|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]
|Hull XP||15 XP||17 XP||19 XP||22 XP||26 XP|
|Prerequisites||Previous level of Phased Projectiles|
|Tech Lab Required||IV||VI||VIII||X||X|
|Time||17m 00s||2h 47m||12h 53m||1d 11h 50m||2d 22h 30m|
|Module XP||123 XP||228 XP||341 XP||464 XP||539 XP|
|Time||3m 00s||10m 30s||35m 00s||1h 28m||2h 47m|
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]
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]