![]() Tesla weapons are first encountered at the start of the naonite region. Stone blocks are invulnerable to tesla beams. The consumed power per second will slowly rise during continuous use. Tesla turrets have low range, very good accuracy and consume power while firing. They are the lowest tier of disruptor weapons (which deal more damage to shields). Tesla weapons fire beams of electricity at the target, dealing damage per second. Railguns are found only at later stages of the game, often appearing first around the Barrier. ![]() Because of this dropoff, if they penetrate infinite blocks, the total damage only approaches 125% the listed damage. Railgun damage drops off after the 4th block, with each subsequent block taking half of the damage of the previous block. if they hit shields or armor or a thin piece of the ship). Railguns actually do 25% of their listed damage per block, which means they do 25% of the listed damage altogether if they end up not penetrating (i.e. Railgun tooltip damage is normalized assuming you penetrate four blocks. Shields and heavy armor blocks will prevent the penetration. Additionally, Railguns can pierce through blocks, dealing even more damage and possibly destroy blocks buried deep into the targeted ship. Their shots have no perceptible flight time (also known as hitscan) which makes long-range combat significantly easier. Railguns deal high damage and fire slowly while possessing long range and good accuracy. They accelerate powerful projectiles which are carried down electromagnetic rails, reaching blistering speeds. Bolters can overheat.īolter turrets are found early in the game, around titanium level. They deal medium damage, have medium rate of fire, medium range and medium accuracy. Bolters are kinetic weapons of average strength. This weapon type can be found anywhere in the galaxy.īolters are similar to Chainguns, but have a distinct "big brother"-feel to them, as they fire larger and stronger bullets. Some variants can overheat, thus firing in bursts. This weapon type usually has low damage, high rate of fire, low-medium range and low-medium accuracy. It is the most basic kinetic weapon (which are strong against hulls) and deals damage by propelling metal bits at the enemy at high speed. The Chaingun, often also called machinegun, is the first weapon you'll encounter as every player starts with two. With this option on you will be able to see, if a turret is actually worth all the slots it is using or if it would be better to just use more turrets that use less slots. ![]() There is an option to display the damage per slot in game that needs to be activated in the main menu called "Detailed Turret Tooltips". Note, that turrets with more slots aren't always better. The current maximum slots a turret can occupy is 6. The actual size of the Turret will also increase with their slots. Bigger turrets will turn slower, but deal more damage at longer ranges. ![]() Turrets can occupy multiple slots, becoming stronger if they do. It might be possible for some ships to have Avorion on them (needs confirmation), but it is certain that a turret they might drop can be a Tech 52 Avorion turret, which is the highest quality possible. Additionally, the high-level ships can drop Ogonite Scrap, which can be turned into Ogonite at Resource Depots, a material that is otherwise unobtainable outside the barrier. This may take some time, but it's one of the most efficient ways, as these two factions fight each other, and don't pick up loot. There might be a pirate party in there already. Due to these factors, an effective way to farm extremely strong turrets on Insane difficulty is to go to hidden mass sectors very close to the barrier, and waiting until both Pirates and Xsotans spawn in. Many enemies may drop them as well, and the quality of these turrets scale with the difficulty of the current world, and the distance to the core. The main sources of turrets are equipment docks and turret factories.
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