This section is a simple explanation of how weapons function in VEGA Conflict.


Each weapon has its own firing cycle. A firing cycle consists of three parts in sequence: charging (C), firing (F), reloading (R).


Charging involves warming up the weapon. For most weapons, no charging is required; they start firing immediately when an enemy gets in range. Only beam-type weapons have charging periods.

The official statistic for this phase is "Charge Time".


Firing is the most straightforward part of the cycle. The weapon exhausts all of its available shots in this period. The number of available shots varies from weapon to weapon. For example, Wave Drivers only fire once per cycle, but the Aurora Ray can fire 6 shots per cycle. If a weapon only shoots once per cycle, the firing period ends as soon as it begins.

Note that one "shot" may include multiple projectiles, for example the Bayonet Missile fires 3 projectiles per shot.


Reloading is the period when the weapon ceases to fire and is on cooldown. Other than the Eradication Beam, all weapons have a reloading period. After the weapon finishes reloading, the cycle restarts.

The official statistic for this phase is "Cool Down". It is inversely proportional to the reload time.

Calculating Damage Per Shot

The damage per shot of a weapon is calculated according to the following formula:

Damage per shot = DPS * (C+F+R)/N
DPS = Damage per second of the weapon
C = Charging time in seconds
F = Firing time in seconds
R = Reloading time in seconds
N = Number of available shots per cycle

Firing Cycle Display Notation

In this wiki, weapon firing cycles are expressed in the following notation:

C: [Charging time in seconds] / F: [Firing time in seconds] / R: [Reloading time in seconds] / N: [Number of available shots per cycle]

For example, Thermal Beam has a charging time of 1.5 seconds, a firing time of 3.0 seconds, a reloading time of 2.0 seconds and is a continuous beam. Therefore, its firing cycle can be expressed as

C: 1.5 / F: 3.0 / R: 2.0 / N: Infinite