Avorion
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[2.5.2+] Xavorion: Weaponry
   
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11.270 MB
2023 年 6 月 21 日 下午 6:33
2024 年 12 月 16 日 上午 5:56
25 项改动说明 ( 查看 )

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[2.5.2+] Xavorion: Weaponry

在 LM13 的 2 个合集中
[2.5.2+] Avorion eXtended - Quick Install
28 件物品
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 件物品
描述
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/discussions/2923179923
热门讨论 查看全部(1)
1
2024 年 4 月 18 日 下午 1:28
More weapons?
[UBNL] Shinigami
117 条留言
LM13  [作者] 10 月 12 日 上午 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 10 月 12 日 上午 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 10 月 12 日 上午 3:14 
is there a reason some PD weapons take like 30+ crew
LM13  [作者] 9 月 18 日 上午 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.
ArisenSolution2 9 月 18 日 上午 2:00 
I see the change about bomber squadrons, is it a certain weapon type or a special station? I'm slowly getting back into this.
Brendan||nabnerB 9 月 13 日 下午 3:52 
@LM13

I will check the Vsync/frame limit as i currently have no cap on so my FPS is upwards of 200.

Thanks for all your hard work with this mod! I know avorion is very niche and its great to see passion projects for it despite that!

Looking forward to the 3.0 Xavorion release!
LM13  [作者] 9 月 13 日 下午 3:34 
@Brendan||nabnerB

This is really strange and shouldn't happen.
The only issue that I've seen with seeker LRMs is that some projectiles failed to hit their target.

I have a full weapon rework planned for Xavorion 3.0, so that's something I'll need to check. Thanks

Out of curiosity - have you tried setting up VSync or Frame Limit on Avorion?
There are some known issues with high frame rates, maybe it could be related.

As for bolters, yeah - currently those are "special" type of weapon that only exists as coaxial.
This is going to change for 3.0 release
Brendan||nabnerB 9 月 13 日 下午 2:32 
@LM13

Thank you for the reply!

Im noticing that any missile system that ISN'T coaxial is not locking onto targets or seeking them at all. The game just kinda shows the default "aim here" lead indicator for LRM, MRM, and SRM that are not coaxial. Even with autofire on the selected turret its not tracking or adjusting the missiles, just kinda spamming them at the Vanilla lead indicator causing most of them to miss or desync and give ghost hits.

When building turrets in the turret fac adding or removing target cards doesn't seem to apply any stat changes to the turret at all, no matter how high or low you go on them. I have the latest versions and am running ONLY your recommended mods and required mods.

I have also noticed that all Bolter turrets are ONLY coaxial, regardless of size of turret or "ship class". Is that intended?
LM13  [作者] 9 月 11 日 上午 3:09 
@Brendan||nabnerB

Target Lock is the same as vanilla "Seeker" modifier, LRMs should work the same as initial SRM turret you start with.
Is there a chance that LRM was created at turret factory with no targeting cards? Other than that, all LRMs really should track currently selected target.

As for guidance system, it's named like this to include other type of targeting, like velocity based for PTL.
Coaxial just means it cant rotate, regardless of projectile guidance type.

Optimal range is related to accuracy only (and probably shouldnt be displayed for seeker weapons).
Brendan||nabnerB 9 月 9 日 下午 3:54 
@LM13 I have a bit of confusion about the missile turrets and systems. Some of the turrets in game have the modifier for "Guidance system" like "target lock" while others have Coaxial listed for tracking. I understand how Coaxial works, but what does the tracking mean? what does "guidance system" mean? I have turrets that have target lock but they don't seem to track anything, even with the enemy ship targeted.

For example:
Gattling LRM-6-GA
Material: Xanion
Guidance system: Target Lock
Range: 28km
Optimal Range: 4km

Targeting an enemy ship in range and the turret starts firing. Granted its Gatling so its just a massive spread of missiles, but it seems none of them track anything. it just shoots like a normal turret. No special indicator that its tracking, no curve in missile trajectory, no adjustment. Its like shooting a normal cannon. Is this intended? does the target need to be at "optimal" range to have tracking?