Vega Conflict: Ship and Tech Guide, Middle Game

Tier 5: Iron Star and Demon Corps Ships and Technology.

The mid-game features the introduction of the heavy-hitters. They outclass their VSec counterparts, and paradoxically are often quicker to build and easier to mark up (which is why so many VSec ships are on the “avoid” list). ISC ships are generally more heavily-armored and durable, while DC hulls have less armor but pack more of a wallop, particularly when paired with the Infernal weapons (Gatling, Wave and Vector Torpedo) that are unique to Demon Corps.

As a general rule, ISC are better for farming and DC are better for PvP. As a general rule, you should outfit your DC ships with basic weapons (Nova/Manifold/Siege) initially, then upgrade to Infernal weapons on a piecemeal basis, as each level-III Infernal weapon takes 1-3 days to equip (exception: when you have a build discount, then you should build out as much as you possibly can).

From here on out, all of ships have high mass limits. From now on, you should only bother researching/farming the highest-caliber version of each technology (usually “III”), and don’t bother with I and II, unless you have leftover points or plan on retro-fitting them on your smaller ships.

Must-have ships:

  • Vigilante: Tough and resilient, this is the best mid-level farming Battleship in the game. Equip it with Nova Rays or Manifold missiles, and add Skirmish Armor III for best results.
  • Machete: While the stock “MaShitty” is no better than a Lance, marking up this baby gives you a shield and an extra weapon slot as well as a resistance slot. Once upgraded to Mk IV this is a very powerful and tough destroyer indeed. Siege Drivers and Binary Thrusters are best for basing, but Neutron Drivers are good all-rounders. Deflector shields are best for basing and farming.
  • Hellfire: Not as tough as the Vigilante, but far more dangerous in battle when flown with care. Pair with Infernal Weapons for added killing power.
  • Python: Since cutters are designed for close-in brawling, the ability to stay in the fight and soak up damage is paramount. If you are into cutters, this is the one. Equip with Nova Ray or Manifold Missiles, Metaphase III shielding… and as much Skirmish Armor as you can for survivability.
  • Heretic: Most high-level Cruisers have two shield slots, but not the Heretic; the designers sacrificed one of the shield slots for two extra armor slots, resulting in an incredibly tough hull. The downside is insane repair times; a fully-upgraded Mk V Heretic maxed out with Skirmish Armor III requires nearly five hours to repair, which means more than a day of repairs for a fleet.
  • Damocles: When equipped with iWaves and Iridium magnets, these are lethal against bases, and pretty good in PvP. Shame that this hull is so fragile when compared to the Machete.
  • Dominion: Far better than the Freyja, this was the primo Carrier for the better part of a year until the Paladin showed up.

Ships to avoid:

  • Basilisk: not as survivable as the Python cutter, and it is harder to mark-up.
  • Legion: A poorly-thought-out design that does not seem to have any real-world use. Part under-powered battleship, part under-powered carrier, this hull excels at neither.
  • Freyja: There is absolutely no reason to build one if you have the Dominion as the DC hull outclasses the Freyja in every way..
  • Tornado: Ostensibly the best Frigate in the game. Build them only if you love frigates, otherwise the Hurricane is good enough.

Must-have Tech:

  • Infernal weapons. Infernal Wave (iWave), Infernal Gatling(iGat) and Infernal Vector Torpedo (iVec) are amazing weapons. The downside is that they take ages to equip – up to three days for a iWave III. That’s twelve days to fully arm a Mk IV Damocles Destroyer.
  • Skirmish Armor is useful for Iron Star Hulls.
  • Armored Thrusters: Demon Corps ships have plenty of firepower, but sacrifice shielding. This helps to right that wrong.
  • Volatile Fuel is useful on battleships when using explosive weapons.

Tech to avoid:

  • Unstable Reactor: Also known as the “Suicide Drive”, this engine causes a massive explosion, equivalent to the ship’s armor when the ship is destroyed, which made it great for taking about enemy Bridges and Alien Harvesters. It was great when it first came out — particularly on Heretics, which carried an insane amount of armor and hence generated an equally insane explosion — then Kixeye nerfed it, reducing the power of the explosion… and it became a pointless waste of time:
  • Raider Squadron: High damage, but short range makes it useless as a carrier weapon.
  • Strike Shield: Recharging shields on cutters is a really bad idea unless you are really really good at micromanagement.
  • Targeting Computer: This allows battleships to engage multiple targets simultaneously. Ostensibly useful as an anti-squadron measure, it requires the battleship to be upgraded to at least Mk IV unless you want to sacrifice the engine, which is a really bad idea.
  • Electric Rails: Frigate only, Adds 40% weapon weight. Adds a stasis element. Of limited use.
  • Blister Rounds – use Volatile Fuel where possible instead.
Advertisements
Post a comment or leave a trackback: Trackback URL.

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: