Category Archives: Vega Conflict

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.
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Vega Conflict: Ship and Tech Guide, Early Game

With the bewildering array of ships, armor, weapons and specials that are available to beginners, it is sometimes difficult to know where to start, and, more importantly, which technologies can be safely ignored. So I put together this short guide to help new players along the way. I have divided the guide into three parts. Early Game (Tier 1 to 4; Rebel/Vega/VSec), Mid-Game (Tier 5 ISC/DC) and Late-Game (Tier 6 Xeno/A.X.I.S.)

Part I: Early Game ships and Technologies

 Must-have Tech:

  • Gladius Driver (I and II) Needed for Glad Rancs
  • Fusion Thrusters (I and III): needed for all
  • Binary Thrusters: Good on Destroyers and Frigates, where the ability to strafe is of paramount importance.
  • Thermal Beam: The base-level laser weapon. Hard-hitting and to the point.
  • Hydra Missile: The best low-level explosive weapon in the game.
  • Impulse Beam II and III: The next step up from Thermal Beams, and a must-have for Insta-Broads and Cutters
  • Aurora Ray (II and III) — All round, the most versatile weapon in the early game. Only Hydra missiles are better against squadrons in the early game.
  • Metaphase Shields: The best all-round shields in the game, due to their being good against all three kinds of weapons. Put Meta I on Gladius Rancors and Impulse Broadswords. Put II on Venoms, and put III on all the big (Tier 4+) ships.
  • Siege Driver: The primo Destroyer weapon for basing in early and mid-game. Longer range than anything else in the game (only Precision Gauss Driver has longer range, but it lacks the punch that the Siege Driver delivers)
  • Vector Torpedo: Replaces Hydra missiles.
  • Burst Ray: This “Energy Shotgun” works best at close range,m which makes it a great weapon for cutters, but pretty much useless for anything else. And don’t even think about putting Burst Ray Turrets on your base.
  • Capacitive Plates: The best base armor until you unlock Talonite and Tungsten plates.
  • Armored Hold

Tech to avoid:

The following items are less useful; research them if you have to, but bear in mind that they are of limited use. The weapons are of limited use, the specials became less useful when shields were nerfed and became mess significant in the game.

  • Gemini Driver
  • Bayonet Missile
  • Brimstone Torpedo
  • Arc Missile
  • Phased Magnets
  • Spectral Warheads
  • Ionized Optics

Must-have ships:

  • Genesis: Quick to build and upgrade, this is only useful as a combat vessel in the earliest stages of the game, after which they can be refitted as cargo haulers.
  • Rancor: The early-game workhorse, and the first battleship in the game. “Glad Rancs”: with Gladius Driver I and II, Spectral shields (upgrade to Metaphase I when you can), Iridium Magnets and NO armor (for instant repair). This allows you to farm Vega and VSec up to about level 35. Can be refitted as a cargo carrier in later stages of the game.
  • Broadsword: These are are the primary low-level glass-cannon heavy hitters.Cheap to build, easy to mark up, “Impulse-Broads”: Broadsword Mk III with Impulse Beam 3&2. A fleet of these can take down TWO Artillery 37 Crafting Fleets on auto with instant repair. This is important because this is the lowest-level fleet that drops Tier-4 patterns and parts.
  • Venom: Lovely early farming ship, but don’t build too many, as they are of limited use in the later game.
  • Dread: When it first came out, it was the most powerful ship in the game. After being nerfed in the great rebalance and supplanted by the Zeal, then outclassed by both the Vigilante and Hellfire battleships, this ship has been relegated to the mid-game. It is, however, a mandatory workhorse for the acquisition of all better technologies, so this ship is a must-have. Partner with Ragnarok Carrier.
  • Lance: The primo early-game destroyer. Add recharging Repulsor shields, Binary thrusters and Siege Drivers for basing wonderfulness.
  • Taipan: Quick to build and easy to mark-up, the “Tai-Spam” is an excellent idea for covering fleets, harassing enemies, and generally causing mayhem.. Equip it with Manifold Missiles or Nova Rays for best results.
  • Gharial: Tougher than the Taipan, and more versatile. More of the same.
  • Midgard:Not much use as a combat carrier, the Midgard comes equipped with the same Agility Support Field as the Ragnarok, but in a hull that only takes half the time to build and repair.
  • Ragnarok: Generally regarded as the best all-round Carrier in the early game due to its agility Support Field as well as long-range drones. The Midgard has the same field, but only half the drone range. This ship is the difference between grinding your way through events to taking down high-level fleets for big points. Partner with Dread Battleships.
  • Revelation and Apocrypha: Two excellent dual-shield workhorses, best used as tanks.

