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In depth: Game Mechanics

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Turrets

Firebird

Firebird М3

Firebird deals damage to all tanks that are simultaneously within its «Cone Angle» and damage range.
Coneanglefire.png

Firebird will not deal damage to the following tanks:

  • targets that are outside the «Cone Angle», but within the damage range
  • targets that are within the «Cone Angle», but are at a greater distance than the «Range of min damage»
  • targets that are outside the «Cone Angle» and are at a greater distance than the «Range of min damage»

Firebird's damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but inside the «Range of min damage» are damaged for less than the max damage possible — the damage decreases in relation to the distance
  3. targets found at a greater distance than the «Range of min damage» are not damaged — they are too far to be hit
Rangemaxdmgfire.pngRangemindmgfire.png


Targets hit by the stream of fire receive basic damage and, in addition, burning damage, which varies depending on the temperature the target reaches. The temperature itself varies depending on how long the target is kept under the stream of fire. Burning damage increases or decrease according to the temperature. Firebird's burning damage works as follows:

  1. targets hit by the stream of fire start to immediately heat up (the burning effect slowly starts to become visible)
  2. as long as targets are kept under the stream of fire, they continue to heat up until they reach the max temperature possible and suffer the max burning damage possible
  3. targets that escape the stream of fire will start to cool down (the burning effect slowly disappears), but will continue to suffer burning damage until they reach their base temperature (the burning effect disappears completely)

Firebird is able to counter Freeze's freezing effect on other tanks by heating them up.

Fireburningdmg.gif


Freeze

Freeze М3

Freeze deals damage to all tanks that are simultaneously within its «Cone Angle» and damage range.
Coneanglefreeze.png

Freeze will not deal damage to the following tanks:

  • targets that are outside the «Cone Angle», but within the damage range
  • targets that are within the «Cone Angle», but at a greater distance than the «Range of min damage»
  • targets that are outside the «Cone Angle» and at a greater distance than the «Range of min damage»

Freeze's damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but inside the «Range of min damage» are damaged for less than the max damage possible — the damage decreases in relation to the distance
  3. targets at a greater distance than the «Range of min damage» are not damaged — they are too far to be hit
Rangemaxdmgfreeze.pngRangemindmgfreeze.png


Targets hit by the stream of ice receive basic damage and, in addition, start to freeze up. The strength of the freezing effect varies depending on how long the target is within the stream of ice. Freeze's freezing effect works as follows:

  1. targets hit by the stream of ice immediately start to freeze up (the freezing effect slowly becomes visible)
  2. targets kept under the stream of ice will continue to freeze up until they are almost completely frozen
  3. targets that escape the stream of ice will begin to unfreeze (freezing effect slowly disappears), but will continue to suffer from the slowdown effect until the freezing effect disappears completely

Turrets and Hulls are affected differently based on the freezing effect. Hulls are affected the most. Freeze is able to counter Firebird's afterburn effect on other tanks by cooling them down.

Freezingeffect.gif


Isida

Isida М3

Isida deals damage to tanks that are simultaneously within its «Cone Angle» and damage / repair range.
Coneangleisida.png

Isida will not deal damage to the following tanks:

  • targets that are outside the «Cone Angle», but within the damage / repair range
  • targets that are within the «Cone Angle», but at a greater distance than the «Range» of effect
  • targets that are outside the «Cone Angle» and at a greater distance than the «Range» of effect
Rangeisida.png


Isida's beam affects friendly tanks and enemy tanks in different ways. When hitting a friendly tank, the beam turns green and will gradually restore the allied tank's health points. When targeting enemy tanks, the beam turns red, indicating that the Isida is damaging a foe's hull. Isida is also able to counter Firebird's afterburn effect and Freeze's freezing effect on allied tanks by hitting them with its beam.

Isidahealdmg.gif


Hammer

Hammer М3

Hammer deals damage to all tanks that are hit by its pellets. There are 9 pellets in each clip and 3 clips available for each fully-loaded energy bar. After firing a clip, pellets are spread in random directions within a certain radius, based on specific angle limitations.
Each one of Hammer's pellets owns a high impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to knock off the aim of enemy tanks, causing them to miss their shots. The greater the number of pellets hitting an enemy, the higher the impact force will be on it.
Hammerhorizspread.pngHammervertspread.png

Hammer will not deal damage to the following tanks:

