From Tanki Online Wiki
m (((ME)) New row in table for multiple targets)
(((TE)) reformatted table)
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''Turret description and commentary coming soon.''
 
''Turret description and commentary coming soon.''
 
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In large maps, Wasp is the a top-notch flag-capturing hull, thanks to its unsurpassed speed and excellent tracking. You can run into an enemy base, grab the flag, and get out before anybody knows you're there - and leave a deadly bomb as a going-away present. It's also good for attacking in any battle mode since you can get to the front lines quickly and keep the pressure on the enemy team.
+
On large maps, Wasp is a top-notch flag-capturing hull, thanks to its unsurpassed speed and excellent tracking. You can run into an enemy base, grab the flag, and get out before anybody knows you're there - and leave a deadly bomb as a going-away present. It's also good for attacking in any battle mode since you can get to the front lines quickly and keep the pressure on the enemy team.
  
 
However, wasp's small size and high speed is a double-edged sword: though it can maneuver well in tight spaces, it is flipped easily by enemy shots or by collisions with other hulls and objects on the ground. Using wasp, it's very easy to have your aim knocked off or be thrown off your direction of travel. However, a skilled driver can avoid these pitfalls by poking the non-central turret backwards around corners, releasing the gas slightly at the crests of ramps, and swerving back onto a planned course.!-->
 
However, wasp's small size and high speed is a double-edged sword: though it can maneuver well in tight spaces, it is flipped easily by enemy shots or by collisions with other hulls and objects on the ground. Using wasp, it's very easy to have your aim knocked off or be thrown off your direction of travel. However, a skilled driver can avoid these pitfalls by poking the non-central turret backwards around corners, releasing the gas slightly at the crests of ramps, and swerving back onto a planned course.!-->
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Hornet plays the most like a medium tank of the light hulls - its slightly slower speed and tendency to drift when compared to wasp makes it a little less effective for stealing flags, but it's much more stable, and it allows you to push a bit harder and change direction very quickly. It's like a slightly slower, but more rugged and well-rounded Wasp.
 
Hornet plays the most like a medium tank of the light hulls - its slightly slower speed and tendency to drift when compared to wasp makes it a little less effective for stealing flags, but it's much more stable, and it allows you to push a bit harder and change direction very quickly. It's like a slightly slower, but more rugged and well-rounded Wasp.
  
Its overdrive is a dangerous tool, allowing you to spot enemies and their health bars, ignore their armor and protections, and attack them with a strengthened turret. The Scout Radar, as its called, is a popular tool for close-range brawls and long-distance sniping alike.!-->
+
Its overdrive is a dangerous tool, allowing you to spot enemies and their health bars, ignore their armor and protections, and attack them with a strengthened turret. The Scout Radar, as it's called, is a popular tool for close-range brawls and long-distance sniping alike.!-->
  
  
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Along with the hovering ability (which lets it strafe side to side), its overdrive allows it to hop into the air, escaping a dangerous situation or avoiding enemies and obstacles. Thanks to its overdrive and its stability, Hopper is the premiere hull for capturing flags and scoring goals.
 
Along with the hovering ability (which lets it strafe side to side), its overdrive allows it to hop into the air, escaping a dangerous situation or avoiding enemies and obstacles. Thanks to its overdrive and its stability, Hopper is the premiere hull for capturing flags and scoring goals.
  
However, Hopper has some weaknesses as well: it cannot make sudden stops, and falls a bit short of the other light hulls in terms of speed, agility, and precision. Overall, though, its small hitbox and high stability do a lot to make up for these deficiencies.!-->
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However, Hopper has some weaknesses as well: it cannot make sudden stops and falls a bit short of the other light hulls in terms of speed, agility, and precision. Overall, though, its small hitbox and high stability do a lot to make up for these deficiencies.!-->
  
  
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''Turret comparisons coming soon.''
 
''Turret comparisons coming soon.''
 
