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Termination Rerun and Civil War

Starts: July 3rd
Ends: July 7th

Adaptation (Main Event) 

Starts: July 10th
Ends: July 14th

Confrontation 

Starts: July 17th
Ends: July 21st

Escalation 

Starts: July 24th
Ends: July 28th

Escalation Rerun and Civil War

Starts: August 7th
Ends: August 11th

V.E.G.A Tech

V.E.G.A. Assault “Longstrike”

 

Mk1 

Mk2

Mk3

Mk4

Mk5

Mk6

Description

The Longstrike is the long-range V.E.G.A. Assault hull. Able to target enemies with a small overlap in its firing arcs, the Longstrike can punch through anything that stands in its way.

Designation

Assault

Health

200,000

240,000

288,000

345,600

414,720

497,664

Resurgence

+70%

+80%

DPS Boost

5%

10%

15%

Speed Boost

-

-

5%

Shield Energy Boost

-

-

-

-

5%

Retrocitor/RetroSyn/Spectre Resistance

+100%

Blood Rebellion

+10%

Nightfall Coalition Resistance

60%

Void/Blight Nebula Resistance

100%

Radiation Resistance

10%

Munitions Resistance

50%

Requirement 1

Ship Factory XVI (16)

Requirement 2

Ship Lab XIV (14)

V.E.G.A Weapon
“Spearhead Lance”

 

Level 1

Level 2

Level 3

Description

The Spearhead Lance is a long-range munitions weapon that, while slow to fire, launches a deadly and fast-moving projectile that slams into enemy hulls.

Faction Lock

V.E.G.A

Weapon Type

Lance

Damage Type

Munition

Mass

2,350

2,525

2,700

DPS

19,000

22,500

26,000

Min Range

3,000 m

Max Range

7,000 m

Module Requirement (Build)

Arms Lab XIV (14)

Module Requirement (Craft)

Workshop X (10)

V.E.G.A Defense
“Heavy Deflector”

 

Level 1

Level 2

Level 3

Description

The Heavy Deflector is for defense on V.E.G.A hulls. Heavier than its predecessor, it provides more shield energy while utilizing more variable Resistance values.

Faction Lock

V.E.G.A

Mass

2,350

2,525

2,700

Shield Energy

358,627

419,034

504,677

Shield Regen (% / s)

5%

7%

10%

Delay Amount

7 s

Munitions Reduction

45%

Radiation Reduction

20%

Essence Reduction

5%

Armor Value

250,000

350,000

450,000

Radiation Resistance

30%

40%

50%

Essence Resistance

5%

7%

10%

Module Requirement (Build)

Tech Lab XV (15)

Module Requirement (Craft)

Workshop XI (11)

V.E.G.A. Longstrike
Unique Specials

Component 1

Details

Mk1

Trigger Conditions

Enemy Ship in Dual Firing Arc

Strafe Speed Boost

25%

Weapon Cooldown

-20%

Component 2

Juggernaut Damage Bonus

+25%

Component 3

Min Range Reduction

-20%

Multi Targeting

2 Targets

Component 4

Deflector Bonus

+20%

Component 5

Turn Speed Bonus

+25%

Component 6

Stasis Resistance

+10%

Saprophyte Tech

Saprophyte Juggernaut “Pestilent”

 

 

Mk1 

Mk2

Mk3

Mk4

Mk5

Mk6

Description

The Pestilent is the imposing and deadly Saprophyte Juggernaut. Quicker than it appears, it moves in and leaves enemy hulls rotting from within, before feasting on the wreckage.

Designation

Juggernaut

Health

400,000

480,000

550,000

690,000

820,000

990,000

Infected Aggression Trigger Threshold

70%

Charge Rate Def

10%

Resurgence

+70%

+80%

Speed Boost

-

15%

DPS Boost

-

5%

Retrocitor/RetroSyn/Spectre Resistance

+100%

Nightfall Coalition Resistance

60%

Void/Blight Nebula Resistance

100%

Essence Resistance

10%

Radiation Resistance

50%

Requirement 1

Ship Factory XVI (16)

Requirement 2

Ship Lab XIV (14)

Saprophyte Weapon
“Infection Emitter”

 

Level 1

Level 2

Level 3

Description

The Infection Emitter is a deadly Emitter weapon that projects a burst of Radiation into targeted enemy hulls. It gains power as it fires, dealing more damage to those caught within.

Faction Lock

Saprophyte

Weapon Type

Emitter

Damage Type

Radiation

Mass

2,350

2,525

2,700

DPS

16,250

18,875

22,000

Min Range

0 m

Max Range

4,000 m

Module Requirement (Build)

Arms Lab XIV (14)

Module Requirement (Craft)

Workshop X (10)

Saprophyte Defense
“Invasive Ward”

 

Level 1

Level 2

Level 3

Description

The Invasive Ward projects a powerful aura around Saprophyte hulls. Designed with more aggressive tactics in mind, it provides more Ward energy and defense, but does spread some of that defense out.

Faction Lock

Saprophyte

Mass

2,350

2,525

2,700

Shield Energy

425,592

481,672

570,528

Defense

95%

Essence Reduction

20%

Radiation Reduction

40%

Munitions Reduction

10%

Armor Value

100,000

200,000

300,000

Essence Resistance

30%

40%

50%

Munitions Resistance

5%

10%

15%

Module Requirement (Build)

Tech Lab XV (15)

Module Requirement (Craft)

Workshop XI (11)

Saprophyte Pestilent
Unique Specials

Component 1

Details

Mk1

Interceptor Damage Bonus

+25%

Component 2

Overcharge Bonus

+2s of Overcharge time

Component 3

Ship Speed Bonus

+10%

Component 4

Health Damage Bonus

+15%

Component 5

Ward Power Bonus

+25%

Component 6

Munitions Resistance

+5%

Radiation Resistance

+10%

Essence Resistance

+10%

Guardian Tech

Guardians Interceptor “Stinger”

 

 

Mk1 

Mk2

Mk3

Mk4

Mk5

Mk6

Description

The Stinger is the primary Interceptor of the Guardians. Darting in to engage foes, it also provides a speed boost for allied hulls in the fleet.