  • targets that are outside the «Horizontal Spread» and the «Vertical Spread», but within the damage range
  • targets that are within the «Horizontal Spread» and the «Vertical Spread», but at a greater distance than the «Range of min damage»
  • targets that are outside the «Horizontal Spread» and the «Vertical Spread», and at a greater distance than the «Range of min damage»

Hammer's damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but inside the «Range of min damage» are damaged for less than the max damage possible, with damage decreasing in relation to the distance
  3. targets found at a greater distance than the «Range of min damage» are not damaged as they are too far away to be hit
Rangemaxdmghammer.pngRangemindmghammer.png


Twins

Twins М3

Twins deals damage to tanks that are inside its damage range.
Twins' plasma projectiles have a high impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to knock off the aim of enemy tanks and push them away from their position. These projecticles also have a small splash radius, between 1 to 4 metres. This can cause self-damage, so protection is naturally advisory.

Twins' damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but within the «Range of min damage» are damaged for less than the max damage possible, with damage decreasing in relation to the distance
  3. targets found at a greater distance than the «Range of min damage» are still damaged, but only at an insignificant percentage of the standard damage
Rangemaxdmgtwins.pngRangemindmgtwins.png


Ricochet

Ricochet М3

Ricochet deals damage to tanks that are inside its damage range.
Ricochet's plasma projectiles have a high impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to knock off the aim of enemy tanks.

Ricochet will not deal damage to the following tanks:

  • targets that are found at a greater distance than the «Range of min damage»

Ricochet's damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but within the «Range of min damage» are damaged for less than the max damage possible, with damage decreasing in relation to the distance
  3. targets found at a greater distance than the «Range of min damage» are not damaged, as they are too far to be hit
Rangemaxdmgrico.pngRangemindmgrico.png


Ricochet's projectiles are able to bounce against objects in the environment, and hit a target behind cover, such as round a corner or behind a wall. When firing, the shot will be auto-aimed at the nearest target and will pick its own way to reach it by bouncing against items surrounding it.

Ricobounceeffect.gif


Smoky

Smoky М3

Smoky is a turret that can deal damage at infinite ranges, but is most effective at medium ranges within its range of maximum damage. Its shells project a moderately high impact force, or the force from a projectile that demonstrates a physical effect on a target hull.

Smoky's damage capabilities vary within a set damage range, of which changes congruently depending on the user's distance from the target.

  • For a target within Smoky's range of maximum damage, a target will suffer damage between the maximum and minimum damage per shot values, disregarding critical hits.
  • For a target outside of Smoky's range of maximum damage but within the range of minimum damage, the damage will gradually slope downwards and taper until it reaches the range of minimum damage.
  • For a target beyond Smoky's range of minimum damage, the damage will remain consistent, but targets will only suffer 10% of the damage they would within the range of maximum damage.

Smoky is capable of loosing a shot that can deal significantly more damage than a standard shot, its recipient emitting a cloud of sparks. This is known as a 'critical hit', and its likelihood is based on the number of consecutive landed hits on a target; upon striking an enemy tank, the probability of a critical hit landing is a 5-20% chance (depending on which modification), and each consecutive shot increases this by 5-20% more, resulting in a 10-40% chance after the second shot. The third, if a critical hit has not impacted, would have a 15-60% chance of being a critical hit, and so on.

After a critical hit has landed, however, it takes two consecutively impacting shots guaranteed to lack a critical hit for another potentially critical hit to be loaded. The gauge can be reset by shooting and not hitting an enemy tank.


For a more detailed analysis, click on the graph you wish to view below.

IDGMSmokyM0DamageDistribution.pngIDGMSmokyM1DamageDistribution.pngIDGMSmokyM2DamageDistribution.pngIDGMSmokyM3DamageDistribution.pngIDGMSmokyM4DamageDistribution.pngIDGMSmokyAngleOfDispersion.pngIDGMSmokyRangeVariation.png



Vulcan

Vulcan М3

Vulcan deals damage to all the tanks that are hit by its bullets.
Vulcan's bullets have a medium impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to stop enemy tanks from moving forward, as well as knock them off their current trajectory.

Vulcan's damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but within the «Range of min damage» are damaged for less than the max damage possible, with damage decreasing in relation to the distance
  3. targets found at a greater distance than the «Range of min damage» are still damaged, but only at an insignificant percentage of the standard damage
Rangemaxdmgvulcan.pngRangemindmgvulcan.png


Firing Vulcan continuously for an extended time may overheat and damage your tank, so be careful! However, protection from Firebird can help reduce this burn.