Ships to avoid:

Exodus, Trident, Corinthian, Fury, Zeal, Nexus, Rapture, Komodo, Valhalla, Valkyrie. Nothing wrong with these ships, but there are often better alternatives available, or they can be skipped. Research them if you must, build only what you need to. VEGA ships are generally almost as capable as their VSec counterparts, but are far easier to mark up. And in many case their  Tier-5 equivalents ships take about the same time to build.
This article is an excerpt from the forthcoming update to my Game Guide, over a hundred and ninety pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $3.99. However, if you use this link, you can get it for $1 off. Make me smile – buy my book!
Part II: Mid-Game (Tier 5 ISC/DC) Coming soon!

Vega Conflict – Afore Ye Go

Ten things that Kixeye should do before Tier 7

  1. Coin spend confirmation. Yes, I know that you’ve already decided that this is somehow “good for the players” (i.e., good for Kixeye), but I respectfully disagree. To put this into perspective, I haven’t purchased any coins in nearly a year. This is the reason why.
  2. Rebalance I: Reduce the “price” of Tier 4 items. Particularly VSec, which is currently more expensive than Xeno. Wassup wid dat?
  3. Rebalance II: Reduce refit times or implement a refit bay. Three days to install a single I-wave (Infernal Wave Driver) III which is hopelessly outclassed by Xeno everything? Ten days to install a top-end drive to a Javelin Jumpship? Are you joking me? Five days to build a naked Xeno ship is not bad, but up to two weeks to put weapons on it is a little bit much, don’t you think?
  4. Rebalance III: The pattern drop rate of Xeno Crafting is a joke. When you have more than a hundred cores and no patterns, something is obviously rotten in the state of Vega.
  5. Bug-fix I: Fix the “to-the-bottom” bug. Start the game. Remove a ship and put it back in, then try to add a ship to any other fleet. Once the “Recent Hulls” list is empty, you end up at the bottom of the “all hulls” list. This is a major pain on mobile, since we don’t have a scroll bar and have to manually scroll all the way back to the top.
  6. Bug-fix II: Fix the “No-avatar-on-Mobile” bug. Every time I play on mobile, my avatar gets reset to generic. It can only be reset on Steam…
  7. Bug-fix III: Fix the sort-order-faction bug. Sometimes the sort order of the hull selector gets changed to “Factions”. This was introduced when “sort-by-Faction” became an option.
  8. Fix the Black Market: The BM was once the most exciting part of the game; proceed to a planet, often running a blockade, to dock with a station, where you could trade your hard-earned Blood Amber for some excellent deals, including instant Mk II upgrade tokens. While you’re at it, make all resistors reusable. We paid dearly in Blood (Amber) for them, we shouldn’t lose them when we refit because Kixeye changed the Meta of the game (as they have already done, at least twice). These days, it is more of the “Coin Market” and the content hasn’t changed much in the past year; Dread/Komodo/Venom again? Give me a break…
  9. Make Blood Amber Great Again: Over the past year, the value of Blood Amber has been reduced. There is nothing that Blood Amber can buy that Coins can’t buy more cheaply. Kixeye values your Daily Missions at about ten cents.That’s how much Kixeye values the players; think about that.
  10. New daily missions: Same old, same old. Nuff said.

Vega Conflict: Rebalance this!

