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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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