
- Heavy weapons deal massive Critical Hit damage
- Long range, slow firing turrets with increased recoil and damage output

Double Barrel - Medium variant
- Marksman / Rifle archetype
- Medium weapons deal moderate Critical Hit damage
- Faster than Heavy weapons, offer best balance between speed, range and damage

Triple Barrel - Burst variant
- Shotgun / Submachinegun archetype
- Burst weapons have no Critical hit damage
- Capable of penetrating shields, dangerous at close range

Quad Barrel - Gatling variant
- Heavy Machinegun / Minigun archetype
- Gatling weapons have no Critical hit damage
- Fastest type of turret, with top DPS value but lower range and accuracy

Reworked Torpedos

All types of torpedos have been reworked and reduced to manageable 90 unique types.
Torpedos match Class system of ships and turrets, providing a standard set of ranges and hit-rates against targets.
Starting from smallest CM-1, fastest and weakest types, to CM-X, designed to counter Capital class ships.

- Speed and Agility of all torpedos has been increased
- Durability of torpedos grow with their size, while reducing their speed
- Overall damage of torpedos have been greatly increased
- Hit-rate is much better, making torpedo usage actually fun and more affordable
- New torpedos can be very dangerous - learn to evade or shoot them down

Carrier fighters

Fighters received a little rework, pushing their use closer to role based, strategic combat.

- Bomber squadrons can be created, adding extreme threat against large ships
- Only small weapons of class M1 - M3 can be mounted on fighters
- Range is based on turret used, with max possible range increased
- Damage is converted to 80% of turret used
- Production time reduction received a massive boost for Hydra subsystems

Tweaked Turret Crafting

Crafting should be reasonable at any stage and tech level.
Smaller weapons require much less materials to create, with larger being more expensive.

Player made turrets can outperform higher quality weapons from shops,
adding more value to crafting early on, and more reason for buidling economy chains at end-game.

No garbage turrets

All weapons, starting from Petty Tech 1, should be usable.
Lower quality turrets put more pressure on player skills,
instead of being completely useless.

Randomness to weapons have been removed, and replaced by a reasonable standard values.
Once you learn a certain type of weapon, it will only improve at higher levels, instead of changing completely.

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://gtm.steamproxy.vip/sharedfiles/filedetails/discussions/2923179923
Suositut keskustelut Näytä kaikki (1)
1
18.4.2024 klo 13.28
More weapons?
[UBNL] Shinigami
123 kommenttia
LM13  [tekijä] 25.10. klo 9.17 
@<CH> R O L T O W N

For RTS you'd want carriers with PTL bombers, regular ship AI performs poorly with any coaxial weapon - not even sure if that's something that can be fixed with mods.

You may get some result with Burst PTL mounted forwards as the only turret on that M3, that's probably the best we can get from non-fighter AI.
<CH> R O L T O W N 25.10. klo 9.08 
Figured out bombing runs manually with M3s, its cool. Can i somehow make it RTS bombing runs to make it an M3 bombing fleet? ISo far it looks like the AI handles PTLs really bad. Tried with formations and engine upgrade, but its not wokring well. Or AI bombers are just carrier fighters?
<CH> R O L T O W N 23.10. klo 5.57 
We are just outside at the barrier, but yeah we are using the faction packs. Looks like we still have to understand how to make a well built fleet and weponize different ship classes. I think we probably stil lhave the vanilla mentality in ship building then. Thanks for your help, will check the encyclopedia.
LM13  [tekijä] 23.10. klo 4.59 
@<CH> R O L T O W N

Part 2:

Also, Trinium weapons have bonus damage - Ogonite is only good for recoil reduction, like adding cannons to smaller ships. Other than that - it's a waste of space.

There's a bit of information about tactics and weapons at in-game encyclopedia, if you havent seen it already.
LM13  [tekijä] 23.10. klo 4.56 
@<CH> R O L T O W N

I'd try counter-physical armor and Heavy RBE's with Bombers or Bomber squadron(carrier fighters).
Boosters and Engine upgrades to let your fleet get at close range ASAP. You need critical hits to take down a Capital ship.

I assume you're using faction packs, which add a lot more health to enemies, and you're inside barrier right?

That is the end-game area, and M8s can carry experimental weapons ( Rainfire LRM in this case ). This was supposed to be difficult every time at Veteran+ with faction packs.

There's no meta for this scenario, and you really need a balanced fleet with different builds (upgrades + weapons).
<CH> R O L T O W N 23.10. klo 4.27 
Umm, how am i supposed to create/find weapons that can beat an M8 G MLRS? My tech 44 ogonite M8 weapons deal barely 1% of its health and it is oneshotting every single ship it targets.
LM13  [tekijä] 12.10. klo 4.35 
@kirb

That looks more like a mod conflict or broken installation.

Point Defense laser is the strongest PD but still it's only good against fighers and torpedos, with damage never exceeding few hundreds omicron.

While single combat turret can easily have 5k+ DPS or 20k+ burst damage, not counting coaxials, lasers and railguns which have much larger damage.
kirb 12.10. klo 3.17 
Actually, scratch that, the numbers are just flickering rapidly on the tooltip. PD weapons also seem to just be better than normal weapons in every way. VASTLY higher DPS with no downsides.
kirb 12.10. klo 3.14 
is there a reason some PD weapons take like 30+ crew
LM13  [tekijä] 18.9. klo 4.01 
@ArisenSolution2

Proton Torpedo Launcher (PTL) - a special weapon type usable by carrier fighters (called bombers in this case), or manually in a small and fast ship.