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DLC Avorion Into the Rift Out Now!

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0.33 about 9hrs gameplay


WSY
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So for the first time in a long time I had the opportunity to sink some time into avorian.

 

Love the new generator, makes for enjoyable gameplay.

 

All feedback based on expert difficulty so damage received vs dmg given is 1/1.

 

Weapon damages:

Pulse cannons are a thing now! Notice some nice dps increases on these, thank you. A bit scary though as the damage on NPCs is high enough to easily wipe out my escorting ships with higher shield counts as I lost a couple.  Going to need to consider armor moving forward :)

 

 

Cannons, I think still need a bit of an "average buff" and slight projectile speed increase with the way movement is. (I can hit ships 10-15 km out between boost phases fairly consistently and lead target scoring hits, but beyond that, rounds take too long and only leading shots or if they are boosting away where linear velocity is lower can I hit beyond this distance)

 

A lot of the damage on the weapons appears a bit more normalized which is good with few outliers, but could be I haven't seen a turret factory with a ludicrous seed yet either. I was not focused on farming numbers of turret factorys and kinda hung out in familiar space while I experimented with weapons etc.

 

Speeds:

I know you said there shouldn't be as much chasing, but still saw some ships chasing each other 60-100km out.  Not really a big deal for me beyond the speed mechanic anyway.

 

Appears average boost speed for NPCs in my Galaxy at xenion is 2k m/s, fighters max out at 670ish max speed points. Still feel like this needs addressed -fighters need to be able.to boost into weapons range or something. 

 

Fighter docking - can you just remove clipping on owner or allied ship or after a set time fighters just auto dock if in a certain distance? Or can we designate exit vs entry or exit and entry points? Not a big deal and comes down to design choice but is a nice to have.

 

Ship/fleet behavoir

My ships set to escort me are kinda dumb. Auto targeting turrets on my escort ships seem far superior to letting the captain of the ship use non auto targeting weapons, could be because his own AI behavoirs combine with the boosting of almost every enemy npc ship made it hard for it to turn and engage properly .

 

A stay in formation but engage at will kinda of command would be nice. Though a set of selectable behaviors would be awesome but is more suggestion territory.

 

Occasionally as ships travel, sectors seem to not go into active mode stranding my ships...may be a server side setting I need to look at.

 

 

Resistances:

A great counter to  a ship using all rail guns etc, but ran into a ship with such high physical resistances it was near invulnerable even vs my massive cannons or god rails that have on my ship but don't use because they are god roll OP, seemed a bit high to me. Fighters with new high DPS pulse weapons with 93% shield by pass took care of it though :D

 

Research stations:

Actually got a decent roll for a couple weapons using the research stations, YAY!

 

Blueprint at turret factory:

YES, Amazing! This is a wonderful thing to have!

 

 

There was some more but I will post in a second thread if/when I remember. Didn't play with torpedoes at all.

 

 

 

 

 

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