“ | Phased Projectiles make Projectile weapons more effective at bypassing shield defenses and dealing damage directly to armor. | ” |
— In-Game Description |
Phased Projectiles | I | II | III | IV | V |
---|---|---|---|---|---|
Weight (% Weapon Mass) | 5% | 10% | 15% | 20% | 25% |
Enemy Shield Defense | -10% | -20% | -30% | -40% | -50% |
Research | |||||
Tech Lab Required | IV | VI | VIII | X | X |
Time | 1h 47m 27s | 2d 26m 34s | 7d 11h 7m 15s | 8d 19h 41m 18s | |
Helium-3 | 525,366 | 3,718,479 | 14,668,929 | 84,705,242 | 100,030,306 |
Antimatter | 0 | 0 | 1,627,326 | 21,071,963 | 24,903,230 |
Build | |||||
Time | |||||
Helium-3 | |||||
Antimatter |
General
Phased Projectiles will allow projectile weapons to bypass a certain percentage of ship and modules shields, dealing more damage directly to the armor. Unless the projectile weapons have a high default project speed are being used, projectile weapons must use Iridium magnets to make them effective in any fleets versus fleet battle. So using purely phased projectiles for fleet vs fleet combat is ill-advised as your projectiles will miss on almost all occasions.
Using both Iridium magnets and phased projectiles will prohibit your ships from equipping thrusters hence render your ships susceptible for fast attack enemy ships such as frigates or cruisers with rear thrusters and lasers to enter the minimal range and attack your ships without repercussions.
Phased projectiles can be useful in base attacking, the ability of the projectile to bypass shields and directly damage combat modules will enhance the attacking player's ability to debilitate bases and inflict a total of 25% damage quickly before delivering a final blow in a subsequent attack
Phase projectiles shield bypass directly damages ships partially, enemy ships cannot recover from the permanent damage unless they retreat to base and repair. This weakens them in the next coming battles if it ends in a draw.
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