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Ricochet 02.png

IconFirebird.png
IconFreeze.png
IconIsida.png
IconTesla.png
IconHammer.png
IconTwins.png
IconRicochet.png
IconSmoky.png
Icon Striker.png
IconVulcan.png
IconThunder.png
IconRailgun.png
Icon Magnum.png
Icon Gauss.png
IconShaft.png
Icon Terminator.png


Ricochet

The border between mid and short-range, this turret proves effective in both small and medium maps alike. Ricochet, hence the name, uses projectiles encapsulated in a negative energy field, unlocking the unusual ability to rebound from surfaces. The second of the two plasma-based weapons, Twins being the first, this one has a notably slower fire rate and cannot be used indefinitely, requiring time to charge after expending a certain number of shells. However, in comparison to its sibling, Ricochet has faster moving projectiles, greater range, and the ability to attack foes indirectly from behind cover, so long as players are capable of accurate targeting. Ricochet is extremely effective in maps with many buildings and other perpendicular surfaces, maximizing rebound potential.

Description in Garage

Ricochet Mk1-Mk7

Small range turret. Plasma projectiles will ricochet and damage enemies even out of your field of vision. Has a limited energy capacity, which recharges over time.

Plasmagun “Ricochet” is a new secret device created by top Siberian researchers. To mass-produce this turret, a team of 22 specialists worked for 3 years straight in an underground bunker without permission to see the sky. The final result is quite unique. This weapon fires plasma projectiles, coated with a “smart” minus-field. When hitting a tank the projectile will explode, but if it hits a solid obstacle it will bounce off and continue its flight. This way, using Ricochet you can hit targets even if you can’t see them. Unfortunately, it was impossible to solve the safety issue completely, and plasma rounds can easily bounce back and hit the tank that fired them in the first place. The “smart” minus-field is clever, but not clever enough to distinguish enemy tanks from the user.

Ricochet.png Ricochet
Мk1 | MU Icon.png
Мk2 | MU Icon.png
Мk3 | MU Icon.png
Мk4 | MU Icon.png
Мk5 | MU Icon.png
Мk6 | MU Icon.png
Мk7 | MU Icon.png
Мk7+
Rank Available From
Corporal
Master Sergeant
Warrant Officer 2
Warrant Officer 5
First Lieutenant
Colonel
Marshal
Marshal
Crystal.png Price of Modification
550
5 000
18 000
34 000
54 000
90 000
150 000
456 000
Upgradable Parameters
2a40baa3.png Damage per shot (hp)
180.00
215.00
235.00
250.00
265.00
285.00
310.00
350.00
12ec35bf.png Critical damage (hp)
180.00
215.00
235.00
250.00
265.00
285.00
310.00
350.00
640064ae.png Impact force
100.00
121.00
132.00
141.00
150.00
162.00
176.00
200.00
Recoil
0.80
0.99
1.09
1.17
1.25
1.36
1.49
1.70
7dcd6fc2.png Time between shots (s)
0.700
0.659
0.635
0.618
0.600
0.576
0.547
0.500
Energy per shot (eng/shot)
100.00
91.76
87.06
83.53
80.00
75.29
69.41
60.00
Ae5da89d.png Rotation speed (º/s)
and acceleration (º/s²)
80.00
94.41
102.65
108.82
115.00
123.24
133.53
150.00
Range of max damage (m)
40.00
44.12
46.47
48.24
50.00
52.35
55.29
60.00
66908195.png Range of min damage (m)
50.00
54.12
56.47
58.24
60.00
62.35
65.29
70.00
Rico speed.png Projectile speed (m/sec)
70.00
76.18
79.71
82.35
85.00
88.53
92.94
100.00
Number of shots
15.00
17.88
19.53
20.76
22.00
23.65
25.71
29.00
Non-upgradable Parameters
21d85c12.png Critical damage chance (%)
10.00
10.00
10.00
10.00
10.00
10.00
10.00
10.00
Aa368db1.png Weak damage (%)
25.00
25.00
25.00
25.00
25.00
25.00
25.00
25.00
Amount of energy
1000.00
1000.00
1000.00
1000.00
1000.00
1000.00
1000.00
1000.00
Recharge Speed (eng/sec)
50.00
50.00
50.00
50.00
50.00
50.00
50.00
50.00
Recharge time (sec)
20.00
20.00
20.00
20.00
20.00
20.00
20.00
20.00
Projectile radius (m)
1.00
1.00
1.00
1.00
1.00
1.00
1.00
1.00
Max number of bounces
20.00
20.00
20.00
20.00
20.00
20.00
20.00
20.00
Auto-aim upwards (deg)
11.00
11.00
11.00
11.00
11.00
11.00
11.00
11.00
Auto-aim downwards (deg)
14.00
14.00
14.00
14.00
14.00
14.00
14.00
14.00
Parameters acquired by Augments
Splash damage radius (m)
0.00
0.00
0.00
0.00
0.00
0.00
0.00
0.00
Max splash damage radius (m)
0.00
0.00
0.00
0.00
0.00
0.00
0.00
0.00
AP duration (sec)
0.00
0.00
0.00
0.00
0.00
0.00
0.00
0.00
Table of Characteristics
  • Damage per shot (hp) — The damage dealt to an enemy tank per one shot of the turret within the range of max damage.
  • Critical damage (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.
  • 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.
  • Recharge time (msec) — The pause required between shots to launch another projectile.
  • Energy per shot (eng/shot) — The amount of energy for firing exhausted by Ricochet with every shot.
  • 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.
  • Projectile speed (m/sec) — The invariable speed that a projectile ejected from Ricochet travels.
  • Number of shots — The number of shots counted when emptying the full mag.
  • Critical damage chance (%) — The highest chance that can accumulate for a critical shot.
  • Weak damage (%) — The percentage of normal damage dealt to an enemy tank at the end of the minimum damage range.
  • Amount of energy — The total amount of energy that can be expended for shooting.
  • Reloading (eng/sec) — The amount of energy points used for firing recovered per second when not in use.
  • Projectile radius (m) — The invariable radius of the plasma projectile from its core to its outer surface.
  • Max number of bounces — The maximum number of times projectiles fired from Ricochet 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 above the turret's horizontal plane.
  • Splash damage radius (m) — The radius of the splash damage for every shot.
  • Max splash damage radius (m) — The distance from the projectile's impact point at which the enemy receives maximum damage. If the distance to the target is greater, the damage constantly decreases until the minimum damage radius.
  • AP duration - The number of seconds the AP status effect is active to an enemy after a critical shot.