I’ve been playing VC for more than two years. I have been a lone wolf, an alliance leader, officer and soldier. To some, that makes me one of the ancients, to others, a rank Newbie. But it is long enough to say that I know my way around the game. So here are a few suggestions for improvements.
  • Ship construction times are unbalanced: A Tier-4 Corinthian Cruiser hull takes longer to build than a Tier-6 Punisher Cruiser, for Heaven’s sake!
  • Give us a damn refit bay! It is bad enough having to wait a week or more for a ship, but having to wait another week or more to put special weapons on it is a joke. A refit bay would solve this problem – or giving a big (50%) discount on all stuff built with the ship.
  • Revise crafting times. One ridiculous side-effect of the recent introduction of Tier-5 and -6 ships is that crafting a mark-upgrade for a lower-level ship may actually take longer than the same mark-upgrade for a higher-level ship. For instance, a Valkyrie Carrier takes 39 hours per mark upgrade, compared to 13 for Freyja and 26 for a Dominion. Similarly, the Zeal Battleship is 33 hours, Vigilante 32, Hellfire 25. Hellfire is the cheapest, Zeal is the most expensive.
  • Gold Spend confirmation – “Are you sure?” when spending more than 100 credits. This one has been done to death on the forums, and Kix have made it clear that they absolutely refuse to do it. But this is the reason why I generally buy $5 tranches at a time instead of $50. It is also the reason that I haven’t spent serious money on this game — about $37 in total over two years, though I would be happy to throw $20/month into the pot if it wasn’t too easy to accidentally spend it all. I know you want us to coin, but this is costing you money, at least in my case. And no, a “one-off courtesy” and an admonition to “be careful out there” does not cut it. Put in a confirmation screen and give your Customer Service peeps a rest.
  • Meaningful notice – from time to time there are discounted refits, builds and repairs. Most of us are sick and tired of seeing a six-hour warning for “20% discount for refit/rebuild” when they are in the middle of a fourteen-day build. This is the only online game I have ever played where the players have no in-game advance notice of when important stuff is happening. Give us a week’s notice. It’s. Not. That. Hard.
  • Earn or Wait – pick one. A credit that was earned in an event should be immediately usable without having to wait hours or days. Adding 7x Infernal Wave Driver III to a Hellfire battleship should not take three weeks! Having farmed for parts to buy a\n improved Javelin Jump Drive, you should not have to wait for two weeks to have it fitted. The principle is this: if you bought or unlocked the blueprint, it is reasonable that you should have to wait for it to be fitted; if you bought, won or earned the item it is not.
  • Resistors should be reusable. The new ones introduced for Xeno Division are re-usable. Make the older ones re-usable as well.
  • Omni. Bus. Your Javelin should be able to carry all of your fleets, not just those within five levels of theirs.
  • Design a Black Market that doesn’t suck: I would like to congratulate Kixeye for reducing the Black Market from “the coolest part of the game” to “almost useless”, in a matter of months. Replacing quick-and-easy Mk II Black Market Credits with the endless and tedious Crafting system was not a smart move. Make the BM cool again. You know you want to…

Vega Conflict – Two Years On

January 16th is a special day for me.

Two years ago today I discovered Vega Conflict. To some of you, that makes me a rank newcomer. To others, I am one of the Old Great Ones™. Today is a day for me to stop and reflect on how far the game has come in those two years.

When I started, the pre-eminent ship in the game was the Dread Battleship; a powerful and feared beast that lived up to its name, took two weeks to build, and was well-nigh unstoppable. Now it is merely average; the middle of a line-up of seven battleships that range from the humble Rancor to the mighty Hellfire, and it takes only five days to build one. Since then we have seen the introduction of Carriers, Blood Amber, Cutters, The Black Market, Iron Star Company, Demon Corps, and Strange Green Creatures from Alpha Centauri… ohhh, the screams, the screams..!

