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The Energy Resistor increases hull resistance to Energy weapons by absorbing excess energy.
  — In-Game Description 


The Explosive Resistor increases hull resistance to Explosive weapons by diffusing explosive force.
  — In-Game Description 


The Kinetic Resistor increases hull resistance to Kinetic weapons by deflecting kinetic projectiles.
  — In-Game Description 

Stats[]

Basic Ship Resistors I
BasicResistors1
II
BasicResistors2
III
BasicResistors3
SPECIFICATIONS Notepad
Ship Mass 2% 4% 6%
Resists 10% Energy / Explosive / Kinetic 20% Energy / Explosive / Kinetic 30% Energy / Explosive / Kinetic
Hull XP 2,277 XP 3,410 XP 5,080 XP
REUSABLE ITEM ReusableItem
Tech Lab Required VI VIII X
EQUIP ModuleRefit
Time Time 4h 00m 10h 00m 18h 00m
Helium-3 Helium3 25,270 337,023 1,307,880
Antimatter Antimatter 0 37,447 145,320


General[]

The Energy, Explosive and Kinetic Resistors are basic ship resistors that protect your hull from the respective damage types.

Instant credits are available in the Credit Market, accepting either Blood Amber or Coins as payment. Only one level III offer is active at any given time, cycling to the next damage type once per week.

Strategy and Setup[]

Advantages[]

Resistors do not increase repair time but effectively provide extra health against certain types of damage at the cost of mass, allowing your hulls to become more repair-efficient. Since the damage reduction is greater than the mass cost, they are also fairly mass-efficient.

Energy Resistors are useful on ships designed for close combat such as cruisers and cutters because most powerful short-range weapons are Energy-type, like the Burst Ray and Infernal Gatling Ray. Considering that the vast majority of Energy weaponry cannot be dodged, this resistor provides a way to mitigate damage that is otherwise unavoidable.

Explosive Resistors are the most common due to the prevalence of Explosive weapons: from Vector Torpedoes on battleships to Manifold Missiles on cruisers, as well as SICO Missile Turrets and Bayonet Missile Turrets in bases. It also reduces damage taken from Unstable Reactor, which is extremely common amongst Iron Star Company Hulls. Equipping this resistor enables your ships to become more versatile and perform well in many combat situations.

Kinetic Resistors are the most reliable resistor for sniper fleets, which consist of destroyers as damage dealers and cruisers or frigates as decoys. Most base weapons that can fire back at this range are Kinetic-type, such as the Gemini Driver Turret and Storm Driver Turret, making this resistor extremely valuable to have. Alternatively, this resistor is equipped on frigates or cutters to counter the infamous Infernal Wave Driver Damocles Destroyer fleets.

Disadvantages[]

Basic Ship Resistors are difficult to obtain due to their exclusivity to The Markets, especially the level III version. Think thrice before equipping them onto your ships, because the instant credits will not be refunded when you swap or remove them.

Cruisers of Tier 6 and above can equip Hybrid Ship Resistors which are more mass-efficient, while Tier 7 ships and above are eligible for resistors that provide special resistances, such as Counter-Chain, Counter-Pierce and Stasis Resistance.

Trivia[]

  • Credits were originally available for purchase in the Black Market. The offers have since been migrated to the Credit Market.
  • Only the Kinetic Resistor has been made available as a reusable item out of the three basic resistors.

Gallery[]


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