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Turret Uniqueness Tier List


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A Tier List Based on how Unique each Turret is in the Tanki Universe:

Edited with Feedback from fellow Forumers

Most-Unique-Turrets-Tier-List.png

Note: These are based off the default versions of the turrets and do not count Augments and Alterations. Also, this does not take into effect the lame Critical Damage update we had recently, so in this tier list, I consider Smoky to be the only turret with Critical Damage.

Note: I also based this off the turrets' mechanics, and not their playstyles. Meaning, if a turret's default version is the only one in the game that has a certain mechanic associated with it (such as Firebird's afterburn), than it is considered "unique", or if they were the first of their kind to introduce a mechanic that isn't widely used (such as Striker's salvo abilities).

 

S-Tier Turrets (Turrets with multiple distinctly unique features)

Striker: Only turret whose projectiles have a homing ability and can follow their target. Additionally, the projectiles are the only ones in the game to gain acceleration while traveling (moves faster over time) and it introduced the target acquisition (lock-on) mechanic. As a bonus, it is the only infinite-traveling medium ranged turret whose projectiles still do full damage no matter the distance.

Tesla: Note: This is based off the footage we have received from the official video-blog. It may change, but I'm honestly considering the stuff we were shown as official because....let's be honest...it's ultra cool! It is the only turret with chain lightning, only turret with ball lightning, and the only turret which utilizes the ball of lightning to further increase it’s effective range via the chain lightning. It's also unique cause it chains lightning off of non-player objects (meaning it's the first turret that can truly interact with non-player entities besides a wall or obstacle). And finally, it's the only turret with TRUE unlimited ammo.

 

A-Tier Turrets (Turrets which have a distinct unique feature)

Firebird: Only turret with afterburn.

Freeze: Only turret with freezing effect.

Isida: Only turret that can heal (Would've been in S-Tier if the vampirism and range extension abilities were still in the game).

Hammer: Only turret that fires multiple projectiles per shot, in a spread-like manner.

Railgun: Only turret that has projectiles that can penetrate through multiple tanks.

 

B-Tier Turrets (Turrets that are a bit unique, but other turrets also share a variant of their unique ability)

Smoky: Besides the critical hit, nothing else is really special about this turret.

Vulcan: This turret is technically an overpowered Twins, however it is the only turret that self-inflicts a status effect on itself, and it’s the only turret that needs to power down after firing.

Shaft: It was the original sniper, and is the only turret to be immobilized when utilizing it’s secondary firing mode. However, we also have 2 other turrets (Striker and Gauss) and one future turret that share its ability to have two firing modes.

Ricochet: It can fire bouncing projectiles, but for 4 years, Hammer also has a weakened bouncing effect. 

Magnum: Only turret that could rotate up and down. Or at least it used to before October 2020. Now you have to pay 245,000 crystals for something that was previously free. Anyways, at least it's still the only turret whose projectiles are affected by gravity.

 

C-Tier Turrets (Turrets that don’t have anything truly special about them, yet they still act special)

Thunder: This iconic turret was the first turret to introduce the splash damage effect. Nowadays, we have a bunch of other turrets that do the same, but because Thunder was the original, I put it in C-Tier instead of something lower.

Twins: The turret known for its “infinite ammo”. However, in reality, it just reloads fast with no real downside, so there’s actually nothing at all unique about it except the illusion that it has infinite ammo, which none of the other turrets really possessed.

 

F-Tier Turrets (Turrets that never introduced any new game mechanics when they were added to Tanki)

Gauss: Nothing is truly unique about this turret. It possesses the splash effect of Thunder, the lock-on abilities of Striker, the sniping physique of Shaft, the damage of Railgun, the arcade shots are very similar to a Smoky with Explosive Rounds, the impact force comparable to a Hammer, and the splash radius of a Magnum. In fact, I guess the only thing unique about it was that it was the first big-caliber turret to have tracing projectiles, but as it turns out, it was intended that Smoky, Thunder, and Vulcan would also receive the tracing projectiles as well (No more insta-hits).