Where was I? Oh yes… once upon a time, projectile weapons were the bees knees. Then, with the introduction of Impulse Beam and Aurora Ray, Beam weapons came to the fore. Current Flavor of the month are explosive weapons, with the Manifold Missile occupying the top spot. But watch this space…

One would think that I am wildly happy with the way that things have turned out, but I am not. I love this game. If I didn’t, I wouldn’t still be here. I love it enough to have written a book about it. But a combination of bad decisions by Kixeye – and good ones deliberately not made – have turned this wonderful game into something that more and more resembles an abusive relationship with a capricious partner who punishes swiftly, rewards rarely, vanishes unpredictably, appears unexpectedly, promises much, but never seems to quite deliver the joy that the relationship once had.

My biggest gripe is that the game has become totally pay-to-win. Coiners can steamroll the opposition with two-hundred-dollar fleets of Mk V ships that take the rest of us mere mortals weeks or months to build. The idea that people will spend what is essentially a modest car payment for what is essentially a box of bits is, to me, laughable. I say this not as an envious kid who wishes he had a Credit Card, but as a middle-aged IT professional with a higher-than-average income. I have spent about $50 on this game over the past two years – mostly in the first six months. I do not begrudge Kixeye the money; good work deserves money. But these coin offers are ridiculous.

There are numerous other gripes that come to mind:

  • The decline and fall of the Black Market: The Space Station-in-orbit-of-a-random-planet thing was a lot of fun before that Scar-faced-Barstud crash-landed on a planet near you and set up shop in what is now more of a “Coin Market” then a “Black Market”.
  • The devaluing of Blood Amber: Want a Valkyrie Pattern Box? You will need some Blood Amber, some VSec Parts… oh, and Twelve incredibly-hard to get T4 Carrier Cores. Or… hey! You could just COIN IT!
  • The absolute refusal to implement a Coin confirm button (this is the reason that I will not purchase large amounts of coins; too easy to accidentally spend them).
  • The lack of a Refit Bay: I remember LXC saying that a refit bay would “unbalance the game”… right before Kixeye rebalanced/unbalanced the crap out of the game, robbing ships like the Rapture, Nexus and Eagle of their unique and enjoyable idiosyncrasies… and still no Refit Bay. Bah.
  • Crappy support: When a supply run that ended with the enemy dying with the clock at 0:00 resulted in no strongbox being dropped, I shot off a message to support. They asked for proof, lectured me, and generally made it clear that I wasn’t getting anything off of them. Willingness to lose a customer over a single strongbox: Zero out of ten.
  • Power Creep: If I was starting the game now, I would look at the year-plus building curve that a non-coiner would have to endure to reach Tier 5… and quit.#I could go on, but you’ve heard it all before; when faced with the choice between making things right and putting the fun back into the game or introducing a new hundred-dollar coin offer. Kixeye would apparently prefer to get to work on the latter.
  • Kixeye has also had a nasty habit of changing the behavior of enemy fleets in the middle of an event – and never to the players’ advantage. Contrast this with Star Trek: Timelines, which routinely apologizes by giving out tranches of resources to players when things go wrong.
screenshot_2016-12-30-20-50-00We messed up. We’re sorry. Here’s free stuff.

The fact is that the game is no longer as fun as it once was, and it’s not a game that I can recommend to others. Since the Great Rebalance, I have been:

  • Doing events and grabbing all of the tech that I can
  • Killing aliens (perhaps the only truly fun part left in the game)
  • Killing supply run fleets (or you could wait for the appropriate “Materials” market event and COIN IT!).
  • Avoiding Civil Wars (the prizes are crap and I have never used any of the “extended” weapons).
  • The odd fight: Five minutes of combat, five hours of repair… or hey, you can COIN IT!

