|Twinfire Beam||Twinfire Beam Turret|
|“||A double barrel beam weapon, the (Heavy/Xeno/Void) Twinfire Beam Turret shoots alternating concentrated blasts of Energy (Alien/Void) particles for sustained damage.||”|
|— In-Game Description|
|Twinfire Beam Turret||I||II||III (Heavy)||IV (Xeno)||V (Void)|
|Mass||3,141 t||3,612 t||4,083 t||4,492 t||4,492 t|
|Range||0-4,200 m||0-4,200 m||0-4,200 m||0-5,450 m||0-4,200 m|
|Firing Cycle||C: 2.6 / F: 1.2 / R: 0.4 / N: Infinite|
|Traits||Beam, Pass Through|
|Module XP||235,223 XP||344,390 XP||458,383 XP||738,230 XP||Unknown XP|
|Time||10h 10m||15h 50m||20h 20m||1d 3h||Unknown|
The Twinfire Beam Turret is the base variant of the Twinfire Beam.
It takes relatively short time to charge and fires a pair of unstoppable beams at the target, just like the ship version.
Strategy and Setup
Twinfire Beam Turrets have similar mass efficiency as Rupture Beam Turrets yet have significantly more range, allowing them to protect a large area of your base from blitz attacks.
Twinfire Beam Turrets always hit their intended targets, making them very reliable against any enemies that get in range.
The Xeno version can reach a maximum of 6,700 m range when boosted with Xeno Focused Apertures, endangering even sniper decoys that get too close.
Twinfire Beam Turrets lack range overall and can be taken out by destroyers for free. They should be supported by Bombardment Torpedo Turrets and Eclipse Driver Turrets to provide adequate protection against sniper fleets.
Twinfire Beam Turrets are horrible against squadrons due to their long charge time and single targeting.
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.