(fixing typo and tweaking a few things) |
(reformatted and cleaned up. Still a large wall of text though.) |
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|maximum ammo carried = Infinite |
|maximum ammo carried = Infinite |
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|rate of fire = Semi-Automatic/Charge}} |
|rate of fire = Semi-Automatic/Charge}} |
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− | The '''AEGIS Device''' is one of the new weapons in [[Conduit 2]].<ref>''Nintendo Power'' (May 2010), page 73</ref>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 ( |
+ | The '''AEGIS Device''' is one of the new weapons in [[Conduit 2]].<ref>''Nintendo Power'' (May 2010), page 73</ref>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, Melee Attacks, Darkstar Charges, 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 the suit upgrade AEGIS Device Specialization though). The AEGIS Device<span style="font-style: normal; "> has perfect accuracy, however, it's</span> primary shot has a maximum range before the shots disapear, so sniping does not work with this weapon, |
The name of the weapon had been changed prior to E3 2010 and was formally known as the Vortex Cannon. <ref>http://gonintendo.com/viewstory.php?id=130999</ref> |
The name of the weapon had been changed prior to E3 2010 and was formally known as the Vortex Cannon. <ref>http://gonintendo.com/viewstory.php?id=130999</ref> |
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− | ==Strategy== |
+ | =='''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 grenade]]s equipped when using this gun to prevent melee attacks. |
+ | The AEGIS Device can be very situational, not very useful in standard deathmatchs, but useful in CTF games to protect players carrying the [[ASE]]. It is also very useful as a power attack weapon in team games by having allies shoot your shield. Also because of its slow, weak, primary shots, it is recommended to be used with a good secondary weapon or another primary. [[HVS]] recomended in their [[loadouts]] video, to have [[Radiation grenade]]s equipped when using this gun to prevent melee attacks. |
⚫ | |||
⚫ | |||
⚫ | #Never ever use the AEGIS Device against [[Hive Cannon]]s or [[Deatomizer Mk4|Deatomizer Mk4's]] . Hive Cannon shots explode on contact with the shield and fill up 25 mass per shot, (Scale of 100 as maximum mass) and Deatomizer Mk4 charges explode on impact with the shield, even wraping around and directly damaging the holder of the AEGIS Device. |
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⚫ | |||
+ | #You must watch out for Radiation Grenades in your shield unless you have Reverse Damage, they will kill you in 2 seconds. |
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⚫ | |||
+ | #<span style="font-style: normal; ">Frag Grenades inside your shield will detonate after roughly 4 seconds, dealing enough damage to kill an un-armored player.</span> |
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⚫ | |||
⚫ | #Never ever use the AEGIS Device against [[Hive Cannon]]s or [[Deatomizer Mk4|Deatomizer |
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⚫ | |||
⚫ | |||
⚫ | *Supreme Aggresor--- |
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⚫ | *Extreme Medic--- |
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⚫ | *Super Tank--- |
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⚫ | *Grenadier--- |
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⚫ | |||
⚫ | |||
+ | |||
+ | <span style="line-height: 20px;"> |
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+ | </span> |
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⚫ | |||
+ | :: Get as close to the target as possible while crouching making sure to protect your feet. When you get close to the target either punch them to death or switch to secondary and shoot only charges. |
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⚫ | *Extreme Medic--- Upgrades: Reverse Damage, Bomb Bag, Field Medicine/ Mending, Improved Energy Damage/ Light Armor/. --- Weapons needed: AEGIS Device, <span style="font-style: normal; ">Any Secondary Weapon</span>, Radiation Grenade. --- Strategy: Use in Team Games or when working with a friend in Free For All. |
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+ | :: Get someone to throw a Radiation Grenade into your shield, then shoot it onto a teamate, they will then gain an increased health regeneration rate and be able to "Cook" enemies through walls. You may also use your own Radiation Grenades for the same purpose, but not nearly as effectively. |
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⚫ | |||
+ | :: Either get teamates to give you ammo in the AEGIS Device or use it as a shield to get close before engaging in a firefight with your secondary weapon. Also to be used to protect allies. |
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+ | :::: You can also use the "Armory Bypass" to get a Spas 12 as your secondary weapon. |
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⚫ | |||
+ | :: Throw Frag Grenades into a corner then pick them up with the AEGIS Device charge, you can get an ally to throw grenades into your shield aswell. |
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+ | :::: Other players will not be able to see your grenades. |
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+ | *Grenadier v2--- Upgrades: Armory, Ammo Belt, Quickness, Improved Explosives. --- Weapons needed: AEGIS Device, TPC Launcher, any Grenade. --- Strategy: use in any game mode, best in large team matches at a large map. |