At this point, I’m holding on, hanging in there, farming and grinding, hoping for things to change, but too many disappointments have made me cynical. But in the interest of helpfulness, I have a few suggestions for Kixeye to continue ignoring:

  • Create an exchange to convert useless parts (Scythe parts, anyone?) into useful stuff.
  • Offer something worthwhile for Blood Amber that isn’t bloody useless or bloody expensive.
  • Coin Confirmation Button (unless you really don’t want my money).
  • Quit putting lower-class cores in Strongboxes! There are few bigger annoyances in the game than engaging a 65 Demon Corps Contingent or Harasser Supply Run fleet, bringing home a damaged or half-dead fleet, opening the strongbox and finding a Tier-4 core for your trouble. The same core that you can get from an Artillery 37 using an insta-rep fleet. As Dilbert would put it: “Gaaaah”.
screenshot_2017-01-16-21-57-50An hour’s work. Six battles. 1xT4 Core. 5xT3 Cores. No Patterns. Gaaah.
  • Either equalize pattern drop chances (so the likelihood of a Mk II pattern is the same as the Mk V), or provide a mechanism to fuse patterns into better ones. Or drop generic upgrade patterns that can be used to mark-upgrade any level of that ship. Anything is better than seventeen Mk II tokens and no Mk IV or V. (Or hey, you can coin it!!)
  • Concentrate on $5/$10/$20 coin deals that actually offer something worth having; I believe that it is easier to get $10 out of fifty players than to get $200 out of one high-roller.
  • Design a monthly subscription arrangement that offers bonuses every month.

I understand that Kixeye needs to make money, but one life lesson that I have learned is that when you pursue joy, money often follows. But when you pursue money, joy is rare.

Bottom Line: Concentrate on delighting the players, and they will bring their friends. Concentrate on coins and they will join their friends.

Pay-To-Win will kill this game

Vega Conflict – Blueprints Redux

Recently, the brains behind Vega Conflict revised the blueprint system. As a result, many items that were previously available only available in events were moved into blueprints. This included much of the must-have tech items, such as Fusion Thrusters, Gladius Drivers and Siege Drivers. The new Blueprint layout is as follows:

Vega Cargo 20/25

  • Blast Shield I
  • Repulsor Shield
  • Convoy Formation
  • Diffuser Shield I
  • Thermal Beam I
  • Hydra Missile I
  • Capacitive Plates I
  • Tachyon Beam Turret I
  • Metaphase Field I
  • Gladius Driver I
  • Blast Shield II
  • Diffuser Shield II
  • Destiny Cruiser

Vega Cargo 27/30/33

  • Thermal Beam II
  • Hydra Missile II
  • Chicane Formation
  • Capacitive Plates II
  • Metaphase Field II*
  • Repulsor Shield II
  • Taipan Cutter
  • Arrestor Beam Turret I*
  • Siege Driver I*
  • Metaphase Shield I*+
  • Armored Hold I*
  • Fusion Thrusters I*
  • Creeper Torpedo I
  • Condor Frigate*

Vega Cargo 35/37

  • Tachyon Bean Turret II
  • Gladius Driver II
  • Diffuser Shield III
  • Blast Shield III
  • Hydra Missile III
  • Siege Driver I*+
  • Siege Driver II*
  • Metaphase Shield I
  • Metaphase Shield II
  • Armored Hold I*
  • Armored Hold II*
  • Fusion Thrusters I*
  • Fusion Thrusters II*
  • Creeper Torpedo I
  • Creeper Torpedo II
  • Condor Frigate
  • Gharial Cutter*

Vega Cargo 40/45

  • Repulsor Shield III
  • Tachyon Beam Turret III
  • Capacitive Plates III
  • Scythe Destroyer
  • Metaphase Field III
  • Thermal Beam III
  • Gladius Driver III
  • Apocrypha Cruiser III
  • Siege Driver II*+
  • Siege Driver III*
  • Arrestor Beam Turret II
  • Arrestor Beam Turret III
  • Metaphase Shield II*
  • Metaphase Shield III*
  • Armored Hold II*+
  • Armored Hold III*
  • Fusion Thrusters II*
  • Fusion Thrusters III*
  • Creeper Torpedo II
  • Creeper Torpedo III+
  • Gharial Cutter*+
  • Dread Battleship*

Vega Elite Cargo 50/53/55

  • Siege Driver III*+
  • Arrestor Beam Turret III+
  • Metaphase Shield III+
  • Armored Hold III
  • Fusion Thrusters III+
  • Creeper Torpedo III+
  • Dread Battleship*+

