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Update Overview || Striker


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Hello tankers, this is a (very late) review of Striker! Just so you know I'm not dead and so I can deliver my criticism on the new turret to Tanki. Hope you enjoy!


 


The facts


 


- Striker is a turret that was added on December 23rd.


 


- It shoots very slow rockets out of two turret-holes, just like Twins. Also alternates by shot.


 


This update may not bring a lot of new features, but it could potentially DRASTICALLY impact game balance.


 


Gameplay


Striker, in my opinion, functions mainly as a support turret. I'll be going over its characteristics instead of using numbers to rate it 8/8, since I dislike giving something that varies a constant number.


Enjoy.


 


DM


Striker does most of its damage in scope mode. It is a heavy, unreliable damage dealer (more on that later), which means that it is unlikely to finish off the opponent it shoots at. If anything, it'll get kill stealed like there's no end to the tanks that it'll weaken. Oh wait, there isn't a limit, since tanks respawn.


 


TDM


Three words: Best. Turret. Ever. Alright, maybe that's an exaggeration, as Thunder definitely is the best turret for TDM (no bias ok), but Striker is still decent. As a support/sniper, Striker might not get many kills but will make hordes easier to deal with for other tankers. A hearty +1 to you, Striker.


 


CTF


Depending on the map, Striker can be a useful sniper. Striker should ideally be played as midfield or defense for CTF. However, Striker isn't one of the most reliable turrets, so I'd recommend using another turret.


 


CP


CP varies just as much as the Striker turret's uses, which means that Striker's usage will differ. For maps with fewer CP points, I recommend camping with Striker and sniping off enemies that are at the center, like you would do with Thunder. For maps with more CP points, just don't use it unless you are playing coordinated, either with a clan or with a good amount of friends.


 


Problems


 


These problems I list come from two sources -- either from my personal experience with or against it or from other articles I read. So if this sounds a little bit biased, know that it probably is.


 


And let's get to them:


 


- It does TOO MUCH damage. Whenever it hits, it does a lot of damage. Too much for a two-second reload.


 


- Unreliable in general. Does not hit enough of the time. When a Striker user locks onto an opponent, often only one or two will hit. The others will cause splash damage.


 


- Way too much self-damage. When Thunders are abusing Striker's splash damage, there's a HUGE problem. Thunders, probably the worst close range turret, will win head-first against a Striker.


 


- Virtually no vertical aim.


 


To summarize, the damage dealt is too much, it's aim is not reliable enough, it's self-damage is over-the-top, and the vertical aim is awful. Even in scope.


 


Solutions


 


- Nerf its damage. Reduce it to about 80-90% of its current damage.


 


- In scope mode, the rockets should always hit the target and avoid obstacles, given that the rockets are only traveling a certain distance (kind of like range). Or if that's too complicated reduce scope time.


 


- Increase (or create) vertical aim.


 


- Decrease self and splash damage.


 


Conclusion


Striker is too much of a wild card. Unpredictable. Luck is a huge element in this turret, and it can't keep up with Tanki's fast pace. Also very hard to incorporate into E-Sports. However, this turret has great potential!


 


This is BLASTER872...


signing out.


Edited by BLASTER872
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Edits:

Formatting - Please don't use neon fonts for blocks of texts, it hurts the eyes

Minor typos - Difference between its and It's

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