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Ricochet

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(Edited the description for bounces for Ricochet.)
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{{see also|Turrets|Micro-upgrades Ricochet|Indication of parameters}}<br>
 
{{see also|Turrets|Micro-upgrades Ricochet|Indication of parameters}}<br>
[[File:Turret_ricochet_m0.png|150px|thumb|Ricochet М0|link=]]
 
[[File:Turret_ricochet_m1.png|150px|thumb|Ricochet М1|link=]]
 
[[File:Turret_ricochet_m2.png|150px|thumb|Ricochet М2|link=]]
 
[[File:Turret_ricochet_m3.png|150px|thumb|Ricochet М3|link=]]
 
 
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.<br><br>
 
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.<br><br>
 
===Description in Garage===
 
===Description in Garage===
 
A gun that can be tough to control. Ideal for short to mid-range battles. Possesses a unique feature in that its shells ricochet off walls, allowing it to shoot around corners. Just make sure you don’t take a ricocheting round right in the kisser! Goes well with all hulls.<br><br>
 
A gun that can be tough to control. Ideal for short to mid-range battles. Possesses a unique feature in that its shells ricochet off walls, allowing it to shoot around corners. Just make sure you don’t take a ricocheting round right in the kisser! Goes well with all hulls.<br><br>
===Table of characteristics===
+
{|border="0"
*'''Min damage (HP)''' — The minimum amount of damage dealt to an enemy tank per one shot of the turret within the maximum range.
+
|width="25%"|[[File:Turret_ricochet_m0.png|200px|link=]] <center>'''Ricochet M0'''</center>
*'''Max damage (HP)''' — The maximum amount of damage dealt to an enemy tank per one shot of the turret within the maximum range.
+
|width="25%"|[[File:Turret_ricochet_m1.png|200px|link=]] <center>'''Ricochet M1'''</center>
*'''Impact force''' — The physical impact of a turret's projectile on enemy tanks upon contacting them.
+
|width="25%"|[[File:Turret_ricochet_m2.png|200px|link=]] <center>'''Ricochet M2'''</center>
*'''Recoil''' — The physical impact of the turret upon its own tank when shooting.
+
|width="25%"|[[File:Turret_ricochet_m3.png|200px|link=]] <center>'''Ricochet M3'''</center>
*'''Recharge time (sec)''' — 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.
+
*'''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.
+
*'''Weak damage (%)''' — The percentage of normal damage dealt to an enemy tank at the end of the minimum damage range.
+
*'''Projectile radius (m)''' — The invariable radius of the plasma projectile from its core to its outer surface.
+
*'''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.
+
*'''Max number of bounces''' — The maximum number of times projectiles fired from Hammer will bounce off of a prop or any surface that is not an enemy or allied tank.
+
<br><br><br>
+
 
{|class="wikitable" border="1"  
 
{|class="wikitable" border="1"  
 
  |width="30%" style="background:#2b2b2b"|
 
  |width="30%" style="background:#2b2b2b"|
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  |<center>20</center>
 
  |<center>20</center>
 
  |}
 
  |}
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 +
<div class="usermessage mw-customtoggle-myTable1"><div align="center"><span style="color:#ffffff">Table of Characteristics</span></div></div>
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable1">
 +
 +
*'''Min damage (HP)''' — The minimum amount of damage dealt to an enemy tank per one shot of the turret within the maximum range.
 +
*'''Max damage (HP)''' — The maximum amount of damage dealt to an enemy tank per one shot of the turret within the maximum range.
 +
*'''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 (sec)''' — 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.
 +
*'''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.
 +
*'''Weak damage (%)''' — The percentage of normal damage dealt to an enemy tank at the end of the minimum damage range.
 +
*'''Projectile radius (m)''' — The invariable radius of the plasma projectile from its core to its outer surface.
 +
*'''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.
 +
*'''Max number of bounces''' — The maximum number of times projectiles fired from Hammer will bounce off of a prop or any surface that is not an enemy or allied tank.
 +
</div>

Revision as of 07:10, 1 March 2017


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

A gun that can be tough to control. Ideal for short to mid-range battles. Possesses a unique feature in that its shells ricochet off walls, allowing it to shoot around corners. Just make sure you don’t take a ricocheting round right in the kisser! Goes well with all hulls.

Turret ricochet m0.png
Ricochet M0
Turret ricochet m1.png
Ricochet M1
Turret ricochet m2.png
Ricochet M2
Turret ricochet m3.png
Ricochet M3
М0
М1
М2
М3
М3+
Available from
Sergeant Sergeant
Warrant Officer 1 Warrant Officer 1
First Lieutenant First Lieutenant
Marshal Marshal
Micro-upgrades
Price of Modification
1 900
+24 300
+89 200
+238 600
+911 750
Alterations
Upgradable Parameters
2a40baa3.png Min damage (Hp)
129.41
158.82
200
252.94
300
2a40baa3.png Max damage (Hp)
178.24
216.47
270
338.82
400
640064ae.png Impact force
114.71
129.41
150
176.47
200
Recoil
93.24
106.47
125
148.82
170
7dcd6fc2.png Recharge time (eng/sec)
0.671
0.641
0.6
0.547
0.5
Energy per shot (eng/shot)
123.79
121.59
118.5
114.53
111
Ae5da89d.png Rotation speed (deg/sec)
90.29
100.59
115
133.53
150
Rotation acceleration (deg/sec²)
90.29
100.59
115
133.53
150
Range of max damage (m)
42.94
45.88
50
55.29
60
66908195.png Range of min damage (m)
74.41
78.82
85
92.94
100
Rico speed.png Projectile speed (m/sec)
74.41
78.82
85
92.94
100
Non-upgradable Parameters
Amount of energy
1 000
1 000
1 000
1 000
1 000
Reloading (eng/sec)
83.33
83.33
83.33
83.33
83.33
Weak damage (%)
25
25
25
25
25
Projectile radius (m)
1
1
1
1
1
Auto-aim upwards (deg)
11
11
11
11
11
Auto-aim downwards (deg)
14
14
14
14
14
Max number of bounces
20
20
20
20
20
Table of Characteristics
  • Min damage (HP) — The minimum amount of damage dealt to an enemy tank per one shot of the turret within the maximum range.
  • Max damage (HP) — The maximum amount of damage dealt to an enemy tank per one shot of the turret within the maximum range.
  • 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 (sec) — 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.
  • 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.
  • Weak damage (%) — The percentage of normal damage dealt to an enemy tank at the end of the minimum damage range.
  • Projectile radius (m) — The invariable radius of the plasma projectile from its core to its outer surface.
  • 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.
  • Max number of bounces — The maximum number of times projectiles fired from Hammer will bounce off of a prop or any surface that is not an enemy or allied tank.