First Introduced: Lightning Raid (Dec. 12-19, 2012)
Points Required: 13,000,000 (4,500,000 for the MC-X but required you to earn the Missile Cruiser and Siege Missiles D55-F for 6,000,000 and 2,500,000 respectively)
The Missile Cruiser X is the big brother of the Missile Cruiser and one of the most powerful hulls in the game. It excels at virtually every aspect of the game.
- Penetrating Reload +65%: This reduces the reload time of all equipped penetrating weapons by 65%. This stacks with the Rank reload bonus for up to a total of 90%. Calculated as: originalReloadTime / 1.65
- Flak Evade Bonus +30%: This increases the chance that an equipped weapon that would normally be destroyed by a Flak will survive instead by 30%. It is currently unknown whether the weapon must perform this check for every Flak that is fired at it or just once for all Flaks. This bonus stacks with any Flak evasion bonus on an equipped weapon (Currently only the Siege Rocket D95-F and Siege Missile D55-F have this ability) for up to a total of 64%.
- Retargetable: True: This allows missiles that are in-flight to switch targets in mid-air if their original target is destroyed. It also allows missiles to hit submerged subs. This ability was previously only available by equipping any level Laser Targeting special. Note that this ability does not increase the accuracy of penetrating weapons like Laser Targeting does.
Obviously intended to be built using the new D55-F Siege Missiles (which every MC-X owner must also own), this will boast approximately 55% Flak Evasion. Combined with either Solid Fuel Boosters 3 or Missile System 3, they will be capable of out-ranging both Howitzer Cannons and Cerberus Rockets. Enemy bases will be forced to rely on Sentinel Missiles, Victory Mortars, Halo Missiles and their guard fleet to inflict damage.
The MC-X has high built-in resistance to penetrating damage (40%), meaning Sentinels and Halo Missiles will be much less effective. Hailstorms will dramatically reduce the effectiveness of Victory Mortars, meaning a base’s only real defense against the MC-X will be a ballistic or sub guard fleet. Unfortunately, the MC-X can have up to 61% evade, making both of these far less of a threat.
With its high damage output, ability to bypass Flaks and ability to circumvent every form of counter-measure currently in the game, the Missile Cruiser X is, in my opinion, the most powerful base-attacking hull in the game. I would even rank it higher than the mighty Dreadnought X. Plus, it has almost double the cargo capacity of the Dreadnought X, meaning you get a lot more loot.
Recommended for attacking bases: YES
As a Guard
I’ve found missile fleets to be extremely useful in guard fleets as many attackers focus on either explosive or ballistic protection. Missiles also offer the longest range of all ship-based weapons and solid DPS. As the MC-X is the best hull for anything missile-based, it’s only logical that it be considered as a guard ship as well. A standard auto-salvage build should work quite nicely, although it could be improved by adding in some evade and additional resistances.
Recommended as a guard fleet: YES
Vs Player-Controlled Fleets
Many are saying the FvF is dead and with this thing roaming the seas, that may very likely be true. Missiles have always been one of the deadliest FvF weapons due to their range, accuracy and good damage output. The increased reload speed boosts DPS by 65% while the retargetable ability not only allows the MC-X to hit submerged subs but also frees up a special slot by making Missile System 3 a viable option. Granted, you lose a little bit of range but unless your opponent is the world’s best pilot, that’s not likely to make a big difference.
Like with base attacks, high evade makes the MC-X a very tough opponent. When equipped with Guidance Scrambler 3, Engine System 3 and 4x Evade armor, you get a decently fast ship that can dodge missiles, cannons and torpedoes with the best of them. Even subs will have a hard time taking down a fleet of these, especially if they get close enough to be detected.
Even the same Siege Missile build you’d use on a base can work very well in FvF if using Missile System 3, making this one of the few hulls that can not only level a base but then defend itself against any sector police that try to ambush you on the way out.
Recommended for FvF: YES
The MC-X has enough weapon and special slots that it can be used as an auto-salvager, or you can use the Siege Missile base build to kite. You’ll have less margin for error with the latter, and likely will need Engine System 3, but it should be possible to take level 40 and 51 salvages for no damage.
The MC-X should also do well against Elite Salvages, although it would sustain minor damage as it cannot out-range the SFB3 missile ships. This is about the only area where the DN-X has a clear advantage over the MC-X.
Recommended for Salvages: YES
It’s been hinted that the Storm/Lightning series of events has come to an end, indicating a new type of event will begin in January. Therefore, it’s difficult to determine how well the MC-X will fare but given that speed, range and DPS have all been key factors in all previous events, I would expect the MC-X to do very well.
The standard Siege Missile base build will allow the MC-X to deal heavy damage to both buildings and fleets, while the high evade protects it from the missiles, cannons and torpedoes. Hailstorms will shut down any mortars and the range of the Siege Missiles will protect it from rockets. This will make the MC-X the ideal choice for any Hub/Outpost-style event.
Missiles, however, are not nearly as effective against Typhoons, due to the high number of enemy ships. While the MC-X would offer the best chance of any missile-based ship, the strategy as a whole is not recommended. Of course, you can still use it with other weapons, such as Siege Cannons or Assault Cannons, but there are other hulls better suited for those weapons.
Overall, though, having a fleet of these in your arsenal during an event can only help and with the high cargo capacity, you should be able to carry enough resources to cover your repairs.
Recommended for Raids: YES
Standard Siege Missile Build:
- 2x Siege Missile D55-F
- 4x Hailstorm A
- 4x D3-E
- Guidance Scrambler 3
- Speed System 3 / Compound Armor D5-X / Layered Armor 3
- Missile System 3
Note: Speed System 3 is recommended if using primarily for raids or FvF. If using mostly for base attacks, Compound Armor D5-X or Layered Armor 3 is recommended.
- 4x Assault Missile (any variety, although a mix of D53-R and D53-C is generally best)
- 2x Hailstorm C
- 4x D2-N / 4x D2-E
- Solid Fuel Boosters 3 / Missile System 3
- Laser Targeting 3 / Guidance Scrambler 3
- Hull Streamlining 3 / Compound Armor D5-X
Note: I’m not entirely certain that Missile System 3 will provide enough range to kill the flagship in level 40 salvages before it can fire its missiles. SFB3 definitely does, however. If using SFB3, Laser Targeting is required for the additional accuracy. Hull Streamlining 3 and 4x D2-E allow the fleet to quickly get to the next salvage while D2-E and Guidance Scrambler 3 allow for more versatility in FvF.