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Hammer

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Hammer was the resulting turret when developers decided to mash together shotgun and tank characteristics. It is capable of loosing three shots with power equivalent to that of Thunder and the approximate reload speed of Smoky. However, this comes with a price: after the aforementioned three shots, the turret takes an extensive amount of time reloading, and each shot is only as effective as the number of pellets that impact the target (of which there are nine total). Hammer has the potential to dole out massive damage at close range, so long as the user has decent aim. Bear in mind that the pellet spread discourages the use of this turret for long ranged combat.

Description in Garage

The team behind the development of this anti-tank turret, really thought outside the box. Instead of using regular armor-piercing shells, this turret fires shrapnel shells loaded with tungsten pellets. These are loaded into the turret using a robotic cylindrical loading system. The result is a turret that practically hammers enemy tanks. Due to its unique mechanics, this is a turret that is best used up-close and personal, because it loses its punch over distance. The high-density tungsten pellets from this turret's shell will also bounce off hard surfaces. Their mass is not enough to bounce more than once, however this is often enough to reach any enemy around the corner to knock off its aim or deliver the final, killing blow. Just make sure the pellets don't bounce back in your face.

Hammer m0.png
Hammer M0
Hammer m1.png
Hammer M1
Hammer m2.png
Hammer M2
Hammer m3.png
Hammer M3
М0
М1
М2
М3
М3+
Available from
Recruit Recruit
Warrant Officer 2 Warrant Officer 2
Captain Captain
Marshal Marshal
Micro-upgrades
Modification Price
350
+37 000
+117 100
+223 900
+455 900
Alterations
Upgradable Parameters
Damage per pellet (HP)
60
79.41
91.76
105.88
120
2a40baa3.png Damage per shot (HP)
540
714.71
825.88
952.94
1 080
Damage per clip (HP)
1 620
2 144.12
2 4477.65
2 858.82
3 240
640064ae.png Impact force
315
417
482
556
630
Recoil
150
179.12
197.65
218.82
240
7dcd6fc2.png Reload between shots (sec)
2.5
2.27
2.13
1.96
1.8
Clip reload time (sec)
6
5.68
5.47
5.24
5
Ae5da89d.png Rotation speed (deg/sec)
80
102.65
117.06
133.53
150
Rotation acceleration (deg/sec²)
80
102.65
117.06
133.53
150
Range of max damage (m)
40
46.47
50.59
55.29
60
66908195.png Range of min damage (m)
50
56.47
60.59
65.29
70
Non-upgradable parameters
Weak damage (%)
10
10
10
10
10
Shots per clip
3
3
3
3
3
Number of pellets
9
9
9
9
9
Vertical spread (deg)
5
5
5
5
5
Horizontal spread (deg)
10
10
10
10
10
Auto-aim upwards (deg)
11
11
11
11
11
Auto-aim downwards (deg)
14
14
14
14
14
Max number of bounces
1
1
1
1
1
Table of Characteristics

Table of characteristics

  • Damage per shot (HP) — The total amount of damage dealt per shot. Consists of the sum of the damage of all pellets that strike the enemy tank.
  • Damage per pellet (HP) — The damage dealt by a single pellet to the enemy's tank.
  • Damage per clip — (HP) The damage dealt by an entire clip, of which consists of three standard shots, to an enemy's tank.
  • Impact force — The physical impact of a turret's projectile on enemy tanks upon contacting them.
  • Recoil — The physical impact of the turret upon its own tank when shooting.
  • Reload between shots (sec) — The time required between individual shots to fire. When a clip is emptied, reload time is based upon clip reload time.
  • Clip reload time (sec) — The time it takes to reload the clip after firing all three shots.
  • Rotation speed (deg/sec) — This is the maximum speed that the turret can rotate at.
  • Rotation acceleration (deg/sec²) — The acceleration of the turret reaching its maximum rotation speed.
  • Range of max damage (m) — The distance at which the turret deals its full damage. If the distance is greater than the max damage range, the damage constantly decreases until a tank passes the minimum damage range.
  • Range of min damage (m) — The distance at which the turret's damage stops decreasing. If the distance to the target is greater, damage will be dealt according to weak damage parameter.
  • Weak damage (%) — The percentage of normal damage dealt to an enemy at distances larger than minimum damage range.
  • Shots per clip — The number of shots available per clip.
  • Number of pellets — The exact number of pellets per one shot.
  • Vertical spread (deg) — The vertical degree range that pellets will travel within to deal damage.
  • Horizontal spread (deg) — The horizontal degree range that pellets will travel within to deal damage.
  • Auto-aim upwards (deg) — The angle range that auto-aim will effect if a target is above the turret's horizontal plane.
  • Auto-aim downwards (deg) — The angle range that auto-aim will effect if a target is below the turret's horizontal plane.
  • Max number of bounces — The maximum number of times projectiles fired from Hammer will bounce off of a prop or any surface that is not an enemy or allied tank.