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Implying that factory turrets are still super-powerful, essentially.
There's nothing wrong with deliberately choosing not to pursue them during challenge runs, but that sort of underlines how absurdly powerful they are, I think.
I'm not super-upset about this or anything, as I said I got my money's worth and I really enjoyed the game. I just don't think I'll be playing again if random awful junk turrets vs. super-OP factory turrets is the last word in weapon balance, combat (and turrets) being a pretty important part of the game as evidenced by the recent combat and custom turret overhauls.
Yeah, that's what I figured.
For me, it's not just the power of factory turrets that makes them desirable—it's that you can get turrets with identical range, fire rate, power drain, etc., instead of the usual huge mess of randomized stats.
Problem is, factory turrets also trivialize the game unless I purposely leave out a lot of components from the orders, but why would I do that? It's not that I don't have any self-control, but all of this stuff is interconnected. Having to purposely cripple yourself by using inferior components simply because the game becomes trivial otherwise is a psychological hit and frankly is poor design.
I'm hoping that someday a mod will exist to bring factory turrets' power down substantially (by 30-50%, if not more) and up random turrets' power just a tad to make all combat a bit deadlier.
I did spend some time posting on the official Avorion forums early last year, and I know that Koonschi is extremely stubborn (can be a good thing in a lead developer), so I doubt he'll change his mind because he doesn't consider this to be a problem. I do, though.
I got this one from a boss:
https://steamcommunity.com/sharedfiles/filedetails/?id=1526561762
Mega-OP boss turrets don't necessarily mean that factory turrets aren't still super-OP compared to "normal" looted turrets and purchased turrets. They certainly were when I was playing.
That's a fairly known turret as it shows up all the time when you kill that boss with almost identical stats. And all things considered it's still way weaker then Avorion tier turrets at a turret factory. Here, these are a few turrets I asked some guys on a server to post (I just restarted on the serevr so I'm in the Iron/Titanium age.) and turrets like these are very common late-game.
Keep in mind, this spattering of turrets is from like 3 different people.
https://imgur.com/a/iUmOHyu
So yeah, Turret Factory Turrets are still super broken.
I headed to Naonite area in a new game to be able to have shields, I have less than 100 Omicron firepower, the faction ships there have close to 2000. Anything other then weak Pirates shows up and I warp out. I can't even fight the Pirates alone, I jump in get a few shots for rep and move back.
Grind grind grind now. And someone wants to take away powerful turrets too? Wow. Someone said above in the comments they beat the game without building turrets. I literally can't imagine how that's possible and I have over 130 hours in the game now. Edit: I play on an Insane level server though.
Although factory turrets are the most visible symptom of the underlying problem, that's really been my entire point from the get-go: Weapon mechanics, as a whole, need to be balanced.
Normally I'm very reluctant to suggest that a game's mechanics should be balanced, since a lot of people misuse the term "balance" (when they really just want something changed to suit their tastes, for example), but I feel comfortable using it here because the disparity is so huge.
The last time I played Avorion, good (let alone great) factory turrets obliterated every opponent effortlessly, while non-boss looted turrets were massively underpowered. Combat of any sort (not to mention the way you configure your ships) is bound to be much more interesting and satisfying when one side doesn't massively outgun the other. "Press LMB to win" is boring.
Still, a lot has probably changed in two years, so I might give it a go again anyway.
Is is fair for one player ship to be pitted against multiple Pirate ships, enemy faction ships and xoton ships without some way to fight? Turret Factories _are_ for balance; not deterrent to balance. I watch a YT'er who plays the game a ton and can one shot anything and still enjoys the game. That you find one shotting stuff boring is a single anecdote. Just sayin'
Other weapons like the Cannon also seem unnecessary. The Cannon has a similar damage to a Railgun, their ranges are often similar as well. The two weapons are effectively the same in function with a few key differences that effectively make the cannon the worse choice. Mostly, the travel speed. Railguns are hitscan, requiring no leading and only miss when they aren't on target when fired. This makes it incredibly easy to hit a moving target even at the weapon's maximum range. The cannon has a slow projectile that can often miss at longer ranges, lowering effective damage output. Cannon also tend to have a higher turret slot requirement on average, meaning you can have less of them. While you'll get access to Cannon earlier, it is a very small margin before railguns become available too.
These are just two examples though. Many other weapon types either cease to have a place or simply never had one to begin with. It needs an overhaul.