A second tier hull, Hornet is the second of the two light hulls, Wasp being the first. While being heavier than its counterpart (except at M2, where they have equal weight), Hornet is more capable of diving into the fray of battle, though it admittedly has a notable speed deficit in comparison to the aforementioned Wasp. The turret is directly centered on the hull, allowing one to fight just as effectively from all sides of the machine. This feature is also responsible for the stalwart stability of the hull, though its lack of traction and high speed leave it prone to sliding off of cliffs and ledges. Its low price and rank unlockability are some of the most desirable in the game, easily the strongest contributors to its wild popularity at ranks both high and low.
Description in Garage
A light hull for those who want above average speed without completely trading off on armor. With its tendency to skid around corners, Hornet is a tough hull to maneuver but is nonetheless very steady. Looks great with any gun.
|Top Speed (m\sec)|
|Lateral acceleration (m/s²)|
|Turning speed (deg/s)|
|Turning acceleration (deg/s²)|
|Anti-inertial turning acceleration (deg/s²)|
|Reverse acceleration (m/s²)|
- Protection (hp) — tank's health. Damage dealt by a turret is subtracted from a tank's protection. Once the protection gets to zero, the tank explodes.
- Top speed (m/sec) — maximum speed the tank can get to on a straight.
- Lateral acceleration (m/sec²) — responsible for damping of lateral speed. The less this parameter is, the easier tank can drift. The higher it is, the more difficult it is for a tank to move sideways.
- Turning speed (deg/sec) — the maximum speed at which the tank can turn.
- Turning acceleration (deg/sec²) — affects the time it takes a tank to get to its maximum turning speed.
- Anti-inertial turning acceleration (deg/sec²) — works like reverse acceleration but for left-right turns instead of moving forward/backwards.
- Weight — affects tank's stability, i.e. impact force of hits, recoil of its own turret, and partly, ability to move other tanks (this parameter does not affect tank's speed).
- Power (m/sec²) — affects the time it takes a tank to get to its maximum speed and ability to push other tanks.
- Reverse acceleration (m/sec²) — anti-inertial acceleration that comes into force when a tank is moving in one direction and a player presses the button of moving to other direction. It works until speed gets to zero. After that, usual acceleration starts working.