|Gauss Driver||Coil Driver Turret|
|“||The Coil Driver Turret is a powerful Kinetic weapon that uses magnetic coils to fire projectiles with impressive range.||”|
|— In-Game Description|
|Coil Driver Turret||I||II||III||IV||V|
|Mass||100 t||265 t||460 t||805 t||1,410 t|
|Projectile Range||9,770 m|
|Firing Cycle||C: 7.0 / F: 3.0 / R: 0.2 / N: 2|
|Module XP||1,200 XP||2,500 XP||4,791 XP||7,543 XP||12,206 XP|
|Prerequisites||Previous level of Coil Driver Turret|
|Arms Lab Required||I||IV||VI||VIII||VIII|
|Time||8m 00s||32m 00s||2h 08m||8h 32m||1d 10h 08m|
|Module XP||461 XP||748 XP||1,198 XP||1,886 XP||3,052 XP|
|Time||48s||3m 12s||12m 48s||51m 12s||3h 24m 48s|
The Coil Driver Turret is a starter Kinetic base weapon. It is often seen in low-level and mid-level bases alongside the Thermal Ray Turret.
It fires two blue shells sequentially, which appear identical to the Gauss Driver.
Strategy and Setup
Coil Driver Turrets have long range, enabling a base to defend against sniper fleets that would otherwise outrange other turrets. Iridium Arrays dramatically improve their accuracy and are almost a must.
Coil Driver Turrets deal decent damage as well, cutting off a large chunk of health upon a successful hit.
Coil Driver Turrets have a large minimum range and cannot defend against blitz attacks effectively. It is wise to mix in some Thermal Ray Turrets for adequate defense against both sniper and blitz fleets.
Even with Iridium Arrays, Coil Driver Turrets have issues hitting moving targets, especially against agile ships like frigates. The best way to solve this is by concentrating your turrets in one location such that the enemy is forced to dodge many projectiles at once.
Coil Driver Turrets have poor mass efficiency, thus limiting the amount of other equipment you could add to your Combat Modules.
- The Coil Driver Turret was once called the Heavy Gauss Gun, which had been renamed to Gauss Turret.