Arrestor Beam

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Arrestor Beam   Arrestor Beam Turret

The Arrestor Beam heavily disrupts the operation of enemy engines, though it only works in close quarters.
  — In-Game Description 

Stats[edit | edit source]

Arrestor Beam I
DPS 1 Energy 1 Energy 1 Energy
Mass 540 t 812 t 1,220 t
Range 0-2,750 m
Speed 3,000 m/s
Stasis Duration 0.2 s
Stasis Potency 40% 60% 80%
Firing Cycle C: 4.0 / F: 10.0 / R: 1.0 / N: 50
Traits BeamSmart Targeting
Hull XP 316 XP 417 XP 513 XP
BLUEPRINT CompleteBlueprint.png
Arms Lab Required V VII IX
EQUIP ModuleRefit.png
Time Time.png 1h 25m 30s 3h 42m 00s 5h 35m 30s
Helium-3 Helium3.png 1,694,960 4,341,353 6,563,595
Antimatter Antimatter.png 423,740 1,447,118 2,187,865

General[edit | edit source]

Don't forget to upgrade your hulls with the Arrestor Beam. This energy weapon disrupts enemy engines and slows them down to a crawl.
  — Sybil 

The Arrestor Beam is the ship counterpart of the Arrestor Beam Turret, once popular amongst players due to its ability to slow down an enemy fleet's advance.

It fires a translucent red beam at its target and maintains the beam for a prolonged period of time. It doesn't do much damage but impedes the target's movement according to the stasis amount.

Strategy and Setup[edit | edit source]

Advantages[edit | edit source]

Arrestor Beams cannot be dodged: once a ship is fired upon, it is slowed long enough for the rest of your fleet to catch up and decimate it. Focused Optics allow your ships to slow down enemies from afar, preventing their escape. Beam Capacitors can additionally shorten the charge time of this weapon.

Arrestor Beams can also be used to prevent the enemy from shield-switching, or to exploit their blind spots.

This weapon is best used on short-range ships: its stasis ability allows your ships to close in and gain an advantage in close combat.

Disadvantages[edit | edit source]

Arrestor Beams deal almost no damage but take up a lot of mass, meaning that using this weapon will significantly decrease your damage potential.

Arrestor Beams have a long charge time and hence ill-suited for kiting, since enemies will get in range to fire long before you could slow them down.

Trivia[edit | edit source]

  • The Arrestor Beam used to have 3,000 m range, 2s charge time, 6s beam duration and 1s cooldown time. The weapon got severely nerfed due to their overuse on battleships, and is now a catch-and-kill weapon rather than a kiting weapon.
  • The Arrestor Beam has the lowest DPS of any weapon in the game, even lower than the Pulse Ray I.

Gallery[edit | edit source]