The Conduit Wiki
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Cost: 20,000 Credits ''This weapon fires energy blasts, but it's true power comes from it's charge effect. While held, it generates a zero-point field that nullifies kinetic energy and stops and holds bullets, grenades, rockets, and other projectiles fired at the user. Releasing the charge fires the collected projectiles forward. The field is limited in how much mass it can carry and only protects in front of the gun. Category: Energy''
 
Cost: 20,000 Credits ''This weapon fires energy blasts, but it's true power comes from it's charge effect. While held, it generates a zero-point field that nullifies kinetic energy and stops and holds bullets, grenades, rockets, and other projectiles fired at the user. Releasing the charge fires the collected projectiles forward. The field is limited in how much mass it can carry and only protects in front of the gun. Category: Energy''
   
==Conduit 2 Weapon Statistics==
+
==Conduit 2 Online Weapon Statistics==
  +
===Note: Weapon statistics apply differently offline.===
  +
 
''"This weapon shoots a very weak energy projectile. However, charging emits a shield that blocks and absorbs any projectiles that hit it, including energy projectiles and grenades. This effect lasts until a certain number of projectiles have been absorbed, at which point the shield drops. Releasing the trigger fires all held projectiles."''
 
''"This weapon shoots a very weak energy projectile. However, charging emits a shield that blocks and absorbs any projectiles that hit it, including energy projectiles and grenades. This effect lasts until a certain number of projectiles have been absorbed, at which point the shield drops. Releasing the trigger fires all held projectiles."''
 
*Clip Size - Infinite
 
*Clip Size - Infinite
 
*Damage - 16 (Primary shot)
 
*Damage - 16 (Primary shot)
*Potential Charge Damage - 2100 (20 Frags)(Can apply to Generators) or 6000 (20 Specialized Phaze Rifle shots)(Cannot apply to Generators)
+
*Potential Charge Damage - 2100 (20 Frags) Can sometimes apply to Generators
 
*Headshot Multiplier - none / Charge Headshot Multiplier - none
 
*Headshot Multiplier - none / Charge Headshot Multiplier - none
   

Revision as of 00:15, 7 February 2012

Vortexcannon
AEGIS Device
Stats
Ammunition Type

Plasma/ammunition caught by shield

Magazine Capacity

Infinite

Maximum Ammo Carried

Infinite

Rate of Fire

Semi-Automatic/Charge

[Source]

The AEGIS Device is one of the new weapons in Conduit 2.[1]Its primary fire is semi-automatic firing of plasma balls. When charged, it creates a shield that can stop any incoming projectiles, such as bullets, rockets, or grenades. Explosions and a tuned shot from the Phase Rifle, however, will go through the shield. These projectiles stop in mid air, until the player releases the trigger, firing the projectiles right back at the target. Additionaly, the shield has a limit of the amount of projectiles it can block, after that it won't stop more shots (this can be solved with a suit upgrade though). The Aegis Device's primary shot has a maximum range before the shots disapear, so sniping does not work with this weapon (Even though it has perfect accuracy)

The name of the weapon had been changed prior to E3 2010 and was formally known as the Vortex Cannon. [2]

Strategy

The AEGIS Device can be very situational, not very useful in standard deathmatchs, but useful in CTF games to protect players carrying the ASE. Also because of its weak shots, it is recommended to be used with a good secondary weapon or another primary. HVS recomended in their loadouts video, to have Radiation grenades equipped when using this gun to prevent melee attacks.


Conduit 2 Store Description

Cost: 20,000 Credits This weapon fires energy blasts, but it's true power comes from it's charge effect. While held, it generates a zero-point field that nullifies kinetic energy and stops and holds bullets, grenades, rockets, and other projectiles fired at the user. Releasing the charge fires the collected projectiles forward. The field is limited in how much mass it can carry and only protects in front of the gun. Category: Energy

Conduit 2 Online Weapon Statistics

Note: Weapon statistics apply differently offline.

"This weapon shoots a very weak energy projectile. However, charging emits a shield that blocks and absorbs any projectiles that hit it, including energy projectiles and grenades. This effect lasts until a certain number of projectiles have been absorbed, at which point the shield drops. Releasing the trigger fires all held projectiles."