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For a long time Hornet and Wasp were the only 2 light hulls in the game. It should be no surprise to anybody here that there is a huge debate about which is better. A surefire way to start an argument is to say "Wasp sucks, Hornet is better" or "Hornet sucks, Wasp is better". Let's go into detail with these two rival hulls, and see if we can settle this debate once and for all.
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For a long time, Hornet and Wasp were the only 2 light hulls in the game. It should be no surprise to anybody here that there is a huge debate about which is better. A surefire way to start an argument is to say "Wasp sucks, Hornet is better" or "Hornet sucks, Wasp is better". Let's go into detail with these two rival hulls, and see if we can settle this debate once and for all.
 
   
 
   
Wasp and Hornet seem pretty similar at first glance. They're both fast with low health and stability since they're light hulls. As such, they're often interchangeable on the battlefield; a Wasp can fulfill the same role that a Hornet can. The difference between the two hulls boils down to their balance of speed and handling. Wasp is the fastest hull in the game, but is lighter and less stable than hornet. Hornet is a bit slower than Wasp, but it makes up for this with increased acceleration, turning speed, and weight. Hornet users argue that Wasp is simply too fragile and unstable when under fire, and Hornet is more manageable. Wasp users argue that Wasp's speed allows the user to avoid taking damage, which mitigates the less-impressive maneuverability and stability, while Hornet ends up taking more damage because of its larger size and lower speed.
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Wasp and Hornet seem pretty similar at first glance. They're both fast with low health and stability since they're light hulls. As such, they're often interchangeable on the battlefield; a Wasp can fulfill the same role that a Hornet can. The difference between the two hulls boils down to their balance of speed and handling. Wasp is the fastest hull in the game but is lighter and less stable than hornet. Hornet is a bit slower than Wasp, but it makes up for this with increased acceleration, turning speed, and weight. Hornet users argue that Wasp is simply too fragile and unstable when under fire, and Hornet is more manageable. Wasp users argue that Wasp's speed allows the user to avoid taking damage, which mitigates the less-impressive maneuverability and stability, while Hornet ends up taking more damage because of its larger size and lower speed.
  
 
Recently, Hopper came onto the scene. Hopper was introduced into the game, some players didn't like the idea of a hovering hull, though there were those that welcomed it. This hull opens new doors in Tanki, as it is the only light hull with hovering capability. Though a bit sluggish when compared to the other two light hulls, it makes up for this with its ability to move in any direction at will (and of course, its jumping overdrive). Hopper's controls do take some getting used to for those used to playing with tracked hulls, but after a while, it becomes just as intuitive to drive and aim.
 
Recently, Hopper came onto the scene. Hopper was introduced into the game, some players didn't like the idea of a hovering hull, though there were those that welcomed it. This hull opens new doors in Tanki, as it is the only light hull with hovering capability. Though a bit sluggish when compared to the other two light hulls, it makes up for this with its ability to move in any direction at will (and of course, its jumping overdrive). Hopper's controls do take some getting used to for those used to playing with tracked hulls, but after a while, it becomes just as intuitive to drive and aim.
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== Side-by-side comparison of of Melee turrets' stats ==
 
== Side-by-side comparison of of Melee turrets' stats ==
  
For a head-to-head comparison, we'll use both the stock Mk1 and the maxed out stats of the turrets, since the balance changes somewhat as you move up the modifications. If you'd like more details on the stats of other modifications, you can check out the individual turret pages, but balance between the turrets follows the patterns you see here at Mk1 and Mk7+ pretty closely, and you can count on the intermediate modifications having a balance in between what you see at Mk1 and Mk7+.
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For a head-to-head comparison, we'll use both the stock Mk1 and the maxed out stats of the turrets, since the balance changes somewhat as you move up the modifications. If you'd like more details on the stats of other modifications, you can check out the individual turret pages, but balanced between the turrets follows the patterns you see here at Mk1 and Mk7+ pretty closely, and you can count on the intermediate modifications having a balance in between what you see at Mk1 and Mk7+.
  
