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Thunder

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A close relative of Smoky, Thunder has similar function in terms of shelled projectiles fired at an infinite range with diminishing power, but there are a few factors that allow it to stand out from its older sibling. Thunder shoots at a much slower rate, but it has incredible power at medium ranges, a solid middle ground between the aforementioned peashooter and Railgun. The more notable feature of this weapon are the shells' nasty habit of fragmenting violently upon impact, dealing considerable damage in a radius around the target. This makes Thunder an excellent choice when playing on single-point CPs, as it can concentrate its fire near the point and injure several tanks at once from a distance. Just keep a fair distance between your opponents, lest you wind up hurting yourself with your own explosive splash.

Description in Garage

This medium-caliber turret was designed based on the experiences gained from the usage of the legendary Smoky turret. It is the best choice for those who enjoy dynamic battles. Its ammunition consists of high-explosive, armor-piercing shells of a new generation that can damage multiple tanks standing in close proximity. However, this splash damage feature can be a severe disadvantage to the inexperienced or careless user. Its considerably fast reload time gives this turret an undeniable advantage over heavy tanks. Equipped on a fast hull, Thunder can be deadly in the right hands.

Turret thunder m0.png
Thunder M0
Turret thunder m1.png
Thunder M1
Turret thunder m2.png
Thunder M2
Turret thunder m3.png
Thunder M3
М0
М1
М2
М3
М3+
Available from
Recruit Recruit
Warrant Officer 4 Warrant Officer 4
Captain Captain
Marshal Marshal
Micro-upgrades
Price of Modification
150
+38 600
+110 500
+214 400
+455 900
Alterations
Upgradable Parameters
2a40baa3.png Min damage (HP)
360
505.29
561.18
650.59
740
2a40baa3.png Max damage (HP)
510
705
780
900
1 020
640064ae.png Impact force
160
228.82
255.29
297.65
340
Explosion impact
160
228.82
255.29
297.65
340
Recoil
120
169.71
188.82
219.41
250
7dcd6fc2.png Reload (sec)
3.1
2.832
2.729
2.565
2.4
Ae5da89d.png Rotation speed (deg/sec)
70
89.12
96.47
108.24
120
Rotation acceleration (deg/sec²)
70
89.12
96.47
108.24
120
Range of max damage (m)
50
57.65
60.59
65.29
70
66908195.png Range of min damage (m)
100
115.29
121.18
130.59
140
Non-upgradable Parameters
Weak damage (%)
50
50
50
50
50
Max splash damage radius (m)
1
1
1
1
1
Min splash damage radius (m)
12
12
12
12
12
Weak splash damage (%)
25
25
25
25
25
Auto-aim upward (deg)
9
9
9
9
9
Auto-aim downward (deg)
12
12
12
12
12
Table of Characteristics
  • Min damage (HP) — The minimum damage dealt to an enemy tank per one shot of the turret within the range of max damage.
  • Max damage (HP) — The maximum damage dealt to an enemy tank per one shot of the turret within the range of max damage.
  • Impact force — The physical impact of a turret's projectile on enemy tanks upon contacting them.
  • Explosion impact — The physical impact on enemy tanks in the damage radius from projectile's impact point.
  • Recoil — The physical impact of the turret upon its own tank when shooting.
  • Reload time (sec) — The time in seconds required to reload the turret so it may fire again.
  • 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.
  • Max damage radius (m) — The distance from the projectile's impact point at which enemy receives maximum damage. If the distance to the target is greater, the damage constantly decreases until the minimum damage radius.
  • Min damage radius (m) — The distance from projectile's impact point at which enemy receives minimum damage. If the distance to the target is greater, damage will not be dealt.
  • Weak damage splash (%) — the % or normal damage dealt at a distance from the projectile's impact point, equal to minimum damage radius.
  • 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.