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 is nine total). Hammer has the potential to dole out massive damage at close range, so long as the user has a decent aim. Bear in mind that the pellet spread discourages the use of this turret for long-ranged combat.
Description in Garage
Close range turret. Uses shrapnel, which ricochets and damages several enemies at once. Has a round cylinder for three shots.
Engineers chose to use unorthodox methods to create this turret. Instead of armor-piercing shells, it uses a shrapnel projectile with tungsten arrows, and its reloading system is replaced with a robotic cylinder, not unlike a revolver. A final result is a reliable tool for nailing tanks into the ground. The only thing left is for the tanker to get close to the enemies, since turret’s rounds are spreading too wide over long distances. The high density of its tungsten arrows allows the rounds to ricochet more than once. Usually, it’s enough to get the enemy hiding behind a corner or to kick off its aim by firing at the enemy from the side. Alternatively, you can also ricochet the shot back into yourself.
|Rank Available From|
|Price of Modification|
|Damage per pellet (HP)|
|Damage per shot (HP)|
|Damage per clip (HP)|
|Impact force per pellet|
|Reload between shots (sec)|
|Clip reload time (sec)|
|Rotation speed (deg/sec)|
|Rotation acceleration (deg/sec²)|
|Range of max damage (m)|
|Range of min damage (m)|
|Weak damage (%)|
|Shots per clip|
|Number of pellets|
|Vertical spread (deg)|
|Horizontal spread (deg)|
|Auto-aim upwards (deg)|
|Auto-aim downwards (deg)|
|Max number of bounces|
- 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.
Protection Module and Icon
Wolf - name of the module which protects against Hammer.
- Hammer was added into the game on December 17, 2014. It was the first time when the mechanics of shotguns and drum loading were applied to a turret in the game.
- On February 16, 2017, Hammer's pellets of the shot were given the ability to ricochet against objects, but just once.
- Previously, Hammer had double the amount of pellets it has now, which meant that it faced a decrease in impact force and total damage.