|AM Warheads||AM Detonators|
|AM Detonators||Xeno AM Detonators|
|“||Antimatter Detonators replace the conventional detonators used by Explosive weapons, increasing the explosive radius.||”|
|— In-Game Description|
|Mass (% weapon mass)||10%||20%||30%||40%||50%|
|AoE Radius||+50 m||+100 m||+150 m||+200 m||+250 m|
|Tech Lab Required||VI||VIII||IX||X||X|
|Time||9h 05m 00s||12h 36m 40s||1d 22h 56m 40s||3d 18h 35m 00s||7d 6h 43m 00s|
|Time||1h 48m 20s||2h 31m 40s||9h 23m 20s||18h 06m 40s||1d 10h 56m 40s|
AM Detonators are a booster to base Explosive weapons. They are the counterpart of Antimatter warheads for ship weaponry. They increase the area of effect of explosive turret weaponry thus making it quite popular.
Strategy and Setup
AM Detonators increase the AoE of an explosive turret. This allows it to hit multiple ships or modules at once and gives it the ability to hit a ship if the explosive projectile misses its target making it very effective.
However, increased AoE is usually not very necessary in many fights and when coupled with its mass increase it may be better to not equip it for replacement of a more armor, shielding, or just a better turret.
Other than that, it is pretty useful with no real downsides due to the lack of actually decent explosive base specials.
Usually it is recommended to use AM Detonators when you have left over mass you have on explosive turrets, since really explosive turrets don't have many specials.
SICO Missile Turrets benefit IMMENSELY with Detonators as it allows it to do even more AoE while still bursting missiles at the opponent. Though still, any explosive turret can benefit.
- AM Detonators is its in-game name but the AM actually stands for Antimatter, just like AM Warheads.
- Despite being called "Antimatter Detonators" its AoE would be much bigger if actual Antimatter was used.