 

Original Post:

Spoiler

A Tier List Based on how Unique each Turret is:

Most-Unique-Turrets-Tier-List.png

These are based off the default versions of the turrets and do not count Augments and Alterations. Also, this does not take into effect the lame Critical Damage update we had recently, so in this tier list, I consider Smoky to be the only turret with Critical Damage.

 

S-Tier Turrets (Turrets with multiple distinctly unique features)

Tesla: Note: This is based off the footage we have received from the official video-blog. It may change, but I'm honestly considering the stuff we were shown as official because....let's be honest...it's ultra cool! Only turret with chain lightning. Only turret with ball lightning. Only turret which utilizes the ball of lightning to further increase it’s effective range. Only turret which chains lightning off of non-player objects. Only turret with TRUE unlimited ammo.

 

A-Tier Turrets (Turrets which have a distinct unique feature)

Firebird: Only turret with afterburn.

Freeze: Only turret with freezing effect.

Isida: Only turret that can heal.

Hammer: Only turret that fires multiple projectiles per shot, in a spread-like manner.

Railgun: Only turret that has projectiles that can penetrate through multiple tanks.

Striker: Only turret whose projectiles have a homing ability and can follow their target. 

 

B-Tier Turrets (Turrets that are a bit unique, but other turrets also share a variant of their unique ability)

Smoky: Besides the critical hit, nothing else is really special about this turret.

Vulcan: This turret is technically an overpowered Twins, however it is the only turret that self-inflicts a status effect on itself, and it’s the only turret that needs to power down after firing.

Shaft: It was the original sniper, and is the only turret to be immobilized when utilizing it’s secondary firing mode. However, we also have 2 other turrets (Striker and Gauss) and one future turret that share its ability to have two firing modes.

Ricochet: It can fire bouncing projectiles, but for 4 years, Hammer also has a weakened bouncing effect. 

 

C-Tier Turrets (Turrets that don’t have anything truly special about them, yet they still act special)

Magnum: It just rotates up and down. Or at least it used to before October 2020. Now you have to pay 245,000 crystals for something that was previously free.

Thunder: This iconic turret was the first turret to introduce the splash damage effect. Nowadays, we have a bunch of other turrets that do the same, but because Thunder was the original, I put it in C-Tier instead of something lower.

Twins: The turret known for its “infinite ammo”. However, in reality, it just reloads fast with no real downside, so there’s actually nothing at all unique about it except the illusion that it has infinite ammo, which none of the other turrets really possessed.

 

F-Tier Turrets (Turrets that never introduced any new game mechanics when they were added to Tanki)

Gauss: Nothing is truly unique about this turret. It possesses the splash effect of Thunder, the lock-on abilities of Striker, the sniping physique of Shaft, the damage of Railgun, the arcade shots are very similar to a Smoky with Explosive Rounds, the impact force comparable to a Hammer, and the splash radius of a Magnum. In fact, I guess the only thing unique about it was that it was the first big-caliber turret to have tracing projectiles, but as it turns out, it was intended that Smoky, Thunder, and Vulcan would also receive the tracing projectiles as well (No more insta-hits).


 

 

Edited by Tanker-Arthur
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I personally disagree with most of your placements.

In terms of how unique the game mechanics of the turret are, I would say:
S-tier: Magnum and Striker. Probably also Tesla
A-tier: Isida, Ricochet, Shaft
B-tier: Shaft
C-tier: Freeze, Railgun, Gauss
D-tier: Twins, Vulcan, Thunder, Firebird, Smoky, Hammer.

Magnum is cool because it's the only turret with shots which follow a ballistic trajectory. Even with the recent changes, you can still use its ability to lob shots over obstacles and hit enemies, who are protected against all other turrets.
Striker is S-tier because it's the only one with accelerating projectiles, only one with homing projectiles, and one of the only turrets with a lock-on mechanic.

