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The Cluster Missile Turret is a medium range Explosive weapon used by the Xeno Division that is designed to strip and shred opponents' armor.
  — In-Game Description 
!THIS WEAPON IS A REUSABLE ITEM MEANING YOU HAVE A LIMITED AMOUNT!
Cluster Missile Turret I II III
Mass 1,900t 2,375t 2,850t
DPS 257 322 386
Range 2,900 - 7,000m
Projectile Speed 1,800m
AoE Radius 100m
Spread 20 deg
Bonus Armor Damage +15%
Build (Only obtainable in event Eradication)
Time
Helium-3
Antimatter
Repair 0s 0s 0s
ClusterT123

Cluster Missile Turret I, II, and III Respectively


General

The Cluster Missile Turret is the base turret version of the Cluster Missile. It was first available in Eradication found by killing Alien Outposts 70-100 and receiving it through random chance in a strongbox.

Like the ship version it fires a burst of missiles and then reloads. It has a very high spread and is rather slow which makes most of the projectiles miss.

​Strategy and Setup

​Advantages:

The main advantage with the Cluster Missile is its high DPS, it is able to dish out very high amounts on level III and surpasses the SICO Missile Turret III on level II in raw DPS. The DPS makes it a very effective blitz weapon against enemies and sometimes snipers if they get too close.

Unlike the Disintegrator Cannon Turret, it also has an AoE which can be boosted with Antimatter Detonators V to boast a very high DPS to be able to deal damage to multiple targets at a time unlike the Disintegrator's 1 hull targeting.

It also is extremely effective against swarms, usually taking them out before damage is dealt. This makes it an excellent counter against rimming attacks.

It also has built in armor damage making it better against blitz and sniper decoys due to their massive armors and almost little to no shields.

​Disadvantages:

Just like the template version, it will miss alot at higher ranges and even at point blank ranges due to its extremely high spread. Since there is also no special to compensate this it will miss a ton during a base attack and will usually miss even stationary targets due to this high spread.

It is also EXTREMELY heavy requiring a Combat Module XII to use effectively in combat, due to its high mass level X and XI will have a hard time balancing armors and specials with it. The Antimatter Detonators recommended for this thing will also add alot of mass aswell.

In the case of raw DPS it is easily replaced by the Rupture Beam Turret due to its extremely high DPS when compared to the Cluster Missile Turret.

It also is a reusable item meaning your amount of Cluster's are dependent on how many credits of the Cluster Missile Turret you have. It also is extremely hard to obtain on level III as you would have to defeat very difficult Alien Outposts 80-90 and try to get lucky in random drops.

Setup:

A Combat Module XII is needed if you wish to equip the highest level. When equipping the highest level try to put the maximum armor you can on the module. Antimatter Detonators aren't needed but are recommended, preferably III and IV.

Using Cluster Missile Turrets as your anti-blitz weapon is not recommended. Instead put in 2 with Rupture Beam Turrets as your anti-blitz weapons to be much more deadly against swarms.

​Gallery

​Trivia

  • Unlike all the other T5 and T6 turrets the Cluster Missile Turret uses its ships I module for I, III module for II, and the Heavy version module's II for III
  • Its high spread can't be fixed due to having no spread decreasing special, its high spread will usually miss targets thus making it highly unpopular



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