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+ | :: Step 1: Shoot TPC Launcher shots at a high wall, then catch them in your AEGIS Device shield. Step 2: If you want more ammo in your shield than shoot the AEGIS Device at a higher point then you did for the TPC's and reapeat step 1. Step 3: Blast enemies with contents. |
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+ | |||
+ | ::: You can replace Armory with the "Armory Bypass" and instead use Ammo Salvage. |
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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'' |
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+ | |||
⚫ | |||
+ | |||
⚫ | |||
Note: Weapon statistics apply differently offline. |
Note: Weapon statistics apply differently offline. |
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''"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."'' |
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*Clip Size - Infinite |
*Clip Size - Infinite |
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− | *Damage - 16 (Primary shot) |
+ | *Damage - 16.0 (Primary shot) |
− | * |
+ | *Charge Damage - Base=0 Minimum=7.5 Maximum=7390.2 |
+ | **Varies based on caught bullets. Use charts below, weapon base damage values, and upgrades applied to calculate damage. Note: The [[AR-C Eclipse]] does not calculate well. |
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⚫ | |||
+ | *Headshot Multiplier - none |
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⚫ | |||
+ | **On Invasion Mode and ''Campaign'' Charged headshots multiply by the orriginal weapons headshot multiplier, if it doesn't have one than it adds the +150% bonus a second time. |
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+ | **In Online Multiplayer shots inside the AEGIS Device shield lose their headshot bonuses. |
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+ | |||
==Beneficial Upgrades== |
==Beneficial Upgrades== |
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⚫ | |||
+ | <span style="font-style: normal; ">Regular Beneficial Upgrades:</span> |
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− | |||
*Capacitor (Primary) |
*Capacitor (Primary) |
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⚫ | |||
*AEGIS Device Specialization (Primary) |
*AEGIS Device Specialization (Primary) |
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⚫ | |||
+ | *Reverse Damage (Primary) |
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+ | *Improved Energy Damage (Secondary C) |
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+ | AEGIS Rule applied upgrades: |
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⚫ | |||
*Energy Focus (Primary) |
*Energy Focus (Primary) |
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*Ballistic Focus (Primary) |
*Ballistic Focus (Primary) |
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*Explosive Focus (Primary) |
*Explosive Focus (Primary) |
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⚫ | |||
*Improved Energy Damage (Secondary C) |
*Improved Energy Damage (Secondary C) |
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*Improved Ballistic Damage (Secondary C) |
*Improved Ballistic Damage (Secondary C) |
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*Improved Explosives (Secondary C) |
*Improved Explosives (Secondary C) |
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+ | |||
⚫ | |||
− | ==The AEGIS Rule== |
+ | ==='''The AEGIS Rule'''=== |
− | When a shot is caught in the AEGIS Device shield, it is not the users upgrades that effect the bonus, it is the shooters upgrades. The only exception to this rule is the Radiation Grenade, when caught in the AEGIS Device shield, if the catcher has Reverse Damage then they not only survive, the catcher and all nearby teammates heal at a increased rate than normal. |
+ | When a shot is caught in the AEGIS Device shield, it is not the users upgrades that effect the bonus, it is the shooters upgrades. The only exception to this rule is the Radiation Grenade with Reverse Damage, when caught in the AEGIS Device shield, if the catcher has Reverse Damage then they not only survive, the catcher and all nearby teammates heal at a increased rate than normal. |
Example of the AEGIS rule: You catch a Phase Rifle shot in the AEGIS Device's shield and you have the specialization for the Phase Rifle, nothing would change. But if the person that shot the Phase Rifle at you had the Specialization for the Phase Rifle, then when you caught the shot you would do increased damage with it. |
Example of the AEGIS rule: You catch a Phase Rifle shot in the AEGIS Device's shield and you have the specialization for the Phase Rifle, nothing would change. But if the person that shot the Phase Rifle at you had the Specialization for the Phase Rifle, then when you caught the shot you would do increased damage with it. |
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This rule applies with all damage increasing upgrades, including the Damage Control Point, which can inflict a bonus twice if done properly'''.''' |
This rule applies with all damage increasing upgrades, including the Damage Control Point, which can inflict a bonus twice if done properly'''.''' |
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+ | |||
− | ==Mass the Shield can hold== |
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+ | |||
⚫ | |||
+ | ==='''AEGIS Device shield chart'''=== |
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⚫ | |||
+ | |||
⚫ | |||
{| border="1" cellpadding="1" cellspacing="1" style="width: 500px" |
{| border="1" cellpadding="1" cellspacing="1" style="width: 500px" |
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! scope="row"|Weapon |
! scope="row"|Weapon |
