Phased Projectiles

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Phased Projectiles   Phased Munitions


Phased Projectiles make Kinetic weapons more effective at bypassing shield defenses and dealing damage directly to armor.
  — In-Game Description 

Stats[edit | edit source]

Phased Projectiles I
PhasedProjectiles1.png
II
PhasedProjectiles2.png
III
PhasedProjectiles3.png
IV
PhasedProjectiles5.png
V
PhasedProjectiles5.png
SPECIFICATIONS Notepad.png
Weapon Mass 5% 10% 15% 20% 25%
Shield Bypass +10% +20% +30% +40% +50%
Hull XP 15 XP 17 XP 19 XP 22 XP 26 XP
Applies to Kinetic
RESEARCH TechLabResearch.png
Prerequisites Previous level of Phased Projectiles
Tech Lab Required IV VI VIII X X
Time Time.png 17m 00s 2h 47m 12h 53m 1d 11h 50m 2d 22h 30m
Helium-3 Helium3.png 38,800 579,595 2,647,440 6,598,400 12,201,225
Antimatter Antimatter.png 0 30,505 294,160 1,649,600 4,067,075
Module XP 123 XP 228 XP 341 XP 464 XP 539 XP
EQUIP ModuleRefit.png
Time Time.png 3m 00s 10m 30s 35m 00s 1h 28m 2h 47m
Helium-3 Helium3.png 7,850 116,100 529,758 1,319,992 2,440,613
Antimatter Antimatter.png 0 6,111 58,862 329,998 813,538


General[edit | edit source]

Phased Projectiles boost Kinetic weapons by increasing their shield bypass, allowing them to ignore a certain percentage of enemy shield defense.

Strategy and Setup[edit | edit source]

Advantages[edit | edit source]

Phased Projectiles guarantee damage against shielded opponents even if you ultimately lose and fail to completely deplete the enemy's shields. They are particularly useful against regenerating shields such as the Repulsor Shield because enemies will take a huge chunk of health damage even if they get to fully recharge their shields.

In some extreme cases, you can destroy enemy targets before their shields go down, saving you the hassle of draining their shields. This usually happens against heavily-damaged ships or those that have regenerating shields.

Disadvantages[edit | edit source]

Phased Projectiles are next to useless against lightly-shielded but heavily-armored targets such as modules. This also applies to Xeno Division Hulls and above.

Iridium Magnets are a much common choice as they can effectively multiply actual damage output by improving the weapon's accuracy.

Gallery[edit | edit source]