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April 3rd, 2026 - New turret released exclusively as part of the Fool's Days 2026 Arm's Race game mode.

fool_days_2026_1920_web_EN.jpg

It is called the Tsunami. It is a twin-barreled cannon that shoots one projectile from the right barrel, quickly alternating to the left for another, then going into a cooldown. It has splash damage capability.

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Feb 26, 2026 - Leaked Tsunami Augments:

1.png

2.png 3.png 4.png 5.png 6.png 7.png 8.png 9.png 10.png 11.png 12.png 13.png 14.png 15.png 

Spoiler

Augment screenshots credited to @valerian-zone on Youtube.

 

 

Edited by ok_hand
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On 4/3/2026 at 4:40 PM, NikmanGT said:

Its name is Tsunami btw.

Thank you. I finally was able to reach its level to know its name. How am I able to edit the title?

Edited by ok_hand

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On 4/4/2026 at 2:31 AM, ok_hand said:

Thank you. I finally was able to reach its level to know its name. How am I able to edit the title?

Did that for you :smile:

Also what was your gameplay experience ?

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On 4/3/2026 at 5:28 PM, NikmanGT said:

Also what was your gameplay experience ?

It was a rather underwhelming first impression. It doesn't offer any unique game mechanics we haven't seen already in other turrets. I don't know what niche this turret fills... I think it's a mid-range turret? It's sort of like Explosive Rounds Smoky with weaker splash damage and radius combined with Hammer's Duplet augment.

Edited by ok_hand
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Damn, I literally had no idea this was a thing.

ol' Maf is getting behind on tanki news....

 

On 4/4/2026 at 3:53 AM, ok_hand said:

It was a rather underwhelming first impression. It doesn't offer any unique game mechanics we haven't seen already in other turrets. I don't know what niche this turret fills... I think it's a mid-range turret? It's sort of like Explosive Rounds Smoky with weaker splash damage and radius combined with Hammer's Duplet augment.

Oh, well looks like I'm not missing much anyway 🙃

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it is obvious that the design philosophy of turrets has been shifted towards designing simple repetitive core turrets and then adding new mechanisms through Augments. From a business standpoint this is understandable since augments generate more revenue, but from quality of design standpoint it is bad. Augments do not really add something new and unique to the turret, it just tunes the parameters. there are few exceptions such as: Thunder's nano tech, Shaft's Healing Emitters and Shock nanobot injection for isida. In general Tsunami is a bad design and a boring turret, if there is still a chance to rework it before the official launch then please do.

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On 4/3/2026 at 4:21 PM, ok_hand said:

1.png

11.png 15.png 

The 4th augment looks like Shaft's Rapid Fire augment. The 8th augment looks like Hammer's Assault Rounds. The 11th augment looks like Gauss' Solenoid Cooling augment; which is strange because Tsunami doesn't have a lock-on mechanic. I wonder what the 3rd and 10th augments will do...?

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1. it looks like a goddamn mine with 2 tenticles.

2. its just worse duplet hammer

3. you need double damage box in arms race to even do respectable damage to the enemy

4. its just a worse smoky.

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Key takeaways:

 

  • It appears to be able to advance critical chance on misses naturally, as is the pattern with every turret that has a controlled critical hit augment
  • It can bounce at a similar angle as Smoky, with a Rubberised Rounds augment confirmed
  • Hitting two critical hits in a row was observed but it may or may not be a bug similar to what Thunder had in 2022. 
  • Extra damage tick for hitting both of the shots in a row

 

The base turret as it is is much simpler than I was expecting it to be. Any new turret with only one firing mode would have a hard time fitting into the cast as we already have so many turrets and augments taking up different roles and damage templates. 

It's being born into a...modern era of Tanki to put it nicely, where powercreep is prevalent and possibly even endorsed. So I don't expect the garage augments to be of much use in general at Legend, similar to how it is with Gauss. We haven't seen what the third garage augment icon is. 