Augments

Standard Destabilized plasma Minus-field stabilization Plasma-torch Berserk Super-smart Minus-Field
Augment placeholder.png
Alteration ricochet destabilized plasma.png
Alteration ricochet minus field stabilization.png
Alteration ricochet plasma torch.png
Alteration ricochet berserk.png
Alteration Ricochet Super-smart Minus-Field.png
Adrenaline
Adrenaline augment.png


Modules

Lion Spectrum Armadillo
Module Ricochet.png Module unique preview.png Critical Protection.png


Skins

Ricochet Standard Ricochet XT Ricochet Legacy
Turret ricochet m3.png RicochetXT.png Skin ricochet legacy.png


Shot Effects

Standard Gold Crimson Toxic Aqua Smoke
Shot Effect Placeholder.png
Shot effect Ricochet Gold.png
Shot effect Ricochet Crimson.png
Shot effect Ricochet Toxic.png
Shot effect Ricochet Aqua.png
Shot effect Ricochet Smoke.png
Magma Violet Electric
Shot effect Ricochet Magma.png
Shot effect Ricochet Violet.png
Shot effect Ricochet Electric.png


Interesting Facts

  • The development team decided to make another turret - and so, 'Project Ricochet' arose in 2009. Back then, Ricochet was called Vulcan and didn't have the ability to bounce its projectiles. This is because Ricochet was first designed as a machine-gun, and not as a turret that would fire projectiles. Later on, when the idea of a bouncing projectile arose, the original idea for Ricochet was dropped and afterward, Ricochet was made into the very gun we know today.
  • In the designing stage, Ricochet fired blue-colored projectiles.
  • It was added into the game on July 8, 2010 along with Freeze.
  • On September 25, 2018 - Ricochet XT skin was added to the game which was available for purchase for a limited time period in the shop. Currently, it can be obtained only through containers or the showcase shop for 9 999 tankoins.