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! scope="col"|Mass per shot |
! scope="col"|Mass per shot |
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⚫ | |||
|- |
|- |
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! scope="row"|SCAR |
! scope="row"|SCAR |
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|5 |
|5 |
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+ | |Yes |
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|- |
|- |
||
! scope="row"|SPAS12 |
! scope="row"|SPAS12 |
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|10 (Per pellet) |
|10 (Per pellet) |
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+ | |No |
||
|- |
|- |
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! scope="row"|SMAW |
! scope="row"|SMAW |
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|25 |
|25 |
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+ | |No |
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|- |
|- |
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− | ! scope="row"|Carbonizer |
+ | ! scope="row"|Carbonizer Mk16 |
|102 |
|102 |
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⚫ | |||
|- |
|- |
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! scope="row"|TPC Launcher |
! scope="row"|TPC Launcher |
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|5 (Converts to primary when caught) |
|5 (Converts to primary when caught) |
||
+ | |No |
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|- |
|- |
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! scope="row"|Strike Rifle |
! scope="row"|Strike Rifle |
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|5 |
|5 |
||
+ | |Yes |
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|- |
|- |
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! scope="row"|Hive Cannon |
! scope="row"|Hive Cannon |
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|25 (Explodes on impact)(Lure goes through shield) |
|25 (Explodes on impact)(Lure goes through shield) |
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+ | |No |
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|- |
|- |
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! scope="row"|Shrieker |
! scope="row"|Shrieker |
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|10 (Not guided once caught) |
|10 (Not guided once caught) |
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+ | |No |
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|- |
|- |
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! scope="row"|Phaze Rifle |
! scope="row"|Phaze Rifle |
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|5 |
|5 |
||
+ | |Yes |
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|- |
|- |
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! scope="row"|AEGIS Device |
! scope="row"|AEGIS Device |
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|5 |
|5 |
||
+ | |No |
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|- |
|- |
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! scope="row"|Darkstar |
! scope="row"|Darkstar |
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|5 |
|5 |
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+ | |Yes |
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|- |
|- |
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! scope="row"|AR-C Eclipse |
! scope="row"|AR-C Eclipse |
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|5 |
|5 |
||
+ | |Yes |
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|- |
|- |
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! scope="row"|Widowmaker Turret |
! scope="row"|Widowmaker Turret |
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|5 |
|5 |
||
+ | |Yes |
||
|- |
|- |
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! scope="row"|USP45 |
! scope="row"|USP45 |
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|5 |
|5 |
||
+ | |Yes |
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|- |
|- |
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! scope="row"|MP5ka4 |
! scope="row"|MP5ka4 |
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|5 |
|5 |
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+ | |Yes |
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|- |
|- |
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! scope="row"|Deatomizer Mk4 |
! scope="row"|Deatomizer Mk4 |
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|5 (Charge explodes on impact) |
|5 (Charge explodes on impact) |
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+ | |No |
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|- |
|- |
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! scope="row"|Warp Pistol |
! scope="row"|Warp Pistol |
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|5 |
|5 |
||
+ | |No |
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|- |
|- |
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! scope="row"|HVS45 |
! scope="row"|HVS45 |
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|5 |
|5 |
||
+ | |Yes |
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|- |
|- |
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! scope="row"|Fragmentation Grenade |
! scope="row"|Fragmentation Grenade |
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|5 (Explodes after time [Suicidal damage]) |
|5 (Explodes after time [Suicidal damage]) |
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+ | |No |
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|- |
|- |
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! scope="row"|Radiation Grenade |
! scope="row"|Radiation Grenade |
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|25 (Time released [Suicidal Damage]) |