Designation

Interceptor

Health

300,000

360,000

440,000

520,000

630,000

750,000

Resurgence

70%

80%

Speed Boost

-

5%

10%

15%

DPS Boost

-

5%

Fleet Speed Bonus (Symbiotic Tactics)

5%

Retrocitor/RetroSyn/Spectre Resistance

+100%

Nightfall Coalition

60%

Void Nebula

100%

Munitions Resistance

10%

Essence Resistance

50%

Requirement 1

Ship Factory XVI (16)

Requirement 2

Ship Lab XIV (14)

Guardian Weapon
“Bioactive Blaster”

 

Level 1

Level 2

Level 3

Description

The Bioactive Blaster is a fast-firing, short-range, essence weapon that can bypass energy-based defenses.

Faction Lock

Guardian

Weapon Type

Blaster

Damage Type

Essence

Mass

2,350

2,525

2,700

DPS

23,500

25,000

28,000

Shield Bypass

5%

10%

15%

Min Range

1,000 m

Max Range

3,750 m

Module Requirement (Build)

Arms Lab XIV (14)

Module Requirement (Craft)

Workshop X (10)

Guardian Defense
“Biomechanical Armor"

 

Level 1

Level 2

Level 3

Description

Advancing their Biorganic technology, the Guardians developed the Biochemical Armor to help protect against Radiation weaponry. Though boasting less energy than its predecessor, it can regenerate the energy faster.

Faction Lock

Guardian

Mass

2,350

2,575

2,700

Ablative Armor Energy

200,000

250,000

300,000

Damage Ratio

10,000

12,500

15,000

Heal Ratio

30,000

37,500

45,000

Armor Health

400,000

500,000

600,000

Munitions Resistance

5%

Essence Resistance

20%

Radiation Resistance

5%

Module Requirement (Build)

Tech Lab XV (15)

Module Requirement (Craft)

Workshop XI (11)

Guardian Stinger
Unique Specials

Component 1

Details

Mk1

Deflector Damage Boost

+25%

Component 2

Assault Damage Bonus

+25%

Component 3

Ship Speed Bonus

+20%

Turn Speed Bonus

+15%

Component 4

Ablation Recovery Bonus

+1,250

Component 5

Shield Disruption

-25%

Duration

5s

Cooldown

10s

Component 6

Trigger Condition

Defense Down

Strafe Speed Bonus

+25%

  • Hook no longer mentioned in Enrage description pop up.

  • Terminal KI and EN Squads/Wings should now deal and receive damage normally in base combat.

T15 Rebalance Changes

  • Overall Changes:

    • T15 ships now have a built in 50% resistance to their own damage type and a 10% resistance to their non-counter damage type

      • For example, the Raptor has a 50% resistance to Munitions, and a 10% resistance to Radiation

    • Ship speed values for every ship have been re-evaluated to better feel like more familiar classes

    • Moved firing points on all T15 hulls to improve visual appearance.

    • Updated projectile visuals for the Irradiated Lance, Corruption Blaster, and the Biometric Tracker.

 

  • V.E.G.A. Specific Changes:

    • Deflectors now have an armor value stat built in alongside the defense energy. These Armor values come with their own resistance values like a standard armor component would

    • The Raptor's OD ability has now been changed to now be a Modification instead of being built in.

    • The Raptor's Shield Bypass Modification has been removed.

    • Raptor's Speeds are now:

      • Forward - 660

      • Strafe - 460

      • Rear - 100

      • Turn - 35

  • Valiant's Speed are now:

    • Forward - 560

    • Strafe - 230

    • Rear - 100

    • Turn - 35

  • Expeditionary Blaster has its speed, range, and dps balanced

  • Primary Deflector can no longer recharge from zero and its recharge rate has been reduced.

  • Salvo Rockets has had its predictive fire increased.

 

  • Guardians Specific Changes:

    • The Guardians Heavy Armor components no longer feature shield energy. Instead, Ablation has been added and balanced accordingly.

    • Aegis' Speeds are now:

      • Forward - 520

      • Strafe - 200

      • Rear - 150

      • Turn - 30

  • Divergent's Speeds are now:

    • Forward - 450

    • Strafe - 500

    • Rear - 230

    • Turn - 35

  • Biosynthetic Disruptor has had a Ricochet stat added

  • Biometric Tracker's dps has been balanced

  • Aegis' Symbiotic Tactics ability has been changed from a Shield energy boost to an Ablation Recovery boost

  • Aegis' Turn Speed Boost Modification stat has been moved to the other Speed Boost Modification

  • In its place, a Damage Allocation Field Modification has been added to the Aegis

  • Divergent's Shield Energy Modification has been replaced by a Ablation Recovery boost Modification

  • Saprophyte Specific Changes:

    • Ward components, much like Deflectors, have Armor values and armor resistances added to them.

    • Irradiated Lance's speed and dps have been updated and it's predictive fire has been increased to 100%

    • Corruption Blaster's speed and dps have been updated

  • Contagion's Speeds are now:

    • Forward - 490

    • Strafe - 540

    • Rear - 270

    • Turn - 40

  • Defiler's Speeds are now:

    • Forward - 700

    • Strafe - 250

    • Rear - 100

    • Turn - 50