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[Issue 34] Everything to do with... Recoil and Penetration Power!


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These two garage statistics aren’t on our minds much when we’re playing in battles, but perhaps you use them more than you might think you do. There are numerous ways you can use these two stats to your advantage and I’ll show you some of them in this article.

 

Recoil:

Stabilising yourself: Often in battles, especially XP, you will find yourself on the side of your tank. Those of you unfortunate to have Isida, Firebird or Freeze in this situation are pretty much done for. However, any turret with strong recoil is able to tip itself back upright, allowing you to enter back into the battle. Certain guns like Rail have a very strong recoil, so with a lighter hull you may have to be careful to avoid flipping onto the other side of your tank. Also, if you have a heavier hull, then it can be tough to re-stabilise yourself with a weaker turret such as Ricochet or Smoky.

 

Tricks: Recoil is a bit like self-destructing with Thunder. It is the opposite of impact force because the force is used on you. However, this force can enable one to pull off some pretty cool tricks. The simplest trick you can achieve with recoil is a flip. This is best done with Railgun as it allows you to fire one, quick shot and so do a flip or barrel roll. Another trick is to make yourself balance on the back of your tank using Twins. The constant recoil from each shot allows you to stay in the air, pulling off what looks like an intricate balancing act!

 

Parkour: One of the basics of parkour can be quite simply put as ‘shooting behind you’. This is in fact utilising the recoil of a turret such as Railgun. As you got through the air, the recoil gives you that extra boost to ensure that you get to where you want to go. This is the basis of most parkour, especially the Dictator and mine trick which is used so often. Without recoil, one would have to rely on the supporting parkourists, who may alone not be enough to make the stunt work.

 

Gold Hunting: Not many of us know that recoil can be quite useful in gold hunting. Obviously it can’t be used all the time but there are certain opportunities where the strong recoil of Railgun can be used to get a gold box. This can be done in two ways. The first is only really for Sandbox. When the gold is dropping around the outside, you can use a small wall jump to gain some height. You will then probably be going slightly off-target from the gold, but with a shot to the side of you, you can flip on top of tankers waiting under the gold, greatly increasing your chance of getting it. Furthermore, if you want to get on top of other tanks but there are no ramps or ledges, you can charge up a shot and quickly change the direction of the hull to lift one side of the tank up, enabling you to spin onto another tank and so ride into the gold box with a height advantage.


Penetration Power:

Double Kills: The main advantage of penetration power is that you can shoot one enemy, yet the shot will continue on and can possibly hit another enemy. With the correct timing and a rare opportunity, you can get double or triple kills on small maps. In larger battles, such as Polygon, it is often possible to kill two or three tanks with one shot. This allows you to not only get some additional XP, but also to take a number of tankers away from a control point or the enemy base; making it easier for you to capture a flag or control point.

 

Easier Shooting: With some turrets, it is harder to hit long range opponents when a teammate is in the way. Ricochet balls can hit your teammate and even Thunder shots, leading to a wasted shot and no enemies damaged. The same can be said for Isida at short range. However, with Railgun’s penetration power it is possible to hit the enemy tanker through your own teammate every time. Therefore, you don’t have to worry about teammates getting in the way.

 

Rank ups: When not using Railgun to rank up, tankers normally have to use a turret with the ability to kill multiple enemies at once. This job fell to Freeze, Firebird or Thunder. However, you would generally need tankers in a massed huddle to do this effectively which can look quite messy. With Railgun’s penetration power, tankers can go into a neat, straight line and the ranking tank can shoot them all in one go. This is a much ‘cleaner’ rank up than a Firebird killing a group of tanks.


Disadvantages: Recoil and penetration power aren’t perfect however. As I said earlier, recoil is like self-inflicted impact force. This means that, at the right angle, it can lead to you tipping especially if your tank has already elevated slightly by an enemy’s shot. Recoil can also force you off aim. If you take a shot with Ricochet and are moved slightly by recoil, your next shot won’t be as accurate as you would hope for. Eventually, if you didn’t move your tank, you would possibly find yourself in a very different position to the one you started in. One turret is immune to this though. Vulcan’s gyroscopic effect enables it to stay on target despite recoil which gives a large advantage to any tanker using it. The compromise you have to make when utilising penetration power is that the damage you do is decreased as the number of tanks you have hit increases. The final tank you hit will take significantly less damage than the first tank you hit. This can only be stopped by micro-upgrading M3 Railgun’s penetration power to full which is a very expensive process indeed.

 

I hope this article has opened your eyes to two of the more overlooked garage statistics. Despite the fact that they are generally in the background, they can be used to give a tanker an advantage in battle, reach new parkour heights or just have an awesome rank up!

Edited by Hexed
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