Guide trough: Turrets
Smoky
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Smoky is the first gun every tankmen starts with. If you just start playing Tanki, what is your first thought when you have a critical hit? "Wow, whut was that?!?!" Smoky could, still, be called a beginners gun, but as the modification goes up, so do the critical hits, and those are the things that make Smoky a more dangerous weapon than anyone thinks. Most people have no, or barely have protection against Smoky, and that's also why Smoky has an advantage. Less profitable of Smoky is that the range is reduced: On longe range, it barely does damage, so keep in mind while playing with Smoky: It's more like a medium range gun.
Firebird
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Firebird, a gun which has more power than ever before: the burning effect. It allows you to kill enemies long after you died, or while you passed them a long time ago. Firebird is still not as popular on the battlefield as Freeze is, maybe because it is very expensive at M3, and later availible in your garage. But that doesn't make Firebird a bad gun! Just a few people have (some) protection against it, which makes it a very dangerous weapon. But keep in mind, that, as defender, you'll defrost the frozen attackers who are trying to get away with your flag, and the many Freezes will let your burn stop very fast, so that you'll loose more kills than you want. As I said: Firebird defreezes the attackers, so I wouldn't recommend it as a defenders weapon. Mid-field isn't its place either, but in the attack it is able to let your enemies burn while they chase you, and also very important: Defreeze the other attacker, so that they can run with the flag. Firebird is the weapon to cover other attackers.
Twins
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Twins, the gun that never stops shooting, the gun with massive damage, and also: A nice shape. The green plasma bullets at M3 fly trough the air, hit an enemy and can totally outbalance it. Twins can let Wasps and Hornets flip with its enormous physical effect. This is a big advantage. But, Twins hasn't got an all too long range: At M3, it can only reach until 59 metres, what isn't very much in bigger maps. Twins is a very versatile weapon: In smaller maps, it can serve as mid-fielder, attacker and defender. In bigger maps I'd recommend it as an attacker or defender, but make sure you don't get hit all to much on your way to the enemy flag.
Railgun
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Railgun, the gun that simply couldn't win it from a Shaft, has now made its revenge! As Shaft has lost many of its power, Railgun is the strongest sniper gun left in Tanki. Many people will simply stand behind a wall with it, show themselfs, shoot, and drive back behind the same wall again... Not very fun to play, would I say. In my opinion Railgun finds its place in the mid-field, where it can hit enemy attackers, defenders and kill the enemy mid-fielders. By not killing the attackers but just hitting them, you'll leave some job to your defenders as well, and you don't get surrounded by the half enemy team. Just kill the mid-fielders, and try to hit the enemy defenders, in that way your attackers will be able to grab the flag easier. This technique is very well used in clan battles, and is very succesful too! Also, many people say that Railgun is an easy gun to handle, but that is not true: Camping with Railgun is easy, but if you want to be master of it, you'll have to try hard, very hard. I think Railgun might be one of the hardest guns to handle, but if you finally control it, you'll be master of the battlefield!
Thunder
![Foto](/uploads/1/6/9/3/16933976/6323821.jpg)
Thunder, the gun with the anoying splash damage, massive power at M1 and another anoying fact: the self-damage. In close warfare, you can let Thunders self-damage, but if you're not careful enough: They'll leave you damaged, without a kill, because they self-destructed on you. Many people find this a very anoying thing, but if you learn to come close, and move away again, you'll be anoying to the Thunders, instead of the Thunders to you! Many players use Thunder as its pretty cheap, and the upgrades are availible fast. There are lots of discussions if Thunder is hard to use or not, and I'd say: Yes, it is, just as every other gun. To be master of Thunder, you'll have to learn to self-destruct as least as possible, and also, use the splash-damage as much as possible, what can help you a lot.
Now we've had that, where should Thunder be in a battle? It can serve in the defence, to hit the upcoming attackers, but while in close fight, it damages itself a lot. In the mid-field, Thunder has space to hit others without hurting itself. That's why I'd say Thunder is a mid-fielders gun.
Now we've had that, where should Thunder be in a battle? It can serve in the defence, to hit the upcoming attackers, but while in close fight, it damages itself a lot. In the mid-field, Thunder has space to hit others without hurting itself. That's why I'd say Thunder is a mid-fielders gun.
Freeze
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Freeze can slow down its enemies (and also teammates if friendly fire is on ;P) what gives you're teammates time to reach him, or it can give you time to hide behind the enemy himself, so that he'll be unable to hit you. A very well-known tactic with Freeze is to drive circles around your enemy while Freezing him. This can also work with multipule enemies at once! Freeze is cheap to upgrade, just as the upgrades are availible early. This is why also why M2 isn't much better than M1, as many other players will have to fight with an M1 gun, and there you come with your "overpowered" Freeze M2. That wouldn't be fair, and that explains why this change isn't all to dramatic.
Shaft
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Before Rebalance, Shaft was a gun that could, fully charged, kill every M3 tank except for Mammoth. Now it can only kill Wasp and Hornet, and can leave a M3 Hunter with only 2 HP. Many Shaft players complained about this, as Shaft is not as strong anymore as it was, but Shaft can still stand its place in the defence, hitting attacker while they just entered the mid-field, trying to reach your base. In some maps, Shafts can even kill enemies a second after they spawned, which does bring some anger. Shaft can also be used in the mid-field, somewhere in a corner of the map, sniping down mid-fielders and attackers.
Isida
![Foto](/uploads/1/6/9/3/16933976/3615044.jpg)
Isida is a gun for team-players, who want to help their team, support them. And how to they do that? Simple: by healing them. Isida is the only gun that can heal other tanks, and while hitting enemy tanks, also heals its own armor. This is what gives a tank combined with Isida much more armor than it actually has, as Isida can heal half the damage it does. This would mean: If a M3 Freeze hits you for 2 seconds while you shoot back, you won't have 112 HP damage, but only 54. (56x2=112 - 29x2=58= 54) Isida is a gun that can be used in attack, by supporting others, but also on its own, healing itself by hitting enemies. But keep in mind, it has limited ammo. It can also serve as defender, healing the other defenders who take the shots. Something more about the healing: As you heal your teammates, you don't heal yourself, so, if you're healing a teammate who's under fire, make sure you don't, or barely get hit. This will give you the chance to heal for a longer time and earn more points.
Ricochet
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Ricochet, a name which only a few people on earth know how to pronounce it. Not that this matters, because Ricochet is simply said: a good gun. It was very overpowered before Rebalance, and now it's lost very much power, why only a very few people still use it. I personally still find it a very strong gun, used for one-on-one fights mostly. A nice fact about Ricochet is the bouncing effect, which allows you to kill enemies without directly seeing them. If you learn how to handle this, you'll be able to kill more enemies in one live. Ricochet has a very strong physical effect, and the recoil allows it do shoot a tank on its tracks again if it has fallen on its side. Ricochet's physical effect is very good used against Wasps and Hornets with Railgun. They can barely hit you if you shoot on the corners of their tank, or in the middle, what will make them shoot in the air.