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The Rush Beam is a medium range beam weapon that deals Energy damage. Featuring overcharge, it deals more damage the longer it fires making it great at taking down enemies with high defense and health.
  — In-Game Description 

Stats[ | ]

Rush Beam I
RushBeam1-EN
II
RushBeam2-EN
III
RushBeam3-EN
SPECIFICATIONS Notepad
DPS 2,000 Energy 2,500 Energy 3,000 Energy
Mass 3,000 t 3,715 t 5,000 t
Range 0-7,000 m
Firing Cycle C: 2.0 / F: 2.0 / R: 2.0 / N: 10
Overcharge Amount +20% DPS +30% DPS +40% DPS
Overcharge Delay 1 s
Overcharge Max +100% DPS +150% DPS +200% DPS
Overcharge Duration 5 s
Traits BeamPass Through
Restricted to Spectre
Restricted to Tier 9, Tier 10
Hull XP 61,287 XP 70,400 XP 80,868 XP
BLUEPRINT CompleteBlueprint
Pieces 8 8 N/A
Arms Lab Required XI XII N/A
REUSABLE ITEM ReusableItem
Arms Lab Required N/A N/A XII
CRAFT Crafting
Workshop Required IX
Fragments Fragment N/A N/A 150
EQUIP ModuleRefit
Time Time 6h 00m 9h 00m 13h 00m
Helium-3 Helium3 12,300,000 17,400,000 22,800,000
Antimatter Antimatter 3,480,000 4,800,000 6,600,000


General[ | ]

The Rush Beam sustains a powerful Energy blast that deals more damage the longer it remains locked on.

Strategy and Setup[ | ]

Advantages[ | ]

The Rush Beam can deal immense damage over a long period of time, particular on the Caustic as it can further boost the duration of Overcharge. As such, it is best used against targets with a large amount of health, so that the Overcharge portion of the beam is not wasted due to destroying the target too early on.

It may be worthwhile to equip the Beam Overcharge Capacitor to further increase the weapon's damage output by extending the period during which the weapon receives its massive +200% DPS bonus.

It has the same maximum range as the Slug Torpedo and cannot miss. Moreover, it has no minimum range, making it useful even on shorter-ranged ships such as the Switch.

Disadvantages[ | ]

As with other beams, the Rush Beam has a charge time which enables enemies to get the first shot, or duck in and out of the firing arc before the beam begins to fire.

Moreover, it has low damage per shot due to its nature of dealing continuous damage, making it less ideal for hit-and-run scenarios where weapons with high damage per shot can reload while the ships are turning away.

Its long firing time makes it especially vulnerable to the Weapon Disrupted debuff, instantly ending the beam and forcing it to reload.

Trivia[ | ]

  • This is the first weapon in Tier 9 that has Overcharge.

Gallery[ | ]


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