|25 (Time released [Suicidal Damage]) |
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+ | |Yes |
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|- |
|- |
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! scope="row"|Flash Grenade |
! scope="row"|Flash Grenade |
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|102 (Explodes on impact) |
|102 (Explodes on impact) |
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⚫ | |||
|} |
|} |
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− | The AEGIS Device shield is actually scripted as having 3 layers one after another. The first layer, Scan, scans what hit it then creates the shot as A+B/100 (A+B/101 with Specialization) (A=shot's mass. B= mass already contained) then places it in the 3rd layer<span style="font-style: normal; "> marking it with "Scanned=Shielder's ID + Shooter's ID + Bullet ID + Secret/Bullet ID"</span>, it also passes on all mass that would go above its maximum into the sedond layer without marking it. The second layer, Delete, simply destroys whatever hits it that is marked with "Scanned= Bullet ID" if it doesn't have one than it pases through, it does not however check for "Secret/Bullet ID". The third layer, Storage, has no hit box, it simply stores mass marked as "Scanned=Shielder's ID + Shooter's ID + Bullet ID + Secret/Bullet ID. When releasing the charge it creates whatever is contained in the third layer, applies the +150% bonus to eligible shots, remarks all contained ammo as "Scanned= Shooter's ID + Bullet ID + Secret/Bullet ID" changing its Bullet ID to match its Secret Bullet ID and changes the Shooter ID to match the Shielder's ID, then fires at the aimed trajectory. Flash Grenades and Carbonizer Mk16 shots cannot be caught by the AEGIS Device's shield because they have too much mass to be contained, and so are automatically destroyed. Hive Cannon lures, players, Melees, and explosions simply go through all layers without being marked "Scanned". All players run the Scan and Storage Layers when the shield is active, only registering when the shooter's shots are caught or the AEGIS Device is full. |
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− | '''WARNING''': When a player is using the AEGIS Device all player's games run the 3rd layer (Scan) and use more RAM (Random Access Memory [A technical term for processing power]) use caution when atleast 8 players are using AEGIS Devices, your Wii may crash or slow down unexpectedly. |
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− | ==AEGIS Device Shield Damage Increase Chart== |
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⚫ | |||
− | {| border="1" cellpadding="1" cellspacing="1" style="width: 500px" |
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− | ! scope="row"|Weapon |
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⚫ | |||
− | |- |
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− | ! scope="row"|SCAR |
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− | |yes |
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− | |- |
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− | ! scope="row"|SPAS12 |
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− | |no |
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− | |- |
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− | ! scope="row"|SMAW |
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− | |no |
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− | |- |
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− | ! scope="row"|Carbonizer MK16 |
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⚫ | |||
− | |- |
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− | ! scope="row"|TPC Launcher |
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− | |no |
||
− | |- |
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− | ! scope="row"|Strike Rifle |
||
− | |yes |
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− | |- |
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− | ! scope="row"|Hive Cannon |
||
− | |no |
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− | |- |
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− | ! scope="row"|Shrieker |
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− | |no |
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− | |- |
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− | ! scope="row"|Phaze Rifle |
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− | |yes |
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− | |- |
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− | ! scope="row"|AEGIS Device |
||
− | |no |
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− | |- |
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− | ! scope="row"|Darkstar |
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− | |yes |
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− | |- |
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− | ! scope="row"|AR-C Eclipse |
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− | |yes |
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− | |- |
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− | ! scope="row"|Widowmaker Turret |
||
− | |yes |
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− | |- |
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− | ! scope="row"|USP45 |
||
− | |yes |
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− | |- |
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− | ! scope="row"|MP5ka4 |
||
− | |yes |
||
− | |- |
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− | ! scope="row"|Deatomizer MK4 |
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− | |no |
