Void Cyclotron Beam
|Cyclotron Beam||Void Cyclotron Beam|
|“||The Void Cyclotron Beam is a powerful particle accelerator that increases its output over time, maximizing Void damage dealt to locked on targets.||”|
|— In-Game Description|
Stats[edit | edit source]
|Void Cyclotron Beam||I||II||III|
|Mass||2,393 t||3,112 t||5,793 t|
|Firing Cycle||C: 3.0 / F: 5.0 / R: 2.0 / N: 25|
|Overcharge Amount||+25% DPS|
|Overcharge Delay||5 s|
|Overcharge Max||+50% DPS|
|Overcharge Duration||10 s|
|Traits||Beam, Pass Through|
|Hull XP||20,217 XP||26,667 XP||32,843 XP|
|Arms Lab Required||XI||XII||XII|
|Time||16h 34m 48s||21h 54m 00s||1d 2h|
General[edit | edit source]
The Void Cyclotron Beam is a Marauder adapted version of the Cyclotron Beam, designed for carriers,
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
The relatively high DPS on the Void Cyclotron Beam that increases over time allows Marauder Carriers to lay waste to enemy ships from afar without fear of retaliation. Furthermore, since it deals Void Damage, no other hull save for the other Marauder Hulls are able to mitigate its damage.
It also possesses a long range, on par with squadrons like the Yellowjacket Drone, making it hard for ships to kite it.
Its DPS also increases over time as it remains locked on a target, making it more powerful over time.
Disadvantages[edit | edit source]
Being a Beam Weapon, Void Cyclotron Beams are very ineffective against Squadrons.
Fusion[edit | edit source]
|Fusion||I -> II||II -> III|
|Time||5h 28m 30s||6h 30m 00s|
|Void Cyclotron Beam||3x Level I||3x Level II|
Trivia[edit | edit source]
- The Void Cyclotron Beam is the second weapon that can be equipped to a Marauder carrier's squadron slots, the first being the Raven Drone.
- Unlike its regular variant, Void Cyclotron Beam only requires 150 fragments per reusable credit.
Gallery[edit | edit source]