Hammer was the resulting turret when developers decided to mash together shotgun and tank characteristics. It is capable of using 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 the 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.
- Damage per pellet (hp) — The damage dealt by a single pellet to the enemy's tank.
- 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.
- Critical damage per shot (hp) — The damage dealt to an enemy tank upon being impacted with a critical hit. Unlike normal shots, the damage that a critical hit deals, will not decrease after passing the maximum or minimum damage ranges.
- 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.
- Critical damage chance (%) — The highest chance that can accumulate for a critical shot.
- Critical chance step (%) - The amount the chance to land a critical increases with each regular damage-dealing shot. Becomes 0% once the max critical chance is reached.
- 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.
- 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.
- 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.
- Burning duration (sec) — The period of time, starting from the moment when Hammer's attack ends, that the enemy tank suffers from afterburn and receives burning damage.
- Temperature limit — The maximum temperature that an enemy tank can be heated to. This affects burning time and burning damage.
- Burning damage (hp/sec) — The amount of burning damage per second.
- AP duration - The number of seconds the AP status effect is active to an enemy after a critical shot.
|Standard||Slugger||Dragon's Breath||High-capacity ammo clip||Duplet||Adaptive reload|
|Armor-Piercing Shot||Blunderbuss||Magnetic Pellets||Wyvern's Breath||Adrenaline|
|Hammer Standard||Hammer XT|
- 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.