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The Archer Beam is an extremely long range Energy weapon, providing destroyers with a valuable new tactical option.
  — In-Game Description 

Stats[]

Archer Beam I
ArcherBeam1
II
ArcherBeam2
III
ArcherBeam3
SPECIFICATIONS Notepad
DPS 26 Energy 40 Energy 66 Energy
Mass 392 t 707 t 1,414 t
Range 0-3,600 m
Speed 3,000 m/s
Firing Cycle C: 3.0 / F: 8.0 / R: 1.0 / N: 40
Traits Beam
Restricted to Destroyers
Hull XP 7,275 XP 9,094 XP 10,638 XP
BLUEPRINT CompleteBlueprint
Arms Lab Required VII VIII IX
EQUIP ModuleRefit
Time Time 32m 00s 2h 51m 5h 57m
Helium-3 Helium3 625,365 3,309,765 6,950,978
Antimatter Antimatter 69,485 1,103,255 2,316,993


General[]

The Archer Beam is an Energy weapon with extremely long range but is only available to destroyers.

It charges up and fires a golden beam, sustaining it for a long time before a brief cooldown.

Strategy and Setup[]

Advantages[]

Archer 2

Archer Beams appear thinner than Impulse Beams

Archer Beams are optimized for base combat. When boosted with Focused Optics V, the weapon exceeds the range of even Arc Missiles, allowing your destroyers to take out enemy defenses from afar.

Archer Beams also outrange most other FvF destroyers, forcing them to get closer in order to fire on your ships.

Disadvantages[]

Archer Beams are incredibly heavy for an Energy weapon, this only gets worse when you equip Focused Optics, making Siege Drivers still a viable choice for base sniping, and Impulse Beams for fleet combat.

Archer Beams take a long time to charge up, making them powerless against incoming squadrons and agile ships that weave in and out of your narrow firing arc.

Trivia[]

  • The Archer Beam has the longest beam duration in the game until the Cyclotron Beam was released.

Gallery[]


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