VSec 27

  • Pentagon Formation*
  • Creeper Torpedo Turret I*
  • Gladius Driver Turret I*
  • SICO Missile I
  • Creeper Torpedo Turret II*
  • Gladius Driver Turret II*
  • SICO Missile II*
  • Eagle Frigate

VSec 30/33/35

  • Creeper Torpedo Turret III*
  • AP Driver II*
  • NET Torpedo II*
  • Midgard Carrier
  • Gladius Driver III*
  • Echo Ray II*
  • SICO Missile III*
  • Echo Ray Turret I*
  • Echo Ray Turret II*
  • Burst Ray I*
  • Burst Ray II*
  • SICO Missile Turret I*
  • SICO Missile Turret II*
  • Wave Driver I*
  • Wave Driver II*
  • AP Driver Turret I*
  • AP Driver Turret II*
  • Vector Torpedo I*
  • Vector Torpedo II*

VSec 37/40/45

  • Echo Ray III*
  • AP Driver III*
  • Echo Ray Turret II*+
  • Echo Ray Turret III*
  • Burst Ray II*+
  • Burst Ray III*
  • SICO Missile Turret II*+
  • SICO Missile Turret III*
  • Wave Driver II*+
  • Wave Driver III*
  • AP Driver Turret II*+
  • AP Driver Turret III*
  • Vector Torpedo II*+
  • Vector Torpedo III*
  • Komodo Cutter*

VSec 50/53/55

  • Echo Ray Turret III*+
  • Burst Ray III*+
  • SICO Missile Turret III*+
  • Wave Driver III*+
  • Zeal Battleship*
  • AP Driver Turret III*+
  • Vector Torpedo III*+
  • Lance Destroyer*

* This blueprint item was previously an event item.
+ This blueprint is also available at a lower tier, which may be easier to farm.

This article is an excerpt from my recently-updated Game Guide, over a hundred and seventy pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $3.99. However, if you use this link, you can get it for $1 off. Make me smile – buy my book!

Vega Conflict: Timing is Everything

Vega Conflict is not a game for the impatient. Ships take days, or even weeks, to build. You can only build or refit one ship at a time. High-level fleets can take months to put together. Most of the top players have been in the game for years.

Similarly, base modules take time, and you can only build or upgrade one module at a time. Fortunately you can also equip another module at the same time. None of these items can be queued; new build/upgrade/refit operations have to be queued manually.

Fleet Bay 11-12.png

Planning is crucial. Here are a few hints and tips to help you:

  • While one ship is being built, no other ships can be refitted. Make sure that you have all refits done before starting a long build. It would be a shame to waste time and resources by stopping a ship build in order to do a quick refit.
  • Always plan ship builds and refits so that they end when you can quickly start off another one.
  • Always know the next thing that you are going to do with your fleet bay, and time builds and refits so that they end at a time when you will be in the game.
  • All operations but ship repairs will have a 10% alliance help reduction; if you are in an alliance,
  • Watch for Ship build/refit/repair “discounts”. These are usually found during events and civil wars, and usually only last for a short period of time, sometimes only hours. Any operations started during that period usually get the discount until they are finished or canceled. For instance, if there is a 25% discount on ship builds, a ship that takes ten days to build will only take 7.5 days. The 10% Alliance Help discount will then knock off another 18 hours, bringing it down to 6 days 18 hours. Saving you more than three days time on the build. This is the one time when building a ship fully-fitted is a good idea, as you will get the discount on the whole lot, while subsequent refitting will lose you the 25%, as it will not be available when you refit.
  • Set an alarm if necessary.

Vega Conflict – Alien Invasion

No folks, this is not yet another screed about Illegals crossing our southern border, rather a new quasi-faction in the game. They are not a true faction, as you cannot build any alien ships, nor is this expected at the current time.