 

That extra damage tick for hitting two shots may be what makes some augments unique. Perhaps the rapier icon augment might be high damage with that tick to reward hitting you shots, and maybe the Star augment is a critical damage based augment. Maybe the number of times it can shoot before the energy bar runs out to be refilled can be changed like Hammer's clip size can be. And if that's the case, maybe the Adaptive Reload augment can go crazy if it can burst fire multiple shots before the ammo runs out and is repeatedly replenished. Too many things unknown at the moment. I'm just glad that it appears to be useable on TO Mobile. 

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hold on, where's the 4th rare augment? i see only 3: adrenaline, explosive rounds and large caliber/supercumulative rounds one. because all the turrets have 4, WHERE IS THE LAST ONE?????

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- Mom, can we have plasma turboaccelarators?

- No, we already have plasma turboaccelarators at home.

Plasma turboaccelarators at home:

10.png

 

7.png - i think this adaptive reload will have faster time of altering between 2 barrels with slower cooldown than stock. however, the cooldown becomes faster when you hit an enemy with both bullets. it'd be cool if it would make the reload even FASTER if you hit 2 different enemies.

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On 4/4/2026 at 8:02 AM, ok_hand said:

The 4th augment looks like Shaft's Rapid Fire augment. The 8th augment looks like Hammer's Assault Rounds. The 11th augment looks like Gauss' Solenoid Cooling augment; which is strange because Tsunami doesn't have a lock-on mechanic. I wonder what the 3rd and 10th augments will do...?

time to guess what the augments will do...

 

the 4th aug looks like it'll be able to shoot 2 bullets at once without a delay, likely with a slightly slower reload speed.

the 8th augment looks like it'll add the 3nd shot to the "salvo". i think it'll also change bonus damage mechanic: either make bonus damage deal only when hitting all 3 shots (prob with less altering time between shots) or add higher bonus damage on 3 shots hit (likely with slower reload) (it won't remove the ability to get bonus damage on 2 shots though).

idk for the solenoid cooling icon aug.

Edited by TTpedatelb

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This is going to be a criticism of the "Tsunami"  turret. I hope the developers or anyone reading this takes it this way. I am not saying any of this to offend anyone.

Let's start with the good points:
A) The overall turret design is pretty cool, a little smaller than I expected. (and bulkier) 
B) Contrary to what many people think of the name Tsunami, the name sort of fits the turret. It's a slow firing rate turret with massive force and power, good knockback and impactful.
C) The turret animations are pretty amazing as with all the animations for turrets in the game.

Now for the heavy criticism on the turret: 
A) There is no new mechanism, it's basically identical to smoky/thunder/scorpion. Most of the turrets in Tanki are extremely unique. But this one came out stale. I am rather well off using smoky or thunder than this turret since I can not control the 2nd shot since it fires automatic. This automatic firing is not a new mechanism, because Railgun with Deathherald augment has the same thing (I know it's not the exact same, but still.)

B) There is no dual firing mode, charging mode etc. When i hear the term Tsunami I want something that deal heavy impactful damage the more I charge it. Like I mentioned before if a game names a gun/turret Tsunami it means it's not a high firing rate weapon rather a strong powerful weapon with slow firing rate (mid-long range). This turret can easily become boring in the first 1 month. 

C) As I mentioned before the turret looks a little too flat and less bulky. It doesn't go well with turrets aesthetically. (Since it's something new, people will think it looks good, but it could improve.

How would someone fix the turret/ Changes for turret: (Golden shot mechanism)
A) If Tanki doesn't want to implement a dual firing mode, then there is a simple  solution to make this turret a little more unique. Each time the 2nd automatic shot hits an enemy tank, it fills up a secondary bar (ammo bar) (golden shot). Once this secondary ammo bar is filled up, the very next shot would be a powerful double barrel shot (meaning both the barrels of the turret would fire at the same time) with very huge impact. Then the golden shot bar resets and the player has to get more hits to get it back.  (Now to keep this balanced obviously a player would only get the golden shot every 5-6 times he/she hits with the 2nd shot)

B) Design wise - maybe make it look a bit more bigger, increasing the drum size and making sure it fits with hulls.

Now I know it's still probably (hopefully) a prototype, and I wanted to criticize the turret before they released it (because what's the use of doing it after). I know there is a good chance no developer or person responsible for the turret might take the time to read and understand my yap. But it's your project and you should listen to some players comments.

Edited by Baal
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