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Let's Discuss Hammer!


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LETS DISCUSS HAMMER  

25 members have voted

  1. 1. Which gaming style do you prefer when playing with Hammer?

    • Attack
      23
    • Defence
      3
    • Support
      4
    • Parkour
      4
  2. 2. Which Hammer augments do you prefer?

    • Standard
      0
    • Slugger
      7
    • Dragon's Breath
      3
    • High-capacity ammo clip
      2
    • Duplet
      6
    • Adaptive reload
      4
    • Armor-Piercing Shot
      5
    • Blunderbuss
      6
    • Magnetic Pellets
      3
    • Wyvern's Breath
      1
    • Jamming Shot
      3
    • Stunning Pellets
      5
    • Adrenaline
      0
  3. 3. Which skin for Hammer do you prefer?

    • Standard
      10
    • XT
      16


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I think you misunderstood. Fire m2 can deal around 500 DPS (according to wiki). If one person is in front of you, you deal 500, if two, then still 500 for both of them. But for hammer, m2 can deal around 750 damage to one tank, if there are two tanks and you shoot iddle, then both of them will get around 360 damage. So hammer is pretty much pointless in Poly CP where you need to kill large mass of people together.

 

The last part I disagree, it depends on the player and the combo. But if in the right hands, hammer can be about as effective as the other turrets in polygon Cp, it's high damage per shot combined with the shot instantly landing onto its target means that it can either deal large amounts of damage per shot to a key enemy player or deal smaller amounts of damage to a cluster of enemies per shot at mid range.

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The last part I disagree, it depends on the player and the combo. But if in the right hands, hammer can be about as effective as the other turrets in polygon Cp, it's high damage per shot combined with the shot instantly landing onto its target means that it can either deal large amounts of damage per shot to a key enemy player or deal smaller amounts of damage to a cluster of enemies per shot at mid range.

It isn't that useful in poly though. There are 3-4 tanks in the point A, and you need to damage them altogether. You could try killing one by one, but by that time, someone would take his splash. 

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It isn't that useful in poly though. There are 3-4 tanks in the point A, and you need to damage them altogether. You could try killing one by one, but by that time, someone would take his splash.

 

Well, hammer isn't really the K/D machine especially when it comes to polygon Cp. Yes I know that hammer isn't the best for that battle, but it's not the worse either. If I had to choose between hammer and the worse turret for polygon Cp (railgun) to use for the rest of the battle, I would go for hammer since I can put out a lot more damage with hammer than I can with railgun overall.

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Well, hammer isn't really the K/D machine especially when it comes to polygon Cp. Yes I know that hammer isn't the best for that battle, but it's not the worse either. If I had to choose between hammer and the worse turret for polygon Cp (railgun) to use for the rest of the battle, I would go for hammer since I can put out a lot more damage with hammer than I can with railgun overall.

Railgun isn't that bad. You can kill a lot of players together

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Railgun isn't that bad. You can kill a lot of players together

Not when they have railgun protections. And even if no one has a rail module, it's has a pre firing delay, which literally attracts those turrets with impact force. So unless you are using it for xpbp, you're basically a mult for your team.

 

However, if the remove the pre firing delay from railgun, then it would have potential to do decently in polygon Cp.

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Anyone else think Hammer's reload got nerfed again? I've typically done well with it even in drug wars, but today it just felt ineffective.

 

Shot reload felt longer than Smoky AND Thunder

 

Clip reload was longer than supply duration - meaning you're only getting one clips worth of double damage yield :blink:

 

I don't remember it being that bad a week or so ago.

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Anyone else think Hammer's reload got nerfed again? I've typically done well with it even in drug wars, but today it just felt ineffective.

 

Shot reload felt longer than Smoky AND Thunder

 

Clip reload was longer than supply duration - meaning you're only getting one clips worth of double damage yield :blink:

 

I don't remember it being that bad a week or so ago.

Same here. I met a smoky m2 in front me, it was one more shot of being killed by my hammer, but somehow the smoky managed to shoot before me, and it killed me

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Anyone else think Hammer's reload got nerfed again? I've typically done well with it even in drug wars, but today it just felt ineffective.

Shot reload felt longer than Smoky AND Thunder

Clip reload was longer than supply duration - meaning you're only getting one clips worth of double damage yield :blink:

I don't remember it being that bad a week or so ago.

I don't mind the clip reload but the reload between shots is too frustrating.

I usually get killed before shooting thrice.

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Tanki Online isn't a realistic simulator. It's an arcade. In real life you don't mount a shotgun on a tank, yet in the same way you don't mount sniper rifles, "freeze" guns, weird ricocheting guns and healing turrets onto tanks. This game is an arcade and the items are developed to be interesting and fun to use, as well as making the gameplay more dynamic. If all guns were realistic, then the game would only have Smoky and Thunder - the only two remotely realistic guns.

If you want a realistic tanks simulator - try playing World of Tanks  ;)

Actually the Vulcan, Magnum, Railgun, &Striker are just as realistic as the Smoky and Thunder because they are real and they are on tanks all the time. :)

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Actually the Vulcan, Magnum, Railgun, &Striker are just as realistic as the Smoky and Thunder because they are real and they are on tanks all the time. :)

I'm not saying that Tanki is 100% fantasy. I simply said that it's not right to criticise addition of an "unrealistic" feature, considering that the game already has a ton of unrealistic features that all work together to make gameplay more fun.

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Actually the Vulcan, Magnum, Railgun, &Striker are just as realistic as the Smoky and Thunder because they are real and they are on tanks all the time. :)

RAILGUN??? I haven't see any videos of tanks shooting a beam of blue energy through absolutely EVERYTHING... XD

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RAILGUN??? I haven't see any videos of tanks shooting a beam of blue energy through absolutely EVERYTHING... XD

Isn't it supposed to be a solid metal rod fired along a (conductive) rail (inside a tube/gun-barrel)?

 

Believe it or not - it's a thing. Game is more fiction than fact, but - "the military" is working on it.

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Guys why hammer does not apply the max. damage all the time? I shoot same tank from the same distance... sometimes i get 1035 and sometimes 805, 900, 950, ...etc.

"my hammer is m3 14/20 by the way"

I have read something about hammer in the forum that it has higher bar or something like that.. what does that mean ???

And any advice about how to get the max.damage in every shot ?

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Guys why hammer does not apply the max. damage all the time? I shoot same tank from the same distance... sometimes i get 1035 and sometimes 805, 900, 950, ...etc.

"my hammer is m3 14/20 by the way"

I have read something about hammer in the forum that it has higher bar or something like that.. what does that mean ???

And any advice about how to get the max.damage in every shot ?

Hammer is a shotgun, it shoots pellets in a spread. Each pellet does a small amount of damage, but altogether they do a large amount. One shot = 9 pellets. If you don't hit every single pellet, it doesn't do full damage. So you have to aim as carefully as possible and stay at close range, sometimes you have to rock your hull down if the enemy is on flat ground because of the weird way Tanki's autoaim works.

Edited by ThirdOnion
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