Vulcanselfdmg.gif


Thunder

Thunder М3

Thunder deals damage to tanks that are hit by its projectiles, and to any tanks within its «Splash damage» area.
Thunder's explosive bullets have a high impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to knock off the aim of enemy tanks, as well as push them away from their current position.

Thunder's damage varies depending on its distance from the target:

  1. targets within the «Range of max damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max damage» but within the «Range of min damage» are damaged for less than the max damage possible, with damage decreasing in relation to the distance
  3. targets found at a greater distance than the «Range of min damage» are still damaged, but only at an insignificant percentage of the standard damage

In addition, Thunder is able to damage multiple tanks that may be located within the impact area of its projectiles. The damage caused by the explosion varies depending on the targets' distance from the bullet's impact point:

  1. targets found inside the «Range of max splash damage» are damaged for the max damage possible for your current modification
  2. targets found at a greater distance than the «Range of max splash damage» but within the «Range of min splash damage» are damaged for less than the max damage possible, with damage decreasing in relation to the distance from the impact point
  3. targets found at a greater distance than the «Range of min splash damage» are still damaged, but only at an insignificant percentage of the standard damage
Rangemaxdmgthunder.pngRangemindmgthunder.png


Thunder is capable of damaging multiple targets simultaneously thanks to its shell's splash damage, allowing you to hit and destroy multiple tanks simultaneously. However, it can also cause huge self-damage and self-destruction if you get too close to the bullet's impact point with your own tank!

Thundersplashdmg.gif


Railgun

Railgun М3

Railgun deals damage to all the tanks that are hit by its laser.
Railgun's laser has a high impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to knock off the aim of enemy tanks aim, and even flip them over with a well-placed shot.
Railgun's damage varies randomly between two fixed boundaries defined as «Min. Damage» and «Max. Damage»:

  1. damage values closer to either of the extremities of the range are less likely to occur
  2. damage values closer to the «Average» are more likely to occur
  3. in rare cases, the damage value can exceed the fixed boundaries (values which are found in the black & white striped area in the graphs below)

DMGDisRailgunM0.pngDMGDisRailgunM1.png
DMGDisRailgunM2.pngDMGDisRailgunM3.png

Due to its Piercing Power, Railgun can damage multiple targets in its firing path. This ability becomes more powerful with each upgrade, increasing damage dealt to successive targets.

Railgunpenpow.gif


Shaft

Shaft М3

Shaft deals damage to all tanks hit by its laser. However, its Piercing Power is not great enough to penetrate any tank and therefore can only damage one tank per shot.
Shaft's laser has a high impact force (physical impact of a turret's projectile on enemy tanks when hitting them) that is able to knock off the aim of enemy tanks, or slightly push them away from their position.

Shaft's damage varies depending on which mode which is being used:

  • «Arcade» mode
  1. targets hit with a non-charged shot are damaged for the «min damage in Arcade mode» possible for your current modification
  2. targets hit with a low-charged shot are damaged for the «max damage in Arcade mode» possible for your current modification
  • «Sniper» mode
  1. targets hit with a low-charged shot fired from «Sniper» mode are damaged for the «min damage in Sniper mode» possible for your current modification
  2. targets hit with a fully-charged shot fired from «Sniper» mode are damaged for the «max damage in Sniper mode» possible for your current modification

Shaft in «Arcade» mode is able to attack other tanks while moving, but will deal less damage. Shaft in «Sniper» mode must remain fixed in the same position while aiming, but will deal huge damage to all the tanks in the laser's line of fire. Additionally, when using Shaft in «Sniper» mode, all bushes within a 20-80 meter radius of your position, will gradually become transparent during the zoom-in phase.

Shaftarcadesniper.gif


Striker

Striker M3

Striker is one of the most unique turrets in the game. Its design has been inspired by a modern-day rocket launcher. It has four barrels; and has the ability to fire four rockets one-by-one or in a salvo.
Striker's rockets can deal splash damage; and four rockets, all dealing splash damage can take out the most biggest of jumble-ups.

Generally, a Striker can fire in these two "modes":

  • «One-by-one» mode

In this mode, Striker fires one rocket at a time. Though useful in certain situations, it is and should be considered less effective than the salvo; because the major thing with salvo is that once you lock onto an enemy and there's no obstacle in the way, the rockets will take out the targeted enemy and others around it. However, firing rockets one-by-one may or may not cause you to miss, but that generally depends on how good your aiming is.

