Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
Research Stations gone also weapon balance?
I cannot find a single research station but can indeed find many many rift research stations....like far too many. Not sure if this is intended behavior or not? idk if research was removed by this mod.

Weapons. Unsure if this mod will ever be updated again but if it is im hoping for a balance pass as things seem kinda squiffy atm. Coax weapon drop rates are bannanas - like 5-7 coax for every one turret (most of which are defense btw) and speaking of turrets MG's, Cannons, Railguns seem to be King.

Plasma on the other hand? Worse stats across the baord - literally every stat. Like why do they exist? RBE's could maybe be good if their crew and energy requirements per dps slot werent so insane as it stands you are better off just filling those slots with MG's and ripping the shield apart in a few seconds.

Zaps/EEG's seem to be fairly niche like you only need them on a single M3 and you are good. Yet other than defense turrets they have far and away the highest turret drop rate which sucks because they do no hull damage.

Overall you are forced to use turret factory's which comes with its own RNG issues but really the inventory management with 99% of the drops being nothing but worthless trash is frustrating. Anything below 8km range and 1k dps is auto trash and doesn't deserve to exist in my inventory. Would be nice if there was some way to automatically sort/mass mark as trash turrets by range/dps or at the very least by tech level.

I know there is an auto-research mod that has similar functions but exclusively for the research screen. Would use it but research stations don't seem to exist anymore....
< >
Showing 1-2 of 2 comments
LM13  [developer] Apr 29 @ 3:59pm 
Research stations can appear in sectors with Technology or Military economies,
there's probably one around but it's sometimes easy to miss - like turret factories or smuggler outposts.

Weapons will get a rebalance, but that's coming with 3.0 which will be a separate mod, not an update.

About drop rates - in theory every sector has its own drop table, including rarity.
Farming same sectors should drop roughly same stuff, while moving around to different areas should give best variety of stuff.
From what I've seen on streams and my own games - zappers tend to be most common, so RNG works differently for each game and area ( which was intended ).

About weapon balance, it kind of depends on playstyle, difficulty - and other mods used.
Faction packs boost difficulty a lot, and that's where EMP weapons shine, combined with anything that can crit.

Plasma turrets start to outperform MGs at M4, in range and damage - but in general, are just universal.
RBEs usually take down enemy ship in one charged shot, even if their DPS seems weak.

Overall, its best to pick weapons around same M class as your ship,
and it's easy to filter out lower class turrets of any type if you want to trash them.

Btw. shops are usually a better source of turrets than salvage/drops. Salvaging primarily gives materials for crafting turrets.
Relkin43 Apr 29 @ 6:03pm 
I have a ship with 4 stacked RBE;s and it has never taken down a ship wtih one hit O__o I am using many faction packs.

Ive sent my scout all over the place and even manually changed zone move orders with them ive gotten 1/10th the map revealed and have yet to find a research station - Ive used the search function because well that is what it is for.

Smuggler base I just found my first one near the core and turret factories are like everywhere similar to fighter factories a total non issue there on my seed. At this point im about ready to just found my own research station lol.

I did notice that sectors have individual tables as ive let a few flotillas farm rats while working on other stuff in sector and repeatedly got the same stuff - still coax drop rates are banannas on my seed which is a shame because you dont really need many on a per ship basis.

Ive started breaking all the trash down into parts at scrapyards and crafting the turrets I want and that has been fun. Also loving bomber fighters.

Is there a trick to getting AI to use coax less....chaotically? Ive used jousting dodge tanks on the M2 level with some success they just cant hit anything even an M7 but that certainly doesn't stop them from shooting their coax's even when there are no enemies in front of them....lost a lotta faction rep taht way with them hitting stations.

Bigger ships seem to have less trouble with the coax's so long as you use the focus fire attack but that erases virtually all mobility since they'll just sit there and fire although my M4 destroyer squadrons have zero issue with this even against a bunch of M6's and M7's - honestly outside of specialized support/civy roles ive not had use for anything bigger than M4 yet and im almost to the core. the 200-400k hull & shields you can easily achieve without really losing any DPS is crazy when you pair it with hull counters.

Speaking of support - im in love with engineering ships. They may not outheal enemy dps even with 20 reconstruction turrets but they are great for campaigns against hostile factions and the mobile shipyard/subsystem editing is far and away the coolest.

Anyways thats enough random feedback you didnt ask for im loving hte mod pack so far even if it runs like garbage after 20-40 minutes forcing me to restart my game often. Looking forward to 3.0!
< >
Showing 1-2 of 2 comments
Per page: 1530 50