Ricochet
The border between mid and shortrange, 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
The «Ricochet» is a plasma weapon developed by Siberian scientists. The project was commissioned as a nextgeneration weapon following the development of the «Twins» turret, and was intended to address specific problems with firing distance and the safety of plasma weapon usage. For this project, 22 specialists worked for 3 years in an underground bunker, without ever seeing the light of day. The result is this unique turret that fires plasma projectiles coated in a «smart» minusfield. If a Ricochet projectile collides with a tank, it will explode. However, it will bounce off any other surface. This gives Ricochet the unique ability of hitting targets that are hidden behind obstacles, knocking off their aim or destroying them. Unfortunately, these bouncing projectiles can be equally dangerous to the shooter, as the «smart» minusfield isn't smart enough to recognize the difference between shooter and enemy.




Available from  
Price of Modification  
Min damage (Hp)  
Max damage (Hp)  
Impact force  
Recoil  
Recharge time (eng/sec)  
Energy per shot (eng/shot)  
Rotation speed (deg/sec)  
Rotation acceleration (deg/sec²)  
Range of max damage (m)  
Range of min damage (m)  
Projectile speed (m/sec)  
Amount of energy  
Reloading (eng/sec)  
Weak damage (%)  
Projectile radius (m)  
Autoaim upwards (deg)  
Autoaim downwards (deg)  
Max number of bounces 
 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.
 Autoaim upwards (deg) — The angle range that autoaim will effect if a target is above the turret's horizontal plane.
 Autoaim downwards (deg) — The angle range that autoaim 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.