This section is a simple explanation of how weapons function in VEGA Conflict.
Basics[edit | edit source]
Each weapon has its own firing cycle. A firing cycle consists of three parts in sequence: charging (C), firing (F), reloading (R).
Charging[edit | edit source]
Charging involves warming up the weapon. For most weapons, no charging is required; they start firing immediately when an enemy gets in range. In general, only beam-type weapons have charging periods.
The official statistic for this phase is "Charge Time".
Firing[edit | edit source]
Firing is the most straightforward part of the cycle. The weapon exhausts all of its available shots in this period. The number of available shots varies from weapon to weapon. For example, Wave Drivers only fire once per cycle, but the Aurora Ray can fire 6 shots per cycle. If a weapon only shoots once per cycle, the firing period ends as soon as it begins.
Note that one "shot" may include multiple projectiles, for example the Bayonet Missile fires 3 projectiles per shot.
Reloading[edit | edit source]
Reloading is the period when the weapon ceases to fire and is on cooldown. ALmost all weapons have a reloading period. After the weapon finishes reloading, the cycle restarts.
There are two official statistics for this phase: "Cooldown" directly measures the reload time, while "Cool Down" is inversely proportional to the reload time.
Calculating Damage Per Shot[edit | edit source]
The damage per shot of a weapon is calculated according to the following formula:
Damage per shot = DPS * (C+F+R)/N ----- DPS = Damage per second of the weapon C = Charging time in seconds F = Firing time in seconds R = Reloading time in seconds N = Number of available shots per cycle
Firing Cycle Display Notation[edit | edit source]
In this wiki, weapon firing cycles are expressed in the following notation:
C: [Charging time in seconds] / F: [Firing time in seconds] / R: [Reloading time in seconds] / N: [Number of available shots per cycle]
For example, Thermal Beam has a charging time of 2.0 seconds, a firing time of 3.0 seconds, a reloading time of 0.6 seconds and ticks 15 times. Therefore, its firing cycle can be expressed as
C: 2.0 / F: 3.0 / R: 0.6 / N: 15
Notes[edit | edit source]
- If the charge, firing or cooldown time is changed when the weapon is in the corresponding phase, the effects will immediately apply. If the phase has been shortened, it will end immediately if the original time elapsed is greater than the new duration of the phase.