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− | |- |
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− | ! scope="row"|Warp Pistol |
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− | |no |
||
− | |- |
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− | ! scope="row"|HVS45 |
||
− | |yes |
||
− | |- |
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− | ! scope="row"|Frag Grenade |
||
− | |no |
||
− | |- |
||
− | ! scope="row"|Radiation Grenade |
||
− | |yes |
||
− | |- |
||
− | ! scope="row"|Flash Grenade |
||
⚫ | |||
− | |} |
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==Trivia== |
==Trivia== |
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− | *Only this weapon and the [[Warp Pistol]] lack a true |
+ | *Only this weapon and the [[Warp Pistol]] lack a true alternate fire mode 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. |
*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. |
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*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 explosions and Melee attacks even though in the game it doesn't. |
*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 explosions and Melee attacks even though in the game it doesn't. |
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*Aegis is a Greek shield. |
*Aegis is a Greek shield. |
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*Currently, thanks to an online update, the AEGIS Device's uncharged shot is roughly as powerful as a [[USP45]], making it more usefull for all around combat. |
*Currently, thanks to an online update, the AEGIS Device's uncharged shot is roughly as powerful as a [[USP45]], making it more usefull for all around combat. |
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− | *The AEGIS Device's shield can indefinitely block a beam from the [[Carbonizer Mk16]] |
+ | *The AEGIS Device's shield can indefinitely block a beam from the [[Carbonizer Mk16]] forever. |
*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 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]]. |
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*This gun technically has no barrel or any kind of accuracy maintaining device. It is a wonder how it even shoots at all. |
*This gun technically has no barrel or any kind of accuracy maintaining device. It is a wonder how it even shoots at all. |
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*The AEGIS Device is arguably the most complicated gun in terms of script on either ''The Conduit'' or ''Conduit 2'', its only competitors are the [[AR-C Eclipse]] and the new version of the [[TPC Launcher]], all of which are ''Conduit 2'' weapons. |
*The AEGIS Device is arguably the most complicated gun in terms of script on either ''The Conduit'' or ''Conduit 2'', its only competitors are the [[AR-C Eclipse]] and the new version of the [[TPC Launcher]], all of which are ''Conduit 2'' weapons. |
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*It is possible to get the Shielded Medal without AEGIS Device Specialization by shooting the shield with one bullet from a [[USP45]] then continuing to shoot it with [[Hive Cannon]] shots. |
*It is possible to get the Shielded Medal without AEGIS Device Specialization by shooting the shield with one bullet from a [[USP45]] then continuing to shoot it with [[Hive Cannon]] shots. |
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− | *If a projectile is shot from one shield to another it will change from whatever bullet it was before into an AEGIS Device shot, Even changing boosted AEGIS Device shots into un-boosted ones. |
+ | *If a projectile is shot from one shield to another it will change from whatever bullet it was before into an AEGIS Device shot, Even changing boosted AEGIS Device shots into un-boosted ones. True explosives and Radiation Grenades are not effected by this however. |
+ | *The AEGIS Device is the most controversial weapon in Conduit history. Some say it is over-powered, and others say it is the worst weapon on Conduit 2. |
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==<span style="font-style: normal; line-height: 20px; ">References</span>== |
==<span style="font-style: normal; line-height: 20px; ">References</span>== |
||
{{reflist}} |
{{reflist}} |
Revision as of 15:23, 3 April 2012
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, Melee Attacks, Darkstar Charges, 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 the suit upgrade AEGIS Device Specialization though). The AEGIS Device has perfect accuracy, however, it's primary shot has a maximum range before the shots disapear, so sniping does not work with this weapon,
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. It is also very useful as a power attack weapon in team games by having allies shoot your shield. Also because of its slow, weak, primary 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.
There is only a few things common to all AEGIS Device strategies.
- Never ever use the AEGIS Device against Hive Cannons or Deatomizer Mk4's . Hive Cannon shots explode on contact with the shield and fill up 25 mass per shot, (Scale of 100 as maximum mass) and Deatomizer Mk4 charges explode on impact with the shield, even wraping around and directly damaging the holder of the AEGIS Device.
- You must watch out for Radiation Grenades in your shield unless you have Reverse Damage, they will kill you in 2 seconds.
- Do not use AEGIS Devices in Hardcore games, as other players see a purple glow through walls roughly where you are while you are charging.
- Frag Grenades inside your shield will detonate after roughly 4 seconds, dealing enough damage to kill an un-armored player.