Isida is a unique healing-damaging tank. It's also the only one that connects to enemies with a direct full power beam.
Ricochet is the only one with slow bouncing projectiles, which are suitable for tactical usage (unlike Smoky, Vulcan and Hammer's ricochets)
Shaft is the only turret with a sniper scope mode. Quite unique, but not cool enough for A-tier.

C-tier is just turrets with one unique feature (freezing, hitscan penetration, lock-on salvo).

D-tier is for standard turrets, which exist in pretty much every single shooter game: rapid fire, machine gun, high explosive gun, flamethrower, standard gun, shotgun.

P.S. If we take into account the fact that Gauss was the last turret to be added, then I somewhat understand its F-tier placement. Indeed, from the beginning it felt like a mashup of mechanics from existing turrets (lock-on, splash damage, rapid fire, fast projectiles).

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Plot Twist: Magnum is actually extremely unique, it's the only turret that its projectile is no-linear.. It's projectile can fall down with a curve like  

Or in another meaning, can shot over buildings ?

Edited by asem.harbi
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Just now, Maf said:

Magnum is cool because it's the only turret with shots which follow a ballistic trajectory. Even with the recent changes, you can still use its ability to lob shots over obstacles and hit enemies, who are protected against all other turrets.

 

Just now, asem.harbi said:

Plot Twist: Magnum is actually extremely unique, it's the only turret that its projectile is no-linear.. It's projectile can fall down with a curve like  

Ahh, I seem to have overlooked the fact that Magnum could do that. Honestly, for me at least, the main selling point of it was it's vertical rotation, making it a true artillery turret.

Time to bump it up a tier then.

Just now, Maf said:

Isida is a unique healing-damaging tank. It's also the only one that connects to enemies with a direct full power beam.

Technically, the four long-range turrets also do full damage (or power), no matter their range 
But yes, Isida's the only healer. (Although ironically, it also does the highest DPS in the game, contradicting it's stereotype as a healer).

Just now, Maf said:

Striker is S-tier because it's the only one with accelerating projectiles, only one with homing projectiles, and one of the only turrets with a lock-on mechanic.

Ohhh yeah, I forgot it's projectiles moved faster over time. Since Gauss came after, I'll have to agree the lock-on mechanic is very special for Striker.

Just now, Maf said:

Ricochet is the only one with slow bouncing projectiles, which are suitable for tactical usage (unlike Smoky, Vulcan and Hammer's ricochets)

True. But seeing as how no one seems to object to Hammer having a proto-bouncing ability, I felt like Ricochet needs a point taken off for that.

Just now, Maf said:

Shaft is the only turret with a sniper scope mode. Quite unique, but not cool enough for A-tier.

Yes. Also, Shaft would've been lower in tiers had the developers not removed it's piercing ability many years ago.

Just now, Maf said:

C-tier is just turrets with one unique feature (freezing, hitscan penetration, lock-on salvo).

D-tier is for standard turrets, which exist in pretty much every single shooter game: rapid fire, machine gun, high explosive gun, flamethrower, standard gun, shotgun.

I understand how you rate each turret XD.

But for my tier list, I actually ranked them based on Tanki Online alone lol. I have no regard to outside games. So if Firebird is the only flamethrower that inflicts afterburn in Tanki, it's pretty unique cause none of the other 14 turrets inflict a burning effect (at least not without the help of Alterations and Augments).

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  • Developer

Ok, you've triggered me. Here is objectively correct information. This is the fact, anything else is wrong, can't prove otherwise bc this is the truth.

my-image.png

  • Haha 15
  • Saw it 1

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Just now, Opex-Rah said:

Ok, you've triggered me. Here is objectively correct information. This is the fact, anything else is wrong, can't prove otherwise bc this is the truth.

my-image.png

I personally fully agree that Railgun is indeed, dull.

 

 

And what's up with Striker? XD

Edited by Tanker-Arthur

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Lol, it is cool to see that the developers do indeed read these forums :) .

This is a pretty interesting topic, but I would definitely have to disagree with most of the OP's list, would be more in agreement with Spy and... Opex-Rah.

However, I would definitely have to say that Magnum has to be the most unique turret by some margin (other than Tesla, which looks set to take that crown).

