
Hello there new Commander and welcome to the Miner Rebellion!
The
aim of this guide is to get you from a new commander just starting out
to a commander that can hold off their own in the frontlines
against the hostile factions from deep space.
VEGA Conflict Discord
VEGA Conflict has an official Discord server where you can talk and ask questions about the Guide or anything VEGA Conflict related for that matter. The image will bring you to a server invite. If at any point you are lost as to what to do or are confused about something, don't hesitate to ask in the VEGA Conflict Discord or send me a PM via discord and I'll be happy to help you where I can: BitingTiger#8645
Part 1: CampaignsCampaigns
are your bread and butter when starting out VEGA Conflict, they are
what allows you to progress to higher tiers in form of blueprints and
prefitted hulls (hulls that already come with weapons, shields, armor
and specials equipped) while also upgrading your base.
Each
Campaign unlocks after a certain amount of IRL days, meaning you'll have
enough time to try out new things and learn about the game, so Campaign
1 will unlock after 2 days of account creation, campaign 2 after 4
days, etc.
Each campaign consists of 4 runs total with a different reward every campaign and run.
First off:
While many players, including me, are against VEGA Conflict's expensive micro-transactions, I will for once suggest considering the coin deal you
will get at the start of the game and lasts a month, naturally only if
you have the budget for it.
When clicking on the golden coin icon in
the top left, you will see multiple deals, one of which will offer you 6 Bastion Cruisers and base upgrades valued at $9.99 USD. The bastion
cruiser hull is a Tier 7 hull that will allow you to skip a large part
of the starting part of Vega Conflict and thus skip both Tier 6 and Tier
6.5.
Buying this offer also unlocks the Commerce module for you, a
module that generates a specific amount of coins per day relative to the module's level. The higher the module level, the more coins it
will generate per day, up to a max of 25 per day..
Training Simulation: Rebel Tech Unlock time: 2 days
This campaign is the first one you will receive and will allow you to progress through all Rebel weapons, shields, specials and some hulls.
The following setup will allow you to kill the enemy fleets without needing to do anything.
Optimal fleet: 6 Harrier Frigates.
Fitting: https://tinyurl.com/y64kuu74
At run 4 you will need to use the Rancor Battleships you've received from the 3rd run. They will be able to kill the last fleet unlike the Harrier Frigates will.
Small tip: While waiting for this Campaign to unlock just knock yourself out and try out the other hulls, every type hull flies differently and works differently after all.
More info can be found at https://vegaconflict.gamepedia.com/Training_Simulation/Rebel_Tech
At run 4 use the 2 Apocrypha Cruisers and 4 Dread Battleships to minimise damage.
Video about the campaign:
At run 4 use the 4 Corinthian Cruisers & 2 Zeal Battleships to minimise damage.
More info can be found at https://vegaconflict.gamepedia.com/Training_Simulation/High_Security
Video about the campaign:
Optimal fleet: 4 Corinthian Cruisers & 2 Zeal Battleships acquired via Campaign 3.
More info can be found at https://vegaconflict.gamepedia.com/Training_Simulation/Mercenaries
Optimal Fleet: 3 Heretic Cruisers, 2 Hurricane frigates & Freyja carrier acquired via Campaign 4.
More info can be found at https://vegaconflict.gamepedia.com/Training_Simulation/The_Demons
Video about the campaign:
Optimal fleet: 3 Hellfire Battleships, 2 Damocles Destroyers & Dominion Carrier acquired via Campaign 5.
At run 4 use the 4 Punisher Cruisers to minimise damage.
More info can be found at https://vegaconflict.gamepedia.com/Training_Simulation/Alien_Hybrids
Part 2: Preparing for the AXIS sector
This category runs for all of the parts i will be talking about from here on out.
While unlocking tech and building up your fleets you'll need to research the ship upgrades and also upgrade the modules in your base. The higher the tech the higher the level requirements on modules, resource cost and research requirements. Thus it's best you upgrade your base and research the tech you can while going through this guide.
Punisher Mark 2:
You need to attack Xeno Reaper supply fleets of level 71 in sector view. They are light and dark green icons, click on one and click on tag to be able to find the next one easily.
Once in a battle with this fleet right click with your Punishers selected on one of the hulls and select the next one each time one dies. It will focus the Punisher's fire on this one target.
Required fleet: Campaign MK1 Punisher Cruisers
Punisher Mark 3:
This markup requires you to attack Xeno Reaper supply fleets of level 73.
The same battle principles as the lvl 71 apply here.
Required fleet: 6x M2 Punisher Cruisers
MK2 Fitting: https://tinyurl.com/y3jxsvr9
This is a way that relies heavily on the Alien strike events for getting better tech and higher MK ups of your Punishers.
The first rotation of this event is the one you will need which runs on Tuesday. Here you attack the Xeno reaper targets to get Punisher Cruiser upgrade credits.
The loot given from killing these targets is 10.000 intel together with a high chance of gaining an upgrade credit, MK2 in this case.
The loot gained from killing these targets is 14.000 intel as well as MK3 upgrade credits.
For this mark up you'll need to hit Xeno Reaper Strike level 75.
The loot gained from killing these targets is 19.000 intel as well as MK4 upgrade credits.
For this mark up you'll need to hit Xeno Reaper Strike level 77.
