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Ionized Optics   Void Ionization


Focusing the Void element towards a direction with Beam & Cannon weapons extends its reach and destabilization of shields, but results in a reduction to its impact to armor health.
  — In-Game Description 

Stats[ | ]

Void Ionization I
VoidIonization1
II
VoidIonization2
III
VoidIonization3
SPECIFICATIONS Notepad
Weapon Mass 3% 5% 7%
Range +30% +40% +50%
Shield Damage +25% +33% +50%
Health Damage -10% -12% -15%
Hull XP 4,043 XP 5,335 XP 6,569 XP
Applies to Void, Beam, Cannon
Restricted to Marauders
REUSABLE ITEM ReusableItem
Prerequisites None
EQUIP ModuleRefit
Time Time 2h 24m 4h 48m 7h 12m
Helium-3 Helium3 8,684,540 17,369,080 26,053,620
Antimatter Antimatter 6,823,567 13,647,134 20,470,701


General[ | ]

Void Ionization is a PvP-oriented Ionized Optics that is extremely lightweight. It is limited to Marauder Hulls and only affects Beam and Cannon weapons.

Strategy and Setup[ | ]

Advantages[ | ]

Void Ionization provides a percentage-based range increase unlike regular Ionized Optics, meaning that Beams and Cannons with longer innate range benefit more from this special. Even with a relatively short range of 3,000 m, this special can add an extra 1,500 m, which exceeds that of Ionized Optics by far.

Disadvantages[ | ]

Although the shield damage bonus of Void Ionization is greater than that of Ionized Optics, it also carries a significant health damage penalty. This is horrible against many ships including other Marauder Hulls because most players use pure armor builds to minimize their repair time.

Trivia[ | ]

  • Void Ionization was originally available on the Vanquisher Carrier, which is not intended. The second January 2019 update corrected the issue; players who had it equipped were compensated according to this thread.
  • Void Ionization II had its health damage stat changed from -13% to -12% at some point in time.

Gallery[ | ]


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