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Impulse Beam   Impulse Beam Turret


The Impulse Beam is a short range Energy weapon that builds up an extraordinary amount of energy for bursts of high damage.
  — In-Game Description 

Stats[]

Impulse Beam I
ImpulseBeam1
II
ImpulseBeam2
III
ImpulseBeam3
SPECIFICATIONS Notepad
DPS 27 Energy 42 Energy 70 Energy
Mass 264 t 475 t 950 t
Range 0-3,400 m
Speed 3,000 m/s
Firing Cycle C: 3.0 / F: 2.0 / R: 2.0 / N: 10
Traits BeamPass Through
Hull XP 4,697 XP 6,079 XP 7,274 XP
BLUEPRINT CompleteBlueprint
Arms Lab Required V VII IX
EQUIP ModuleRefit
Time Time 10m 30s 58m 00s 4h 35m 30s
Helium-3 Helium3 143,897 1,178,440 5,402,370
Antimatter Antimatter 7,574 207,960 1,800,790


General[]

The Impulse Beam is a powerful Energy beam weapon that is popular in medium-level combat.

It charges up a bright yellow beam that fires for a brief moment before having to cool down. The beam passes through any obstacles in the way.

Strategy and Setup[]

Advantages[]

Impulse 1

Impulse beams in action

Impulse Beams are considered a direct upgrade over the Thermal Beam, with more firepower and range. When boosted by Focused Optics V, they can even fight back against long-range weapons such as ECHO Rays.

Impulse Beams are optimized for focus-firing enemy ships. The beam cannot be blocked in any way, enabling your ships to target and destroy one ship at a time without resistance.

Disadvantages[]

Impulse 1-0

Impulse Beams fired at a Combat Module

Impulse Beams have to charge up for a long time before being able to fire; similar-ranged ships could get a hit in and then fly out of your range, taking no damage in the process. This also makes the weapon particularly weak against squadrons, since they will already be firing on your ships before you could even start destroying them.

The long firing cycle of this weapon often causes your ships to overkill targets, wasting much of the beam's power.

Gallery[]


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