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Pulse Cannon   Pulse Cannon Turret


Emits a high burst of Energy (Alien) damage with moderate recharge time.
  — In-Game Description 

Stats[ | ]

Pulse Cannon Turret I
PulseCannonTurret1
II
PulseCannonTurret2
III (Xeno)
PulseCannonTurret2-Xeno
SPECIFICATIONS Notepad
DPS 393 Energy 472 Energy 570 Alien
Mass 2,987 t 3,584 t 4,122 t
Range 0-4,500 m 0-4,500 m 0-5,750 m
Projectile Range 4,950 m 4,950 m 6,320 m
Speed 4,000 m/s
Piercing 2
Firing Cycle C: 0.0 / F: 1.0 / R: 3.0 / N: 5
Module XP 235,223 XP 401,387 XP 738,230 XP
REUSABLE ITEM ReusableItem
Arms Lab Required X X XII
EQUIP ModuleRefit
Time Time 10h 45m 17h 20m 1d 1h 15m
Mineral Ore MineralOre 10,497,795 15,221,803 24,669,818
Antimatter Antimatter 5,726,070 8,302,802 13,456,265


General[ | ]

The Pulse Cannon Turret is a Pulse Cannon designed for use in bases.

It fires a volley of five piercing bolts in a slight spread, identical to its ship version.

Strategy and Setup[ | ]

Advantages[ | ]

Pulse Cannon Turrets are powerful all-round weapons for base defense.

They have the potential to deal massive damage by hitting two invading ships in a line with their piercing bolts.

The Xeno version has extra range; this could be further increased by Xeno Focused Apertures to achieve a whopping 7,000 m range that is equal to the Cluster Missile Turret, enabling them to fire at sniper decoys.

Disadvantages[ | ]

Pulse Cannon Turrets have relatively short range and are outranged by most destroyers, hence longer-ranged weapons such as Eclipse Driver Turrets must be used to support them against sniper attacks.

Unlike most Energy base weapons, Pulse Cannon Turrets do not track their targets, making it possible for the enemy to dodge the projectiles by strafing side to side at maximum range.

The Xeno version is resisted by A.X.I.S. Hulls while the Void version is resisted by Marauder Hulls and NPC Targets. You are recommended to mix them together to achieve a balance against the various fleets that may attack your base.

Trivia[ | ]

Gallery[ | ]


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