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The Flux Coil combines advanced tech from Altairian Driver specials. A devious piece of tech that increases the distance and speed of Driver Projectiles whilst increasing shield bypass.
  — In-Game Description 

Stats[ | ]

Flux Coil I
FluxCoil1
II
FluxCoil2
III
FluxCoil3
SPECIFICATIONS Notepad
Range -420 m -550 m -670 m
Projectile Range +1,500 m +2,200 m +3,000 m
Weapon Speed +1,250 m/s +1,550 m/s +1,900 m/s
Shield Bypass +6% +13% +20%
Hull XP 8,087 XP 10,671 XP 13,137 XP
Applies to Void, Driver
Restricted to Marauders
BLUEPRINT CompleteBlueprint
Tech Lab Required XII
EQUIP ModuleRefit
Time Time 3h 36m 8h 24m 14h 24m
Helium-3 Helium3 8,901,360 17,802,720 26,704,080
Antimatter Antimatter 5,110,040 10,220,080 15,330,120


General[ | ]

The Flux Coil is a Marauder only special that combines the Phased Solenoid and Ballistic Sabot, granting the benefits of both specials, without penalizing shield energy.

Strategy and Setup[ | ]

Advantages[ | ]

The Flux Coil combines the benefits of Phased Solenoid and Ballistic Sabot, granting additional projectile speed and Shield Bypass to driver weapons. It also grants additional projectile range, allowing Driver projectiles to fly further.

Disadvantages[ | ]

The Flux Coil however still penalizes the firing range of the ship it is equipped on, resulting in the ship having less overall maximum range, and thus making it harder for it to snipe potential threats without getting in enemy weapon range. That alone is enough to make most players choose Void Phasing Magnets instead.

It is also restricted to Marauder Hulls only.

Gallery[ | ]


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