{|class="wikitable" border="1" width="100%"
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{|class="new-wikitable" width="100%"
  |width="28%" style="background:#2b2b2b; text-align:center"|'''Melee-Range Turrets'''
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  !width="28%" style="background:#3b445e; text-align:center"|'''Melee-Range Turrets'''
  |width="24%" style="background:#2b2b2b"|<center>'''Firebird (Mk1 - {{Color|Gold|Mk7+}})'''<br>[[File:Turret_firebird_m3_2.png|80px|link=Firebird]] </center>
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  !width="24%" style="background:#3b445e"|<center>'''Firebird (Mk1 - {{Color|Gold|Mk7+}})'''<br>[[File:Turret_firebird_m3_2.png|80px|link=Firebird]] </center>
  |width="24%" style="background:#2b2b2b"|<center>'''Freeze (Mk1 - {{Color|Gold|Mk7+}})'''<br>[[File:Turret_freeze_m3.png|80px|link=Freeze]] </center>
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  !width="24%" style="background:#3b445e"|<center>'''Freeze (Mk1 - {{Color|Gold|Mk7+}})'''<br>[[File:Turret_freeze_m3.png|80px|link=Freeze]] </center>
  |width="24%" style="background:#2b2b2b"|<center>'''Isida (Mk1 - {{Color|Gold|Mk7+}})'''<br>[[File:Turret_isida_m3.png|80px|link=Isida]]</center>
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  !width="24%" style="background:#3b445e"|<center>'''Isida (Mk1 - {{Color|Gold|Mk7+}})'''<br>[[File:Turret_isida_m3.png|80px|link=Isida]]</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Max Damage (hp/sec)'''
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  |style="background:#3b445e"|'''Max Damage (hp/sec)'''
 
  |<center>500 - {{Color|Gold|1000}}{{hint|i|Direct damage is 200-700, but there is an extra 300 at all modifications from burning damage}}</center>
 
  |<center>500 - {{Color|Gold|1000}}{{hint|i|Direct damage is 200-700, but there is an extra 300 at all modifications from burning damage}}</center>
 
  |<center>450 - {{Color|Gold|900}}</center>
 
  |<center>450 - {{Color|Gold|900}}</center>
 
  |<center>575 - {{Color|Gold|1150}}</center>
 
  |<center>575 - {{Color|Gold|1150}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Range of Max Damage (m)'''
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  |style="background:#3b445e"|'''Range of Max Damage (m)'''
 
  |<center>5 - {{Color|Gold|10}}</center>
 
  |<center>5 - {{Color|Gold|10}}</center>
 
  |<center>5 - {{Color|Gold|10}}</center>
 
  |<center>5 - {{Color|Gold|10}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Range of Min Danage (m)'''
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  |style="background:#3b445e"|'''Range of Min Danage (m)'''
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |<center>15 - {{Color|Gold|20}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Rotation Speed (deg/s)'''
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  |style="background:#3b445e"|'''Rotation Speed (deg/s)'''
 
  |<center>90 - {{Color|Gold|180}}</center>
 
  |<center>90 - {{Color|Gold|180}}</center>
 
  |<center>90 - {{Color|Gold|180}}</center>
 
  |<center>90 - {{Color|Gold|180}}</center>
 
  |<center>90 - {{Color|Gold|180}}</center>
 
  |<center>90 - {{Color|Gold|180}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b;|'''Min Damage (% of max)'''
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  |style="background:#3b445e;|'''Min Damage (% of max)'''
 
  |<center>{{Color|lightYellow|10}}</center>
 
  |<center>{{Color|lightYellow|10}}</center>
 
  |<center>{{Color|lightYellow|10}}</center>
 
  |<center>{{Color|lightYellow|10}}</center>
 
  |<center>{{Color|lightYellow|100}}</center>
 
  |<center>{{Color|lightYellow|100}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Cone Angle (deg)'''
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  |style="background:#3b445e"|'''Cone Angle (deg)'''
 
  |<center>{{Color|lightYellow|25}}</center>
 
  |<center>{{Color|lightYellow|25}}</center>
 
  |<center>{{Color|lightYellow|25}}</center>
 
  |<center>{{Color|lightYellow|25}}</center>
 
  |<center>{{Color|lightYellow|15}}</center>
 
  |<center>{{Color|lightYellow|15}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Can hit multiple tanks at once'''
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  |style="background:#3b445e"|'''Can hit multiple tanks at once'''
 
  |<center>{{Color|lightYellow|Yes}}</center>
 
  |<center>{{Color|lightYellow|Yes}}</center>
 
  |<center>{{Color|lightYellow|Yes}}</center>
 
  |<center>{{Color|lightYellow|Yes}}</center>
 
  |<center>{{Color|lightYellow|No}}</center>
 
  |<center>{{Color|lightYellow|No}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Time to exhaust energy (s)'''
+
  |style="background:#3b445e"|'''Time to exhaust energy (s)'''
 
