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Aurora Ray   Aurora Ray Turret


The Aurora Ray Turret is a heavy weapon that fires shots of pre-ionized Energy, perfect for shredding through shields.
  — In-Game Description 

Stats[ | ]

Aurora Ray Turret I
AuroraRayTurret1
II
AuroraRayTurret2
III
AuroraRayTurret3
SPECIFICATIONS Notepad
DPS 92 Energy 140 Energy 214 Energy
Mass 382 t 783 t 1,764 t
Range 0-4,500 m
Speed 4,000 m/s
Shield Damage +25%
Firing Cycle C: 2.0 / F: 1.0 / R: 1.2 / N: 6
Traits Homing
Module XP 12,678 XP 18,055 XP 25,809 XP
BLUEPRINT CompleteBlueprint
Arms Lab Required VII VIII IX
EQUIP ModuleRefit
Time Time 48m 45s 6h 37m 30s 11h 52m 00s
Mineral Ore MineralOre 567,855 4,072,740 7,263,998
Antimatter Antimatter 63,095 1,357,580 2,421,333


General[ | ]

The Aurora Ray Turret is the base counterpart of the Aurora Ray with increased shield damage.

It fires a series of homing bright yellow bolts, similar to the ship version.

Strategy and Setup[ | ]

Advantages[ | ]

Aurora Ray Turrets are excellent at taking down the shields of enemy blitz fleets; put them in front of other anti-blitz turrets such as ECHO Ray Turrets to maximize their efficiency.

Aurora Ray Turrets also surpass Tachyon Beam Turrets and Gatling Ray Turrets in terms of mass efficiency without factoring in special abilities.

Disadvantages[ | ]

Aurora Ray Turrets severely lack range just like most other Energy base weapons and are hence vulnerable to sniper attacks.

They are replaced by SICO Missile Turrets that are better in almost every aspect.

Trivia[ | ]

  • The Aurora Ray Turret is the first turret to feature a glow that goes outside its hitbox.
  • The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.

Gallery[ | ]


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