Jump to content
EN
Play

Forum

yoboydw

General
  • Posts

    17
  • Joined

  • Last visited

Reputation

0 Neutral
  1. Below-average turret. Barrage attack has a charge time that takes too long, thus not good for long-range combat, unless (see below).. Projectiles are slow, barrels are not centralised and missiles deal splash damage, therefore not viable for close-range combat. This is best used for mid-range combat, though it is not as good as thunder or smoky. The laser guide is a dead giveaway of your location, especially due to the charging time. This is probably an indirect buff to the shaft as (skilled) shafters will shoot as soon as they get a lock-on, while strikers have to lock on for several seconds. Players will probably begin to assume that laser sights belong to strikers, not shafters (something that is already happening at the lower ranks, though I'm sure that anyone in the higher ranks will be more cautious) As you can see, in my opinion (let me stress that), the striker won't be on my shopping list because it's just a marriage of the smoky and thunder. Don't get me wrong, it's pretty good, and by below average I don't mean terrible, or that it sucks. It just doesn't do enough. It's barrage attack is cool and all, but it doesn't work. It's arcade shots are like the thunder and smoky and the damage does not decrease with range, but the projectiles are slow and can be avoided, as they do not track. Barrage mode is an awesome concept, (I assume the tracking ability increases with range, since the missiles have a longer time to track). But the damage is not concentrated into one shot like shaft, instead being split into four missiles, and like I typed, the laser can be easily avoided. Being wary of lasers is what everyone has learnt from the shaft. In conclusion, if you can get the most out of this turret, it's a beast. But that is, IF you get there. For now, it's below-average in my opinion, but we'll see how it goes. An idea: charge up your barrage for a split second so as to see where you're aiming. Thereafter, fire several missiles in "arcade" mode. This is probably the best way to use the striker for long-range combat, though I don't see how the laser guide is useful in mid-range. Btw, as mentioned^, the problem lies with the concept, not the damage, buffing the damage will only make the balance more complicated. (eg, better for short range because better damage, but no difference for long range, because projectiles for arcade can be avoided) I understand that the developers have to work on the difficult task of coding, but I'd rather wait than see a half-fixed problem. Maybe the devs can look at this from the perspective of what the turret is meant to be. Is it supposed to be a long-range weapon or a short-range weapon? Is it supposed to be an all-rounded weapon? Currently the design of the striker seems to be tailored for long-range combat, but it apparently does better at mid-range combat.
  2. yoboydw

    Let's Discuss Striker!

    Not good against short range due to splash damage and the fact that the barrels aren't in the centre, so people tend to miss shots at short range. Not good against long range due to the amount of time needed to charge all four rockets when locking on to a target. It's probably a pretty good/ok midrange weapon due to the splash damage etc, though probably not as good as thunder. I don't think the barrage attack will be used often, but as for the normal attack, it's pretty good imo Any weapon is a great weapon against shafts when they're not protected by other tanks. Also, the laser beam is a dead giveaway. Shaft users lock on to a target and fire almost immediately, whereas striker users have to lock on a target for a long time before firing, giving other tanks (especially light hulls) a long time to run and hide. Yes it can move while sniping, but you'll have to keep your laser on the target for the whole time.
  3. weird. I thought isida's alteration was supposed to be +200%, not x200%.
  4. yoboydw

    Let's Discuss Isida!

    Here's the thing that made Isida seem so OP: 1. Everyone played on small maps. Naturally a short-ranger like Isida will be OP on maps like Noise. It should be that way. If people played on more varied maps, including larger sizes (the battle update helped this a bit) it would seem as OP. 2. Drugs, drugs, and more drugs. Here's what would happen to a whole team when a single drugged Isida came close: It would go to one person, losing health while approaching. Then it would heal itself back up faster than the guy could do damage, back to full health. It would move on to the next person, sucking all the hp out and healing itself back to full health along the way. It was indestructible, unstoppable, inescapable. 50% self-heal wasn't OP. But 100% self-heal was just unfair, there's no other word for it. yes i agree with that. Perhaps they shouldn't have made the self heal an upgradeable feature. Damage increases with M level anways. But they went too far with 10% lol it's 3:26am
  5. yoboydw

    Let's Discuss Isida!

    Alright good night, or morning lol. going to bed
  6. yoboydw

    Let's Discuss Isida!