  |<center>{{Color|lightYellow|5}}</center>
 
  |<center>{{Color|lightYellow|5}}</center>
 
  |<center>{{Color|lightYellow|7}}</center>
 
  |<center>{{Color|lightYellow|7}}</center>
 
  |<center>{{Color|lightYellow|5}}</center>
 
  |<center>{{Color|lightYellow|5}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b"|'''Time to fully recharge (s)'''
+
  |style="background:#3b445e"|'''Time to fully recharge (s)'''
 
  |<center>{{Color|lightYellow|6}}</center>
 
  |<center>{{Color|lightYellow|6}}</center>
 
  |<center>{{Color|lightYellow|9}}</center>
 
  |<center>{{Color|lightYellow|9}}</center>
 
  |<center>{{Color|lightYellow|10}}</center>
 
  |<center>{{Color|lightYellow|10}}</center>
 
  |-
 
  |-
  |style="background:#2b2b2b; text-align:center"|'''Main Special Effect'''
+
  |style="background:#3b445e; text-align:center"|'''Main Special Effect'''
 
  |<center><span style="font-size:88%">Afterburn - Damages enemies at 300 hp/s for up to 1 - {{Color|Gold|10}} seconds after ceasing to fire at them</center></span>
 
  |<center><span style="font-size:88%">Afterburn - Damages enemies at 300 hp/s for up to 1 - {{Color|Gold|10}} seconds after ceasing to fire at them</center></span>
 
  |<center><span style="font-size:85%">Freeze - Slows enemy tank movement by up to 90%, turret rotation up to 10%. Effect remains up to 4s after firing</center></span>
 
  |<center><span style="font-size:85%">Freeze - Slows enemy tank movement by up to 90%, turret rotation up to 10%. Effect remains up to 4s after firing</center></span>

Revision as of 22:22, 14 May 2021


Perhaps you're the type of tanker that likes to do your fighting up-close and personal. Or maybe, you like a solid line of defense against aggressive enemies. It could be that you just think that spraying napalm, freon, and tiny nanobots all over your enemies looks cool. In any case, you're in the right place to learn about the shortest-range turrets in the game.

Firebird

Turret firebird m3 2.png
Turret description and commentary coming soon.


Freeze

Turret freeze m3.png
Turret description and commentary coming soon.


Isida

Turret isida m3.png
Turret description and commentary coming soon.


Comparison

Turret comparisons coming soon.


Side-by-side comparison of of Melee turrets' stats

For a head-to-head comparison, we'll use both the stock Mk1 and the maxed out stats of the turrets, since the balance changes somewhat as you move up the modifications. If you'd like more details on the stats of other modifications, you can check out the individual turret pages, but balanced between the turrets follows the patterns you see here at Mk1 and Mk7+ pretty closely, and you can count on the intermediate modifications having a balance in between what you see at Mk1 and Mk7+.

Melee-Range Turrets
Firebird (Mk1 - Mk7+)
Turret firebird m3 2.png
Freeze (Mk1 - Mk7+)
Turret freeze m3.png
Isida (Mk1 - Mk7+)
Turret isida m3.png
Max Damage (hp/sec)
500 - 1000Icon info.png
450 - 900
575 - 1150
Range of Max Damage (m)
5 - 10
5 - 10
15 - 20
Range of Min Danage (m)
15 - 20
15 - 20
15 - 20
Rotation Speed (deg/s)
90 - 180
90 - 180
90 - 180
Min Damage (% of max)
10
10
100
Cone Angle (deg)
25
25
15
Can hit multiple tanks at once
Yes
Yes
No
Time to exhaust energy (s)
5
7
5
Time to fully recharge (s)
6
9
10
Main Special Effect
Afterburn - Damages enemies at 300 hp/s for up to 1 - 10 seconds after ceasing to fire at them
Freeze - Slows enemy tank movement by up to 90%, turret rotation up to 10%. Effect remains up to 4s after firing
Healing - Can heal allies at 200 - 400 hp/sec, consuming energy slower to allow 12.5s of continuous healing