Iridium Magnets

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Iridium Magnets   Iridium Arrays

Iridium Magnets increase the muzzle velocity of Kinetic weapons, making them harder to evade.
  — In-Game Description 

Stats[edit | edit source]

Iridium Magnets I
Weapon Mass 6% 12% 18% 24% 30%
Weapon Speed +540 m/s +1,080 m/s +1,350 m/s +1,620 m/s +1,890 m/s
Hull XP 15 XP 17 XP 19 XP 22 XP 26 XP
Applies to Kinetic
RESEARCH TechLabResearch.png
Prerequisites Previous level of Iridium Magnets
Tech Lab Required III V VII IX X
Time Time.png 28m 00s 5h 33m 1d 0h 59m 2d 14h 59m 4d 12h 15m
Helium-3 Helium3.png 80,100 1,123,560 4,876,535 10,897,200 18,750,000
Antimatter Antimatter.png 0 124,840 860,565 3,632,400 6,250,200
Module XP 432 XP 809 XP 1,224 XP 1,680 XP 2,064 XP
EQUIP ModuleRefit.png
Time Time.png 4m 00s 17m 30s 1h 03m 2h 30m 4h 13m
Helium-3 Helium3.png 16,130 224,928 975,605 2,179,800 3,750,570
Antimatter Antimatter.png 0 24,992 172,166 726,600 1,250,190

General[edit | edit source]

Iridium Magnets boost Kinetic weapons by increasing their speed.

Strategy and Setup[edit | edit source]

Advantages[edit | edit source]

Iridium Magnets are the standard weapon booster for Kinetic weapons as most of them are quite slow and have difficulty hitting moving enemies.

Notably, the level I-II versions are most efficient in terms of mass, but you should still equip the highest level possible for the sake of accuracy.

Disadvantages[edit | edit source]

Iridium Magnets are not recommended when fighting base modules because they cannot move and get hit no matter how slow the projectile speed.

Gallery[edit | edit source]