  • Clip Size - Infinite
  • Damage - 16 (Primary shot)
  • Potential Charge Damage - 2100 (20 Frags) Can sometimes apply to Generators
  • Headshot Multiplier - none / Charge Headshot Multiplier - none

Beneficial Upgrades

  • Capacitor (Primary)
  • Phaze Rifle Specialization (Primary)(Enemy must be using)
  • AEGIS Device Specialization (Primary)
  • Energy Focus (Primary)(Enemy must be using for charge)
  • Ballistic Focus (Primary)(Enemy must be using)
  • Explosive Focus (Primary)(Enemy must be using)
  • Reverse Damage (Primary)(Must be user)(See Side Note)
  • Improve Energy Damage (Secondary C)(Enemy must be using for charge)
  • Improved Ballistic Damage (Secondary C)(Enemy must be using)
  • Improved Explosives (Secondary C)(Enemy must be using)

Mass the Shield can hold

Note: AEGIS Device still blocks additional ammo 1/2 second after getting max mass. Mass cannot go above 100, it simply blocks all ammo that would go over 100.

Weapon Mass per shot
SCAR 5
SPAS12 10 (Per pellet)
SMAW 25
Carbonizer 0
TPC Launcher 5 (Not mines once caught)
Strike Rifle 5
Hive Cannon 25 (Explodes on impact)(Lure goes through shield)
Shrieker 10 (Not guided once caught)
Phaze Rifle 5
AEGIS Device 5
Darkstar 5
AR-C Eclipse 5
Widowmaker Turret 5
USP45 5
MP5ka4 5
Deatomizer Mk4 5 (Charge explodes on impact)
Warp Pistol 5
HVS45 5
Fragmentation Grenade 5 (Explodes after time [Suicidal damage])
Radiation Grenade 25 (Time released [Suicidal Damage])
Flash Grenade 0 (Explodes on impact)

The AEGIS Device shield is actually scripted as having 3 layers one after another. The first scans what hit it then creates the shot as A+B/100 (A=shot's mass - B= mass already contained) then places it in the 3rd layer. The second layer simply destroys whatever hits it. The third layer has no hit box, it simply stores mass. When releasing the charge it creates whatever is contained in the third layer and applies the +150% bonus to eligible shots. Flash Grenades and Carbonizer Mk16 shots cannot be caught by the AEGIS Device's shield because they pass through the scan layer and hit the destroy layer. Hive Cannon lures, players, Melees, and explosions simply go through all layers.

AEGIS Device Shield Damage Increase Chart

The AEGIS Device Shield gives a +150% damage bonus to most weapons, this chart shows which weapons will recieve this bonus, marked "Yes" or "No" depending wether or not they will recieve this bonus.

Weapon +150% bonus Yes/No
SCAR yes
SPAS12 no
SMAW no
TPC Launcher no
Strike Rifle yes
Hive Cannon no
Shrieker no
Phaze Rifle yes
AEGIS Device no
Darkstar yes
AR-C Eclipse yes
Widowmaker Turret yes
USP45 yes
MP5ka4 yes
Deatomizer Mk4 no
Warp Pistol no
HVS45 yes
Frag Grenade no
Radiation Grenade yes

Trivia

  • Only this weapon and the Warp Pistol lack a true alt. fire in Conduit 2, but their different charge shots can make up for that.
  • This weapon along with the AR-C Eclipse are the only ones with a charge shot that cannot damage enemies by itself, but can be used in offensive ways.
  • In the store description it says "it generates a zero-point field that nullifies kinetic energy and stops and holds bullets, grenades, rockets, and other projectiles fired at the user" . A zero-point energy field that nulifies kinetic energy would also stop shrapnel from an explosions and Melee attacks even though in the game it doesn't.
  • Aegis is a Greek shield.
  • Currently, thanks to an online update, the AEGIS Device's uncharged shot (16) is roughly as powerful as a USP45, (16.6) making it more usefull for all around combat.
  • The AEGIS Device's shield can indefinitely block a beam from the Carbonizer Mk16 due to there being no ammo to scan in the scanning layer.
  • This is the only prototype weapon that doesn't appear in the story mode of Conduit 2. It does however appear sometimes in Invasion Mode being carried by Advancers.
  • This gun technically has no barrel or any kind of accuracy maintaining device, It is a wonder how it even shoots at all, other than is charge effect.

References

  1. Nintendo Power (May 2010), page 73
  2. http://gonintendo.com/viewstory.php?id=130999