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The Impulse Beam is a short range Energy weapon that builds up an extraordinary amount of energy for bursts of high damage.
  — In-Game Description 
Impulse Beam I II III
Mass 424t 869t 1958t
DPS 96 146 224
Range 0-4,700 m
Projectile Speed 3,000 m/s
Sound Effect Charging
Weap warm beam red 01

Firing

Weap fire beam red 01

Impact

Impact beam red 01
Unlocking (Only obtainable in Redemption and Planet Strike)
Arms Lab Required VI VIII IX
Intel Required 50,000 200,000 500,000
Build
Time 2h 21m 15h 41m 1d 2m 30s
Helium-3 788,137 4,824,308 7,343,415
Antimatter 139,083 1,608,103 2,447,805
Repair
Time 0s 0s 0s
Impulse Turret1

Impulse Beam Turret I, II and III

General

The Impulse Beam Turret is an event weapon energy weapon, first available in the event Redemption. It fires a golden beam at its target, the beam is sustained for brief of time before needing to charge up again.

It is very similar to the Tachyon beam turret but has slightly more firepower.

Strategy and Setup

ImpulseTurret 2

Impulse Beam turret firing

Advantages:

Impulse Beam Turrets have a very high amount of firepower at the lower levels and is especially light, this is quite useful for lower level players. The beam never misses unless the target escapes it attack range.

Disadvantages:

Level III variant of the Impulse beam turret is very heavy and inflicts damage that is rather moderate in high level base defense. It has very low range and can be easily out ranged and destroyed. Like all beam weapons, it is not ideal for shooting down squadrons.

In comparison to Storm driver turrets, Vector torpedo turrets and SICO missiles turrets, these have lesser range and lack superior traits such as higher firepower, explosive radius or tracking abilities and are in general less versatile.

Gallery


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