Cluster Missile Turret
|Cluster Missile||Cluster Missile Turret|
|“||The Cluster Missile Turret utilizes Xeno Division technology that fires a flurry of missiles.||”|
|— In-Game Description|
Stats[edit | edit source]
|Cluster Missile Turret||I||II||III||IV (Xeno)|
|Mass||1,900 t||2,375 t||2,850 t||3,135 t|
|AoE Radius||100 m|
|Firing Cycle||C: 0.0 / F: 0.6 / R: 1.4 / N: 4|
|Module XP||372,365 XP||641,541 XP||964,754 XP||1,157,705 XP|
|Arms Lab Required||None||None||None||XI|
|Time||1d 5h 57m||1d 13h 26m||1d 20h 56m||2d 4h 24m|
General[edit | edit source]
The Cluster Missile Turret is a version of the Cluster Missile that is used in bases.
It fires a flurry of 4 missiles with short reloading time, similar to its ship counterpart.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
Cluster Missile Turrets have enough range to fire at most sniper decoys. On the other hand, they have a small minimum range and dish out quite a bit of damage. This makes them fairly balanced against both types of base attacks.
They also have a high rate of fire, enabling them to defend against squadrons.
Disadvantages[edit | edit source]
Cluster Missile Turrets have relatively slow projectile speed and moderate spread, causing them to be inaccurate at maximum range.
Compared to the Disintegrator Cannon Turret, this weapon has poor mass efficiency and damage output, limiting the damage you can deal to blitz fleets. Moreover, it has extremely small AoE; the explosions are unlikely to hit multiple ships even when boosted by AM Detonators or Xeno AM Detonators.
Fusion[edit | edit source]
|Fusion||I -> II||II -> III||I -> III|
|Time||1d 0h||3d 0h||3d 0h|
|Time||6h 00m||1d 12h||2d 0h|
|Cluster Missile Turret||3x Level I||2x Level II||6x Level I|
Gallery[edit | edit source]
Cluster Missile Turrets taking out flanking Punisher Cruisers
Xeno Cluster Missile Turrets halting a blitz fleet of Punisher Cruisers