  • The Aliens first appeared in the “Incursion” event in September 2016. They were a total surprise, and were completely unexpected.
  • Unstable (one-way) wormholes appeared in every sector, and started disgorging alien fleets at regular intervals. These fleets would then head to regular wormholes and disappear.
  • Initially they would aggressively pursue and attack rebel fleets within ten levels of their own.
  • They initially came in Level 50, 55, 60, 65 and 70 variants.
  • After a couple of months, they modified their attack strategy to only pursue fleets in extra-solar space (i.e., they would not attack within solar systems).
  • Soon after that, Level 40 and 45 variants started to appear, and it became possible for two players to engage one alien fleet
  • Only alliance members and players you have designated as “friendly” may assist in engaging an alien fleet.
  • As well as loot or intel, destroying an alien fleet yields “unknown objects”, which remain in the player’s inventory. Nobody knows what they are or what they are for.
alien-hunting

Hunting for Aliens with my good buddy Crescent Wind

Rules of engagement

  • An alien fleet typically consists of three carriers known as hives; usually one heavy and two light.
  • They launch waves of drones at the player fleet. Originally armed with beam weapons, these drones are currently a mixture of beam and explosive weapons.
  • Originally, the three carriers would spawn in different corners of the battlefield. Later variants spawned together, and later still they arrived in a tight formation, which made is difficult to engage them individually.
aliens2

When the going gets tough…

Battle tactics

  • Initially, Aurora rays did high damage to the aliens, but as they modified their weapons and tactics, explosive weapons, such as Creeper torpedoes with Volatile Fuel, became more effective. Currently the most effective weapon is the Manifold missile.
  • Current combat wisdom is to use a heavy carrier such as Ragnarok, Valkyrie or Valhalla. Freyja works too, but has lower range.
  • The carrier has to be protected. Heavy cruisers work well, but battleships appear to be best. Battleships in line formation protect each other and have the double-broadside ability to engage enemies on both sides simultaneously.
  • When using battleships, they may be arranged in a line in front of the carrier, or the carrier may be in the middle of the line.
  • Keep your ships in tight formation for mutual support; any ship that gets out of formation will be targeted and swiftly killed by the alien drones. “the nail that sticks out gets hammered”.
  • If you group them together they will all move and turn at the same rate.
  • When playing co-up, keep carriers together to double the damage.
  • The initial maneuver should be diagonally off to one side, in order to engage one of the hives while minimizing exposure to the other two.
  • You get the same number of points whether you engage a fleet solo or co-op with another player. However, two fleets deal out more damage than one, and take less damage. So co-op is generally better.
  • Successful co-op engagements yield two “corpses” of resources, each of which may be freed up by one of the players.

This article is an excerpt from my recently-updated Game Guide, over a hundred and sixty pages of hints, tips, tricks and tactics that will help you get to grips with the finer points of the game, all for a paltry $3.99. However, if you use this link, you can get it for $1 off. Make me smile – buy my book!

Vega Conflict: Finding the Pattern

For the past week or so I have been farming the new Level-60 Iron Star Deserter Supply Run fleets. They come in 5 flavors that yield boxes for Iron Star ships: Hunters (Python Cutter), Raiders (Heretic Cruiser), Battalion (Vigilante Battleship), Artillery (Machete Destroyer) and Scouts (Hurricane Frigate).

Although the fleets are technically different, they are actually precisely the same, consisting of four Python Cutters, Two Vigilante Battleships, Two Machete Destroyers and one Freyja Carrier. Various strategies exist to crush these fleets, and I have my own; you are welcome to peek into my battles and see how I do it. I can usually farm an entire hour-long supply run usually without losing a ship (the Cutters are the only real challenge, the rest is easy to kite), followed by a 1-6 hour repair cycle.

Any road up, the subject of this post is neither the makeup of the enemy fleet nor the strategy required to defeat it; my purpose here is to examine the “prizes” contained in the boxes.

