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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

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. The 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.

Hammer m0.png
Hammer M0
Hammer m1.png
Hammer M1
Hammer m2.png
Hammer M2
Hammer m3.png
Hammer M3
Hammer.png Hammer
М0 | MU Icon.png
М1 | MU Icon.png
М2 | MU Icon.png
М3 | MU Icon.png
М3+
Available from
Corporal Corporal
Warrant Officer 2 Warrant Officer 2
Captain Captain
Marshal Marshal
Marshal Marshal
Modification Price
350 Crystal.png
37 000 Crystal.png
117 100 Crystal.png
223 900 Crystal.png
455 900 Crystal.png
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
2 477.65
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
  • 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.
Protective Modules - Hammer.png Hammer
Standard Modules Legacy Modules
Wolf S-A Protection from Hammer Magma LGC-10 Protection from Hammer 20%
Ocelot D-D Protection from Isida Protection from Hammer Pixel LGC-25 Protection from Hammer 30% Protection from Smoky 10%
Panda D-F Protection from Hammer Protection from Magnum Storm LGC-14 Protection from Firebird 20% Protection from Freeze 6% Protection from Hammer 5%
Panther D-A Protection from Smoky Protection from Hammer Guerilla LGC-22 Protection from Hammer 8% Protection from Vulcan 25% Protection from Shaft 5%
Panther D-B Protection from Twins Protection from Hammer Eternity LGC-48 Protection from Firebird 40% Protection from Hammer 10% Protection from Smoky 25%
Badger T-A Protection from Firebird Protection from Freeze Protection from Hammer Roger LGC-28 Protection from Firebird 12% Protection from Hammer 15% Protection from Twins 30%
Badger T-E Protection from Firebird Protection from Isida Protection from Hammer Chainmail LGC-18 Protection from Isida 10% Protection from Hammer 18% Protection from Railgun 6%
Grizzly T-B Protection from Railgun Protection from Isida Protection from Hammer Sakura LGC-33 Protection from Isida 20% Protection from Hammer 20% Protection from Vulcan 10%
Grizzly T-C Protection from Isida Protection from Hammer Protection from Vulcan Rhino LGC-42 Protection from Firebird 6% Protection from Hammer 30% Protection from Vulcan 30%
Grizzly T-F Protection from Firebird Protection from Hammer Protection from Vulcan Mars LGC-51 Protection from Firebird 27% Protection from Isida 18% Protection from Hammer 33%
Grizzly T-G Protection from Smoky Protection from Firebird Protection from Hammer Tiger LGC-57 Protection from Hammer 40% Protection from Smoky 30% Protection from Railgun 15%
Grizzly T-J Protection from Smoky Protection from Railgun Protection from Hammer Desert LGC-23 Protection from Hammer 10% Protection from Twins 5% Protection from Ricochet 28% Protection from Smoky 5%
Grizzly T-K Protection from Freeze Protection from Hammer Protection from Vulcan Rock LGC-60 Protection from Freeze 15% Protection from Isida 30% Protection from Hammer 10% Protection from Twins 48%
Grizzly T-L Protection from Freeze Protection from Hammer Protection from Striker Jade LGC-55 Protection from Hammer 15% Protection from Smoky 25% Protection from Thunder 12% Protection from Shaft 45%
Griffon T-G Protection from Shaft Protection from Hammer Protection from Magnum Africa LGC-69 Protection from Hammer 20% Protection from Twins 25% Protection from Vulcan 30% Protection from Thunder 25%
Kodiak T-B Protection from Shaft Protection from Hammer Protection from Vulcan Nano LGC-59 Protection from Firebird 10% Protection from Hammer 30% Protection from Ricochet 28% Protection from Smoky 20%
Lion T-A Protection from Firebird Protection from Twins Protection from Hammer Raccoon LGC-61 Protection from Isida 18% Protection from Hammer 30% Protection from Vulcan 25% Protection from Railgun 20%
Lion T-C Protection from Freeze Protection from Ricochet Protection from Hammer Atom LGC-46 Protection from Firebird 15% Protection from Freeze 10% Protection from Hammer 35% Protection from Twins 10%
Lion T-D Protection from Twins Protection from Ricochet Protection from Hammer
Lion T-E Protection from Isida Protection from Ricochet Protection from Hammer


Interesting Facts

  • 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.