  • «Salvo» mode

Salvo mode is achieved by locking on. If there's an enemy in sight, press and hold the Spacebar. Once Striker locks onto the enemy's tank, all four barrels will fire their rockets one-by-one, with a very little delay time between each rocket.

Magnum

Magnum M3

Magnum, the latest turret in the game, is designed after a real-life howitzer cannon and sports an animated feature - its retracting barrel whenever a shot is fired. Magnum does not allow rotation in the horizontal plane; rather, you can rotate Magnum vertically only. This comes in useful from time to time, such as shooting a tank over a wall.
One of the biggest advantages of using Magnum is that you never have to leave cover in order to shoot someone. You can just rotate Magnum upwards and make a shot, protected from direct enemy fire. Currently, Magnum has the biggest splash damage radius and explosion in the game. It also has a very deep sound effect that is produced whenever a Magnum fires (can only be heard if you're far away from the firing Magnum).
The biggest disadvantage of using Magnum is that you're in control of two variables - one, the power of the shot and two, the angle. Without extensive practice, shooting at a fixed point again and again is very hard. Other than that, it is possible for a Shaft to shoot a Magnum's barrel and kill it; but this doesn't mean that you can take boxes with it either.

Magnum can make two types of shots:

  • Low-flying shot

A shot with any power and angle less than 20 degrees is classified as a low-flying shot.

  • Parabolic/High-flying shot

A shot with any power and angle bigger than 20 degrees is known as a parabolic or a high-flying shot.

This is explained below:

Magnum ShotTypes.png

Hulls

Hullscomparison.gif

  • Protection (health points) — represents a tank's health. Damage dealt by enemy turrets is subtracted from the tank's health points. Once the health points are down to zero, the tank explodes.
  • Acceleration (Power) — affects the time it takes for a tank to reach its maximum speed, and is related to its ability to push other tanks
  • Top Speed — maximum speed the tank can reach on a straight path
  • Weight — affects the tank's stability, its resistance to the impact force of the enemy's hits, the recoil of its own turret, and to a lesser extent, its ability to move other tanks. This parameter does not affect the tank's speed and is disabled in the Parkour format
  • Wasp is the fastest and lightest hull with the lowest amount of health points, while Mammoth is the slowest and heaviest one, with the highest amount of health points.

Modules

You can personalize your tank using a wide variety of paints, but to protect your tank efficiently you must use modules. Paints offer only aesthetic value, while modules give an additional protection against certain turrets.

Each time your tank is hit by an enemy turret, its health will decrease depending on the damage it receives. To increase your tank's resistance against certain turrets, you can use protective modules. Different modules offer a percentage of protection against damage from one or multiple turrets:

  • if you are not wearing a protective module, all damage received will be deducted directly from your health points
  • if you are wearing a protective module against specific turrets, remind yourself of the turrets you are not protected from and try to avoid confronting them directly

Protective modules are able to mitigate certain percentages of damage received. This means that when someone hits you, your protective module will absorb a portion of the total damage received. For example, if a Smoky is hitting you and you are wearing a module that has protection against it, Smoky will not deal its «Standard Damage» to your health points, since the module will absorb part of it.

Alterations

Alterations are modifiers that allow a player to alter gameplay features of turrets while keeping them within the overall game's balance. For example, an alteration can weaken one characteristic in favor of strengthening another one.

Alterations are available for purchase at the moment; for most turrets, only two alterations are available, except Railgun that sports three. There are no alterations for XT items yet, but for normal turrets, users can decide between a wide choice of twenty-three alterations. They are not displayed when pressing R or V, but have a separate setting under PRO Pass battle creation system, instead of being bunched under micro-upgrades. Now they can be turned on or off independently.

General features of alterations are:

  • Each alteration unlocks when you get the needed modification of a turret.
  • M1 alterations cost 50k crystals, M2 alterations cost 100k crystals.
  • Already bought/unlocked alterations won't disappear when you get next modification of a turret.
  • You can equip an alteration or un-equip an alteration and get back to standard settings at any time.
  • You can rent an alteration for 5000 crystals per day (24 hours) in order to test it and decide whether you want to buy it.
  • Changing an alteration during a battle will cause self-destructing and five minute pause for changing other alterations (like changing hulls, turrets and other items).
  • Alterations of various rank can be stacked upon one another. Alterations of the same rank, however, cannot stack, and must be used individually.

Moreover, it has also been revealed that there will be M0 alterations - which will be purely cosmetic. For example, they might change the color of your shot or give it a gradient. Information regarding M3 alterations hasn't been shared yet.