The loot gained from killing these targets is 26.000 intel as well as MK5 upgrade credits.
These credits are rewards you can claim in the Alien Strike event store, this mark up only increases cargo capacity and sector speed so it isn't mandatory but they do however change up the appearance of your hull just like other MK ups do.
This is a pretty social way to get your tech, this also allows you to skip the categories stated before as well as the ones to come. This does however rely heavily on if you are in an alliance and if they are willing to help you. But most alliances are.
What to hit or what to do.
Tier 8 and Tier 9 introduced their hull acquisition the same way T6.5 and T7 work now, you hit targets to get blueprint pieces to get their associated tech. For example Tier 8's Valrayvn hull was released with the hull, it's signature weapon the Nova Driver and Ablative Carapace which is Tier 8 Umbra's unique defense.
Killing these targets is something you won't be able to achieve on your own, however an alliance member can nearly kill these targets for you and leave one ship alive for you to kill.
Keep in mind that the ship left behind is in no case a weak ship so it would be recommended to use long range hulls to kill these ships as your T6 hulls won't last in a close range fight.
Part 3: Farming AXIS blueprints
First you'll need to go to the AXIS sector. You can find this sector by clicking on one of the blue gates when in sector view and clicking on the gate called 'hypergate' then selecting view. You'll open a new sector that shows the needed AXIS targets.
For the Paladin Carrier you'll need to attack AXIS Harvester cargo level 84.
The second is an explosive weapon that fires continuous projectiles exploding on impact, they cause little damage and can thus be ignored.
The 3rd are drones which will be launched once you get into a certain distance of the harvester. These are alien type damage so they will hit your shields quite hard.
The last is an Area of Effect weapon that fires out a pulse around the harvester every time it passes a certain % of armor.
The Guardian Cruiser is the Tier 6,5 Cruiser and will allow you to push through to higher Tier hulls when done.
Targets to be hit:
For the Guardian Cruiser you'll need to attack AXIS reaper cargo level 81.
These targets have 2 bigger ships along the already seen Reapers called Ancient Reapers which deal out higher damage together with having a higher health pool and can spawn normal Reapers after a set amount of time has passed. It is thus best to focus on these 2 hulls first as they can otherwise overwhelm you with a high amount of normal Reapers. Spawned reapers have a lower health amount than the normal Reapers with lower attack power as well.
Intermission (Part 3.5): Tier 7 Elemental Damage
A new feature that is introduced in Tier 7 is faction elemental damage. One of which you have seen already, namely XENO/ alien damage.The 3 factions of Tier 7 tech have 3 different damage types/ element. These weapons dealing faction damage will have to be either converted or crafted in the workshop.
Part 4: Getting the Sovereign Carrier
This is a relatively short and straightforward part but crucial to climbing up in tiers.The sovereign carrier is a carrier that uses beam weapons instead of drones and squadrons like you've seen and used until now. This beam does more damage the longer it can fire and thus will help you clear stronger targets faster.
The Sovereign Carrier (Sov) is the Tier 7 equivalent of the Paladin Carrier and just like the Paladin Carrier it doesn't come with a support field equipped.
All tier 7 carrier hulls no longer use drones or squadrons, they use special weapons. The Sovereign mainly uses a weapon called the Cyclotron beam of which a level 3 XENO version can be farmed. They can however still fit squadrons on them.
For the Sovereign carrier you will need to attack Altairian Mothership cargo lvl 94.
These targets are not easy at all and will require you to stay alert and kill the Sovereign as fast as you can since it will deal heavy damage the moment you get into range and its beams are charged.
Fleet video:
The Sovereign itself will gain 10% Shield defense, 5 counter chain and counter pierce while also eliminating the damage delay needed to start regenerating shields when active.
The ships inside the field will gain 5% shield defense, +100% shield damage and +50% weapon speed
Disclaimer: This is a generator only available via the Altairian strike event and thus is available only once or twice per month.
You can read more about it here: https://vegaconflict.gamepedia.com/Enguard_Overdrive_Generator
Unique to the Cyclotron Beam is the fact that it can acquire Overcharge without needing a special. Overcharge will increase the damage output of the Cyclotron beam a brief delay after starting to fire.
Part 5: The Tier 7 entrance
As stated before Umbra uses regenerating defenses in the form of Ablative Armor. This armor is fitted in the defense slot like a shield but can only be equipped on Umbra, Umbra also cannot equip shields nor screens.
The Ogre battleship blueprint can be aquired from Umbra Hellion CArgo lvl 92 targets. These targets also provide the Nova Missile and Ablative Tungsten Armor blueprints explained below.
A missile that splits in a V when fired and will create smaller secondary explosions which deal 120% damage based on the first explosion.
This missile does not lock on but is predicatively aimed towards the target.
The split is a weakness of the Nova Missile that some targets will utilize even though the AI is not programmed for this. If this happens it's best to turn your ogres a small amount to make the enemy target move from the blind spot.
Ablative Tungsten Armor is Umbra's only defense tech, thus only this armor can be fitted on these hulls in terms of defensive capabilities.
This armor regenerates on the armor hp damage you deal. Shield, Ablative Armor nor Screens recover ablative health.
Keep in mind that this armor requires a minimal amount of damage to be dealt to allow for Ablative recovery, the amount of which you can find on the defensive tech stated as Ablative Damage Threshold.