Magnum has a totally unique mechanism and playstyle to any other turret - being able to hit targets over objects, and having to lob a projectile over an arc rather than shooting straight at the target, as well as moving the turret barrel up and down with the reinforced gun carriage augment - no other turret has similar mechanics or needs a similar skill set to play. The only times that Magnum plays more like a "regular" turret is when it is used with the Harpoon augment with shots charged to 100% power, aiming to shoot either straight at the target or at very close range.

Striker also does have quite unique properties, but I would definitely have to say it is more similar to other turrets than magnum. Striker has the "right-left" firing pattern from Twins and the arcade mode also plays slightly like Thunder, with variable velocity projectiles and the "right-left" firing pattern. Although its lock-on mechanism is surely unique.

Edited by DestrotankAI9
Maf not Spy

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12 minutes ago, asem.harbi said:

What did Spy say to be in agreement with him?

Well Magnum is joint first in Spy's list, and second in Opex-Rah's, whereas it is joint-7th in the OP's list (not counting Tesla). I think Magnum is the most important one to put in the highest tier here.

 

I would also say Shaft and Ricochet are quite unique.

 

Although, I would kind of agree with Gauss not being terribly unique (although I might not put it bottom), as it was very similar to Thunder aside from the lock-on mechanism.

EDIT: Maf not Spy.

Edited by DestrotankAI9

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2 minutes ago, DestrotankAI9 said:

Well Magnum is joint first in Spy's list, and second in Opex-Rah's, whereas it is joint-7th in the OP's list (not counting Tesla). I think Magnum is the most important one.

 

Although, I would kind of agree with Gauss not being terribly unique (although I might not put it bottom), as it was very similar to Thunder aside from the lock-on mechanism.

@Spy When did you say that? 

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@Maf @asem.harbi @DestrotankAI9
Sure, Magnum can still lob stuff in the air and is the only turret where gravity affects its bullet, but I'd say about 67% of its uniqueness came from the utter fact that instead of it being able to rotate 360 degrees horizontally, it would be able to rotate 90 degrees vertically. Now it has its own set position and is able to rotate the same way like the other turrets in this game. It was awesome to see a new turret that could rotate vertically, I'd say I was half amazed as I am with the Tesla turret mechanics. That's saying something because I'm EXTREMELY impressed with the Tesla turret mechs.

Anyways, Magnum is no longer unique, and if you want the turret to have uniqueness, you can buy it for 245k crystals.

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I disagree with the entire list.

(I use Thunder a lot. It is the best turret in my opinion. I think it should definitely be S Rank.)

But all turrets are special in their own way.

They each have a special and unique capability, if used correctly.

They are all S Ranks!

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5 hours ago, thunderhunter123 said:

I disagree with the entire list.

(I use Thunder a lot. It is the best turret in my opinion. I think it should definitely be S Rank.)

But all turrets are special in their own way.

They each have a special and unique capability, if used correctly.

They are all S Ranks!

Not only is it a incorrect to say that all of the turrets are equally good, but you completely misinterpreted the point of this thread. The tier list is about turret UNIQUENESS. ?‍♂️

Edited by GrayWolf8733

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16 hours ago, GrayWolf8733 said:

Not only is it a incorrect to say that all of the turrets are equally good, but you completely misinterpreted the point of this thread. The tier list is about turret UNIQUENESS. ?‍♂️

I was saying they are all unique! Each and every turret is special. If tankers use it efficiently, they are able to win massively.

Let's say for example, Vulcan.

  • I'm not that great at using Vulcan. But I see tankers in 1st place with this turret in almost all battles!
  • This is because they find this turret unique to them, and have mastered the mechanics of using it.

A bonus feature is for me. Whenever I use another turret, besides Thunder, I find that I don't feel protected to handle all opponents.

  • This is because I have the most experience with my own unique Turret, Thunder. It has made my game-play the best.
  • I got very skilled with using Thunder's splash damage at times, and using its self-damage, as an advantage, for other times!

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