List of common AEGIS Device strategies
There are many strategies for the AEGIS Device and none are considered the best, so instead of telling the best we have a list of good strategies with it.
- Supreme Aggresor--- Upgrades: Capacitor, Helmet/ Bomb Bag, Supercharger/ Blinding Powder/ Quickness, Light Armor/ Improved Melee. --- Weapons needed: AEGIS Device, Warp Pistol/ Deatomizer MK4, Frag Grenade/ Radiation Grenade. --- Strategy: Use in Free For All Matches or go solo in Team Matches.
- Get as close to the target as possible while crouching making sure to protect your feet. When you get close to the target either punch them to death or switch to secondary and shoot only charges.
- Extreme Medic--- Upgrades: Reverse Damage, Bomb Bag, Field Medicine/ Mending, Improved Energy Damage/ Light Armor/. --- Weapons needed: AEGIS Device, Any Secondary Weapon, Radiation Grenade. --- Strategy: Use in Team Games or when working with a friend in Free For All.
- Get someone to throw a Radiation Grenade into your shield, then shoot it onto a teamate, they will then gain an increased health regeneration rate and be able to "Cook" enemies through walls. You may also use your own Radiation Grenades for the same purpose, but not nearly as effectively.
- Super Tank--- Upgrades: Heavy Armor/ AEGIS Device Specialization, Helmet, Mending, Light Armor. --- Weapons: AEGIS Device, Any Secondary Weapon, any grenade. --- Strategy: Use in Grab Bag versions of Team Games or Free For All Games.
- Either get teamates to give you ammo in the AEGIS Device or use it as a shield to get close before engaging in a firefight with your secondary weapon. Also to be used to protect allies.
- You can also use the "Armory Bypass" to get a Spas 12 as your secondary weapon.
- Either get teamates to give you ammo in the AEGIS Device or use it as a shield to get close before engaging in a firefight with your secondary weapon. Also to be used to protect allies.
- Grenadier--- Upgrades: Capacitor, Bomb Bag, Any Secondary Upgrade B, any Secondary Upgrade C. --- Weapons needed: AEGIS Device, Any Secondary Weapon, Frag Grenades. --- Strategy: use in any game mode, Best in Custum Matches with ammo dumps.
- Throw Frag Grenades into a corner then pick them up with the AEGIS Device charge, you can get an ally to throw grenades into your shield aswell.
- Other players will not be able to see your grenades.
- Throw Frag Grenades into a corner then pick them up with the AEGIS Device charge, you can get an ally to throw grenades into your shield aswell.
- Grenadier v2--- Upgrades: Armory, Ammo Belt, Quickness, Improved Explosives. --- Weapons needed: AEGIS Device, TPC Launcher, any Grenade. --- Strategy: use in any game mode, best in large team matches at a large map.
- Step 1: Shoot TPC Launcher shots at a high wall, then catch them in your AEGIS Device shield. Step 2: If you want more ammo in your shield than shoot the AEGIS Device at a higher point then you did for the TPC's and reapeat step 1. Step 3: Blast enemies with contents.
- You can replace Armory with the "Armory Bypass" and instead use Ammo Salvage.
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 - 16.0 (Primary shot)
- Charge Damage - Base=0 Minimum=7.5 Maximum=7390.2
- Varies based on caught bullets. Use charts below, weapon base damage values, and upgrades applied to calculate damage. Note: The AR-C Eclipse does not calculate well.
- Headshot Multiplier - none
- Charge Headshot Multiplier - none
- On Invasion Mode and Campaign Charged headshots multiply by the orriginal weapons headshot multiplier, if it doesn't have one than it adds the +150% bonus a second time.
- In Online Multiplayer shots inside the AEGIS Device shield lose their headshot bonuses.
Beneficial Upgrades
Please read "The AEGIS Rule" for more details on beneficial upgrades for the AEGIS Device.
