👨🚀 Greetings, Commanders!
🤓 We’re back with a new issue of our favorite traditional Encyclopedia segment. In this section, we talk about various game aspects and mechanics in alphabetical order. The information in this section is intended to be as helpful as possible for both experienced commanders and beginners.
👾 And this time, we have the letter Q! And today, our guest is the Quantum Turret.
⚙ So, the Quantum Turret is one of the Weapon Modules that belongs to the Ballistics category. This module is a turret version of another module, the Quantum Rifle. The turret uses more power than a standard rifle but is capable of 360-degree fire and has a higher Fire Rate. The projectiles of this turret have an enviable penetrating power and can hit several modules at a time.
🔬 This module becomes available for research starting from player level 39. The research cost is 625,000 credits.
With the help of overclocking chips, you can improve the following parameters of the module: Range, Damage, Health, Power Use, Mass, Fire Rate, and Penetrating damage (the last two are purple improvements carried out for gold chips).
Basic parameters: Health – 190 units, Power Use – 150 units, Mass – 230 units, Armor – 0 units, Reflect – 0%, Range – 80 cells, Damage – 13 units, Fire Rate – 1,053 shots/sec., Fire Cone – 360°, Penetrating damage – 50%. Unique bonus – Total Module Health +0.25%, Size – 3×3.
The parameters of the upgraded module (without limit breaks): Health – 220.4 units, Power Use – 120 units, Mass – 220.8 units, Armor – 0 units, Reflect – 0%, Range – 83.2 cells, Damage – 16.64 units, Fire Rate – 1.178 shots / sec., Fire Cone – 360 °, Penetrating damage – 52.5%. Unique bonus – Total Module Health +3,75%, Size – 3×3.
The parameters of the fully upgraded module (with limit breaks): Health – 247 units, Power Use – 90 units, Mass – 212.75 units, Armor – 0 units, Reflect – 0%, Range – 86 cells, Damage – 19.825 units, Fire Rate – 1,178 shots / sec., Fire Cone – 360 °, Penetrating damage – 54%. Unique bonus – Total Module Health +5.25%, Size – 3×3.
There is also an Mk II version of this module. Mk II: Can be purchased on the Black Market for 3180 Celestium or 1,590,000 credits. It cannot be upgraded, unlike the standard version.
The changes in the parameters are as follows: Range – 70 units, Damage – 24 units, Fire Rate – 0.674 rounds per second, Penetrating damage – 55%.
🚀 The Quantum Turret is a suitable weapon module for the mid-late game. It combines 360° fire, piercing damage, and a higher fire rate than other piercing damage modules. The Mk II version of this module is considered much better than even the fully upgraded base version in the community. But it is worth noting that the fire rate of the Mk II version is almost two times lower than the fire rate of the fully upgraded basic version, while the difference in damage from the fully upgraded basic version is not so great. However, upgrading this module requires a lot of investment, so each Commander is free to choose which version of this module is best for him. This module is well suited for destroying weakly protected modules. An excellent tool to counter the Quantum Turret is Plasma Armor.
💬 That’s all for today. We look forward to your feedback and will be glad to hear your opinion about this release. Tell us what you would like to improve and what aspects of the game you would be most interested in hearing about in the future?
We wish you a great day and brilliant victories! And as always, see you soon at the Arena!