    2) i think i misunderstood. it is more popular when freeze m2 is made available, but as the ranks progress firebirds become more often seen. 3) yeah, but it gives less than the normal turret. 4) then shouldn't they have dealt with m3-4, like reducing the range or keeping the range at 35%? 5) of course i would, its just jay you brought up long rangers. anyways my point is the versatility of the isida is why people play isida. it's not just a healer; it deals damage as well. Also, what the turret is supposed to do, eg a promarility healing turret, is up to the devs. since the isida does not do well in any aspect, healing or damaging, id say that there is no clear function of the isida 6) yeah.. thing is it makes it unbalanced
  7. yoboydw

    Let's Discuss Isida!

    i think the issue was with isidas topping leaderboards. thunder m3's railgun m3's and shaft m3's one shot turrets all the time, and isida's range is already a handicap. imo all turrets on DD are OP. isidas gain xp for healing team mates, and without drugs and isida can rise to the top of the leaderboard quite easily. the devs claim that the purpose of giving xp is to encourage players to use the healing feature, and that is something i can agree with. but reducing the damage output and healing rate in order to decrease xp in my opinion is not a solution to the problem. the fact is, in team battles, the isida supports its team mates by healing. without the heal, it's just a weaker short range turret without any freeze or firebird effects (even pre nerf it was weaker, but just a little bit). healing benefits the team. So i believe that decreasing the xp given through healing will not impact the players' decision to heal others.
  8. yoboydw

    Let's Discuss Isida!

    it's 3am i'm calm lol. anyways the function of isida was not to be a healer. "was". Whether it is now is not for you or i to decide. But if it is determined to be a healing turret it should be a healing turret and just that, and players should be able to earn just as much from healing as with damaging. The isida, as a healing turret, isn't good either as 1) it cannot out-heal turrets 2) on maps with fewer tanks it does not work well enough 3) it is a weapon accessible to everyone and yet it cannot qualify for dm, one of the primary gamemodes 4) it gets killed easily without putting up a fight. it's almost as if the isida is just to stall time. A tank needs to do much more than that
  9. yoboydw

    Let's Discuss Isida!

    1,2) Thanks for the read. Anyway you're incorrect to have said that the freeze m2 is better just because of its availability at a lower rank. well it is more common at the lower ranks. not between captain -> marshal though. Firebird is more expensive but it offers a worthwhile upgrade. Getting a firebird m1->firebird m2 -> freeze m3 was hence the best course of action, i believe, especially taking into consideration that my target audience aka the person who last asked, is most likely to consider getting an m1/2 given his rank. 3) because the healing does not make up for the lost xp. and yes you said that before 4)i've used my isida m2 from 2014-15. it is important, only when you're drugging since you ususlly die after your first killl. Also you wouldn't be using charge when running towards long rangers 6) Lol i can't misread what you didn't type 7) so are you trying to say firebird isn't that bad? Also, no. isida's self heal affects gameplay very significantly. i do not dosagree with the proposed function of isida. but IF the developers want isida to become such a turret, it should be at least able to be good at healing
  10. yoboydw

    Let's Discuss Isida!

    Look the isida has already LOST to them before the update. Freeze avoids the turret, firebird has damage. let it sink in. it has already lost. the only issue is, right now, it loses to a lower-upgraded version of both weapons. and pretty much every other weapon except shaft and railgun
  11. yoboydw

    Let's Discuss Isida!

    1) 20 damage per second. check your facts 2) in talking about m1 through m2 here. So far the turret being the most consistent throughout the m's is firebird as the m2 is much better than freeze m2. and since the recent updates, which i'm sure you're aware of, it isn't a prerequisite to get an m2 before an m3 3) well the isida needs the 9-second charge. like i said, after it heals it uses up its charge and it can't attack. Furthermore it takes a longer time to kill and heal now, so i'd say it's less efficient. Also it most probably dies before killing. 4) maybe if you encounter tanks that don't deal damage. or you can't hide at all. or you somehow survive 2 encounters with other short range weapons without dying. do you see now? this doesn't happen 5) 6) the point is. the cone angle is large enough. 7) firebird has afterburn, just as isida has heal. it's just nerfed. also, seriously now, isidas are primary targets to get rid off. that's why they do need damage 8) if i were you i'd probably simply say i have an m3 firebird on my other account rather than just log on on the other account and waste my precious time. And i find it funny because you already did make it clear
  12. yoboydw

    Let's Discuss Isida!

    1) enough said.2) "freezes are very common" 3) reloading speed doesn't matter, short range weapons usually die after their first kill (if it's dm) and in team matches they can escape to reload. if not, reread this point 4) having the longest charge doesn't mean you get an increased dps now does it. Also it doesn't matter if you die before exhausting your charge.i'm sharing for the newbs. anyways, isida always has been the worst in attacking. I do MU my isida (prior to the microupgrade update i mostly upgraded the damage and self heal feature. it's currently an isida m2 26/50). Even then it barely beats a freeze m2. A freeze m2 is available to WO5's, and it would be pretty unfair to give earlier players such an advantage if freeze were more powerful than that. freeze also has the largest capacity out of the three weapons. isida also has the shortest range out of all the three weapons. it is already at a disadvantage. not to mention that the ranges of firebird and freeze were increased while isida's was decreased. Like i said, an isida can either heal or damage at one point in time. and it draws from the same er pool of ammo, whatever you call it. it's not as if it does all three simultaneously, and it's ammo capacity isn't even nearly as much as freeze. Now it doesn't do well in healing or damaging, or self-healing. if it can't do anything well in anything it does, it's just bad. the k/d is just a representation of how weak the isida has become. Also, k/d does matter. if you're minding your own business healing and only defending yourself when needed, k/d shows how you fare against opponents. however, i agreee that the NUMBER doesn't matter. prior to this update the isida did average in everything, and that was what made it fun and balanced at the same time. On the other hand i disagree with firebird being the worst weapon., pretty laughable to be honest. An m1 was able to match an m2 isida before the nerf. The firebird was further buffed from the update. And trust me the afterburn does more than the freezing effect. Also, freezes are just about as rare as isidas now 5) i'm not going to consider point 5. 6) regarding penetration. Why would i be right behind a tank taking damage from freeze or firebird anyways? if i were an isida, id remain at a distance from the tank in front of me. and if you're talking about damaging groups of tanks, you can damage a tank behind your target if his hull is peeking out of the hull in front of you. it's pretty easy, considering your firebird is an aoe. 7) consider this scenario, firebird has no afterburn. now consider the reality, isida has negligible self heal, negligible damage, reduced healing. Also, can you chill a little? This isn't a catfight, it's a discussion. Also, i was talking about pre-2016 rebalance where the freeze had a longer charge oh come on i just shared the page detailing all the updates you JUST POSTED. They're unimportant so i wasn't discussing them.
  13. yoboydw