Regular Beneficial Upgrades:
- Capacitor (Primary)
- AEGIS Device Specialization (Primary)
- Energy Focus (Primary)
- Reverse Damage (Primary)
- Improved Energy Damage (Secondary C)
AEGIS Rule applied upgrades:
- Phase Rifle Specialization (Primary)
- Energy Focus (Primary)
- Ballistic Focus (Primary)
- Explosive Focus (Primary)
- Improved Energy Damage (Secondary C)
- Improved Ballistic Damage (Secondary C)
- Improved Explosives (Secondary C)
The AEGIS Rule
When a shot is caught in the AEGIS Device shield, it is not the users upgrades that effect the bonus, it is the shooters upgrades. The only exception to this rule is the Radiation Grenade with Reverse Damage, when caught in the AEGIS Device shield, if the catcher has Reverse Damage then they not only survive, the catcher and all nearby teammates heal at a increased rate than normal.
Example of the AEGIS rule: You catch a Phase Rifle shot in the AEGIS Device's shield and you have the specialization for the Phase Rifle, nothing would change. But if the person that shot the Phase Rifle at you had the Specialization for the Phase Rifle, then when you caught the shot you would do increased damage with it.
This rule applies with all damage increasing upgrades, including the Damage Control Point, which can inflict a bonus twice if done properly.
AEGIS Device shield 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.
AEGIS Device still blocks additional ammo 1/3 second after getting max mass. Mass cannot go above 100, it simply blocks all ammo that would go over 100 (101 if using AEGIS Device Specialization).
Weapon | Mass per shot | +150% Bonus |
---|---|---|
SCAR | 5 | Yes |
SPAS12 | 10 (Per pellet) | No |
SMAW | 25 | No |
Carbonizer Mk16 | 102 | Unknown |
TPC Launcher | 5 (Converts to primary when caught) | No |
Strike Rifle | 5 | Yes |
Hive Cannon | 25 (Explodes on impact)(Lure goes through shield) | No |
Shrieker | 10 (Not guided once caught) | No |
Phaze Rifle | 5 | Yes |
AEGIS Device | 5 | No |
Darkstar | 5 | Yes |
AR-C Eclipse | 5 | Yes |
Widowmaker Turret | 5 | Yes |
USP45 | 5 | Yes |
MP5ka4 | 5 | Yes |
Deatomizer Mk4 | 5 (Charge explodes on impact) | No |
Warp Pistol | 5 | No |
HVS45 | 5 | Yes |
Fragmentation Grenade | 5 (Explodes after time [Suicidal damage]) | No |
Radiation Grenade | 25 (Time released [Suicidal Damage]) | Yes |
Flash Grenade | 102 (Explodes on impact) | Unknown |
Trivia
- Only this weapon and the Warp Pistol lack a true alternate fire mode 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 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 is roughly as powerful as a USP45, making it more usefull for all around combat.
- The AEGIS Device's shield can indefinitely block a beam from the Carbonizer Mk16 forever.
- 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.
- The AEGIS Device is arguably the most complicated gun in terms of script on either The Conduit or Conduit 2, its only competitors are the AR-C Eclipse and the new version of the TPC Launcher, all of which are Conduit 2 weapons.
- It is possible to get the Shielded Medal without AEGIS Device Specialization by shooting the shield with one bullet from a USP45 then continuing to shoot it with Hive Cannon shots.
- If a projectile is shot from one shield to another it will change from whatever bullet it was before into an AEGIS Device shot, Even changing boosted AEGIS Device shots into un-boosted ones. True explosives and Radiation Grenades are not effected by this however.
- The AEGIS Device is the most controversial weapon in Conduit history. Some say it is over-powered, and others say it is the worst weapon on Conduit 2.
References
- ↑ Nintendo Power (May 2010), page 73
- ↑ http://gonintendo.com/viewstory.php?id=130999
Weapons in Conduit series | ||
---|---|---|
Conventional weapons | USP45 • SCAR • MP5KA4 • SPAS 12 • SMAW | |
Drudge weapons | Hive Cannon • Shrieker • Strike Rifle • Warp Pistol | |
Trust weapons | TPC Launcher • Deatomizer Mk4 • Carbonizer Mk16 | |
Prototype weapons | Deatomizer Mk9 • HVS45 • Striker • AEGIS Device • AR-C Eclipse • Phase Rifle • Widowmaker Turret | |
Grenades | Fragmentation grenade • Radiation grenade • Flash grenade | |
Atlantean weapons | Dark Star | |
Others | Drudge Turret • Oil Rig Harpoons • Mounted Turrets • Shield Turret • Claw Bombs | |
Unused | Cyberia Heavy Blaster |