The Conduit Wiki
Advertisement
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)
  • Phase Rifle Specialization (Primary)
  • AEGIS Device Specialization (Primary)
  • Energy Focus (Primary)
  • Ballistic Focus (Primary)
  • Explosive Focus (Primary)
  • Reverse Damage (Primary)
  • Improve Energy Damage (Secondary C)
  • Improved Ballistic Damage (Secondary C)
  • Improved Explosives (Secondary C)

Please read "The AEGIS Rule" for more details on beneficial upgrades for the AEGIS Device.

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.

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.

Mass the Shield can hold

Note: 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
SCAR 5
SPAS12 10 (Per pellet)
SMAW 25
Carbonizer 102
TPC Launcher 5 (Converts to primary when 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 102 (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+B/101 with Specialization) (A=shot's mass. B= mass already contained) then places it in the 3rd layer; it also deletes all mass that would go above its maximum. 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 have too much mass to be contained, and so are automatically destroyed. 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.

Note: The Damage Control Point adds 13% damage to everything, including stuff caught in the AEGIS Device shield, allowing for as much as 250.5 damage for 5 Mass (Phaze Rifle). This would allow the player to deal more damage than anything else on the game, besides instant kill ground and Darkstar Charges.

Weapon +150% bonus Yes/No
SCAR yes
SPAS12 no
SMAW no
Carbonizer MK16 Unknown
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
Flash Grenade Unknown

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 too much mass per ammo for the shield to absorb, so it simply deletes it.
  • 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


Advertisement