Screenshot_2016-08-25-19-08-37Each box contains:

  1. Either a Tier-5 core, a Tier-4 core (I wish Kixeye wouldn’t give out sub-standard cores!) or a pattern (Mk II, III, IV or V)
  2. Ship Parts
  3. Iron Star Armaments

To mark up a single Hurricane Frigate to Mk V, you need:

  • 2048-2560+3200+4000=6688 Iron Star Armaments
  • 10+30+90+270=400 Hurricane Frigate Parts
  • 5+5+5+5=20 Tier-5 Frigate Cores
  • One each of Mk II, Mk III, Mk IV and Mk V Patterns

So, how much farming would that entail?

As an experiment, I collected a whole lot of Hurricane Boxes. When I opened them, I got the following results:

Screenshot_2016-08-25-19-09-08Screenshot_2016-08-26-04-10-12Screenshot_2016-08-26-22-07-48

This means that after after opening a total of 49 Hurricane boxes, I got:

  • Countless Iron Star Armaments (once so hard to find, now as common as muck)
  • 150+42+102=294 Hurricane Frigate Parts
  • 10+1=11 Tier-5 Frigate Cores
  • 13+4+12=29 Tier-4 Frigate Cores
  • 8 Mk II Hurricane Patterns
  • 1 Mk III Hurricane Patterns
  • NO Mk IV Hurricane Patterns
  • NO Mk V Hurricane Patterns

What does this tell us?

  • Tier-4 Cores (useless) outnumber Tier-5 (the ones you really want) by about six-to-one
  • Only one in four drops contain a Pattern.
  • Most of those patterns are Mk II.
  • You will have to farm fifty fleets to get one ship to Mk III
  • Mk IV and V? Forget it.
  • It is almost like Kixeye wants us to spend coins to get the pattern boxes ($4 per ship to get all four patterns)

Dear Kixeye, stop giving with one hand and taking with the other. Stop giving out sub-standard cores and stop playing silly buggers with the higher level patterns!

Vega Conflict – What’s Wrong, and How to Fix it

Five things Kixeye can do to fix the game

  1. Quit playing silly buggers with Core Boxes. I just defeated a Level 45 fleet, and the Tier-4 Core box that it dropped contained a Tier-2 Core. We are sick of hitting powerful fleets and getting pitiful cores. It is bad enough not knowing whether you will be getting a Carrier, Battleship, Destroyer, Frigate, Cruiser or Cutter Core without also having to deal with the frustration of three difference tiers as well.
  2. Add a Refit Bay. Currently, all ship fittings and refits are handled by the Ship Factory, which also builds ships. So once you have started building a carrier you cannot refit any ship for a week, This is ridiculous. Allow users to add a Refit bay that does refits only. Kixeye’s excuse is that this would change the balance of the game. I say BULL — you had no problem rebalancing up the game when it served your purposes. Adjust build and refit times if you can, but do this. Most of us would pay 1000 coins to build and refit separately, do this and consider it a bargain.
  3. Pick on someone your own size. The game was originally designed so that you could only engage fleets whose level is within five fleets within yours, with the gloves coming off at 35. Since then we have seen Carriers, Cutters, Iron Star, Marked-up ships and player fleets approaching level 60. It is no fun watching your Level-35 farming fleet cut to pieces by a vastly superior enemy fleet of Cutters (pun intended). This artificial limitation has resulted in players finding creative ways to keep their fleets under level 35. Simply extending fleet handicapping all the way up will solve this problem at a stroke.
  4. Are you sure? When I asked Kixeye to add a confirmation before a big coin spend, I was sent away with a flea in my ear. Since then, in spite of many promotions and offers, I have not put a penny into this game, even though I would like to. This is the main reason why I will not spend money on this game; it is too easy to waste it accidentally — and no, Kixeye, a “one-time courtesy” along with an exhortation to be cautious is simply not good enough.
  5. What about ship parts? Patterns can be converted into cores in the scrapyard, Cores can be fused into higher cores, Armaments can be used on any ship of that faction, but parts for ships you aren’t interested in building are useless. Give us some way to convert ship parts into something that we can use.

Every one of these changes is easier than the still-ongoing “Great Rebalance” that has caused so much consternation and heartache among the players.