Guide for Avorion – Random Tips and Tricks
Prograde and Retrograde markers
Fancy names to say which way you’re going and which way is back. It is helpful to tell precisely where you’re traveling and boost backward to brake instead of regular deceleration. Useful on heavy ships.
Pause while building
Consider turning this off. Early on and even later, pirate attacks can be dealt with by local faction ships, and this adds salvage for you, and as soon as you have ships with captains doing stuff for you, it lets you farm up resources while designing your new ship, win-win!
Toggle Hyperspace Engine
This is a control that is not bound by default. It doesn’t always matter, but you may end up in trouble if you jump into a nasty spot, and most of your power is going to refilling your hyperspace engine. If you bind this, you can turn off the recharge while you boost away, then turn it back on to jump out.
By default, it is bound to F9 and may be accessed by zooming as well. It is instrumental in finding ships and stations in a system quickly. The orientation of the view depends on the orientation of your ship. Also, note that it is possible to disable the interaction between zooming and the options’ strategic view.
It is actually useful until you’re swimming in avorion, as inertia dampeners can only be built out of iron and avorion. Don’t sell too much; it’s not even worth much.
Titanium and Naonite
You can actually sell most if not all of those once you have a good supply of trinium as trinium is better in every way.
Always useful as it is the lightest material, and some blocks actually have no other advantages other than raw HP for using higher tier materials.
Pretty good as it is the second lightest material, and it has advantages over trinium for things like generators and shield generators.
Pretty bad as it is almost as heavy as iron, and while it offers advantages over xanion, it is so close to avorion that you might as well skip it and sell it for money. Its only advantage is that you can make good armor out of it.
As the final material, it is quite good. Having any size hyperspace core made out of avorion allows you to jump over rifts assuming you have the range.
If you make a ship and hire a captain for it, you can order it remotely and queue/loop orders. You can put mining lasers (regular or R) and a mining system and have them mine automatically for you. You can even loop a mining/refining order, and they will generate materials until you grow old and die if you include a few different sectors to mine from. Hence, each sector regenerates between mining cycles!
Stations are expensive upfront but can provide passive income or allow you to produce your own goods for crafting turrets, for example. Once set up, don’t forget to hit the trade menu at the top right and set your factories to “actively sell goods” if you want them to automatically sell their products.
What upgrades to hoard/farm?
Turret Controls and shield boosters. Hyperspace upgrades are also nice, even late game, depending on your patience and play style.
What upgrades to sell?
Xsotan artifacts can be farmed and will provide: energy, cargo, some hyperspace cooldown reduction (and range), some turret slots, etc. Many other upgrades are useful but do not need to be farmed beyond getting one or two exotic or legendary ones.
This is my opinion; I’m sure different people have valid reasons to question this, so please take this with a grain of salt as it’s just meant to be a quick reference for new players.
C Tier: Cannons, launchers, chainguns, and lasers.
They’re alright, but not outstanding in any way. Cannons and launchers have a good range, but their slow speed makes it hard to hit anything moving. Chainguns and lasers hit reliably, but they have a rather short range and no specific strong suits.
B Tier: Plasma cannons and bolters.
Bolters are really good before shields, and both remain quite decent throughout the game.
A Tier: Tesla, Lightning, and Pulse Cannons.
Tesla and lightning are instant hits and generally better than lasers. Pulse cannons’ ability to hit through shields gives them basically the equivalent of 1.5 to 1.8 times the tooltip damage before any other modifier and, in some cases, let you snipe things off enemies without having to break their shields.
S Tier: Railguns.
While they do not look outstanding, their ability to deal damage multiple times when hitting a target’s hull on top of having great range and having no travel time gives railguns extreme potential.
Fighters are extremely efficient if a bit passive, as weapons. They also have their uses for logistics such as transferring cargo, boarding, mining, etc.
In terms of combat, you exchange the need to spend upgrades on turret slots(or use both turrets and fighters!) for the need for hangar blocks. 8 fighters will deal roughly the same damage as a turret they are made from. With a maximum of 12 fighters per squad and 10 squads, that is an enormous amount of potential damage. (Credit: Lazarus Long)
Scaling and grid size
I recommend using a scaling size that is a multiple (at least 2x) of your grid size. This means you should never use 0.05 scaling until you’re at the detailing stage. This helps a lot in making sure things will line up properly.
Armour is good
Hull has 0.6 times the mass, 0.27 times as much HP, costs 3x as much money, and 0.67 times the material cost of armor. What does this mean? That means that if you replace your hull blocks with half the amount of armor, you’re still getting about twice the HP for less mass, fewer credits, and fewer materials.
For example, a 1x1x1 avorion hull will have 45.56 HP, 36 mass, and cost 5 avorion and 67$. A 1x1x0.5 block of ogonite armor (one tier lower!) will have 55.55 HP, a mass of 37.5, and cost 2.5 ogonite and 8$. It weighs almost the same, it’s cheaper, and it’s tougher! (Numbers based on the wiki, hopefully, it is accurate!)
For comparison, a 1x1x1 (mind the dimensions!) block of trinium armor has 50 HP and 35 mass, making it better than avorion hull and comparable to ogonite armor in mass. However, you will need twice the volume for similar (but still worse!) HP.
Tired of chasing enemies? Go in the opposite direction instead. They will start chasing you to get back in range, and they are just as subject to drifting as you are. This means they can drift back into your range without you having to go 100 to 200 kilometers out in space.
What you put into the slots matters. The stats/item type you get can only be part of what you put in, with very few exceptions: the tech level and the coaxial trait. Coaxial can appear randomly as you get close to the center of the galaxy and the tech level only depends on the location of the research station. This is also based on distance from the center of the galaxy, and it allows us to make really potent weapons out of shallow tech trash.
You can turn any turret you own into a blueprint as long as the factory has the required tech level for it. This allows you to copy that awesome turret you got as a drop as many times as you can afford. Blueprinting a turret destroys it, though, so you have to build at least one copy to be able to use it afterward.
Stacking Shield Boosters
The higher rarity of shield boosters usually come with “35% emergency recharge when depleted.” This stacks. If you have two, then you regenerate 70% of your shields every five minutes when they run out. If you have 3? Yep, 100%!
Breaching the barrier
No spoilers, just an out of context detail: you can actually activate more than one asteroid at a time if your ships are long enough! (Credit: Warrax)
Let me know if you have more tips that are not obvious at first!
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