    Let's Discuss Isida!

    i'm sharing for the newbs. anyways, isida always has been the worst in attacking. I do MU my isida (prior to the microupgrade update i mostly upgraded the damage and self heal feature. it's currently an isida m2 26/50). Even then it barely beats a freeze m2. A freeze m2 is available to WO5's, and it would be pretty unfair to give earlier players such an advantage if freeze were more powerful than that. freeze also has the largest capacity out of the three weapons. isida also has the shortest range out of all the three weapons. it is already at a disadvantage. not to mention that the ranges of firebird and freeze were increased while isida's was decreased. Like i said, an isida can either heal or damage at one point in time. and it draws from the same er pool of ammo, whatever you call it. it's not as if it does everything simultaneously and it's ammo capacity isn't even nearly as much as freeze. Now it doesn't do well in healing or damaging, or self-healing. if it can't do anything well in anything it does, it's just bad. the k/d is just a representation of how weak the isida has become. Also, k/d does matter. if you're minding your own business healing and only defending yourself when needed, k/d shows how you fare against opponents. however, i agreee that the NUMBER doesn't matter. prior to this update the isida did average in everything, and that was what made it fun and balanced at the same time. On the other hand i disagree with firebird being the worst weapon., pretty laughable to be honest. An m1 was able to match an m2 isida before the nerf. The firebird was further buffed from the update. And trust me the afterburn does more than the freezing effect. Also, freezes are just about as rare as isidas now
  14. yoboydw

    Let's Discuss Isida!

    Hey i just recently came back to tanki (1-2 months-ish) and i was going to try out my isida and whaaa... Looking at the above stats it kinda seems like the m3 isida + alteration = m2 isida pre nerf. So, after doing some research, i more or less got the gist of what's going on. In this post i'd like to give an overview of isida's history (i know there already is one on the tanki wiki or wikia, it's an isida guide but it seemed to omit the stuff that went on in ~2012), comment on the isida's current state, and provide my opinion on the isida and the update to newer players, having joined the game in 2012. (yeah yeah i'm not old) when i joined the game in 2012, weapons had a tier system and all weapons were split into two tiers. tier one weapons included smoky, twins, railgun, firebird and tier two weapons included thunder, ricochet, shaft and freeze. As you can tell the tier two weapons were better versions of the tier one weapons. There was an additional tier 1.5 weapon though, and it was the isida. At that time the isida had a self heal rate of a whopping 50%. (If you go through the forum posts apparently the isida wasn't considered as a good weapon at that time probably because weapons got better as we progress through the tiers) After the rebalance the isida was nerfed, and it's self heal rate decreased from 50% to 30%-40+% (depending on M versions. i don't think microupgrades were introduced yet), and was an upgradeable feature, and that was the time i decided that i would use the crystals refunded from the rebalance, to get an isida, since it was, well, pretty good. As an m2 isida user I usually manage with a k/d ratio of 0.8-1.xx, which is pretty decent. As a healer i rose to the top of the leaderboard pretty easily. If memory serves the m2 isida has a damage output that loses to freeze and firebird m2 it rivals firebird m1 and if two players were to face off (firebird m1 + hornet m1/2 vs isida m2 + hornet m1/2), the isida will kill the firebird guy before dying to the afterburn, but it will win against the freeze due to its self healing capabilities. it can lose to a freeze m2 if the freeze user is able to freeze and avoid the isida turret, something which should be manageable unless of course, that user is a noob. Therefore a turret primarily designed to destroy (aka firebird) will naturally destroy an isida, and the same goes for freeze, which does well in destroying the isida through its freezing effects. i do understand that the freeze is slightly underpowered here but please bear in mind that the freeze m2 is made available to newer players as compared to the isida m2. As for m3 freeze vs m3 isida, i have no idea about the damage values prior to the 2016 rebalance since i've never considered getting a freeze m3. As you can see, in terms of combat, the isida was pretty balanced. It does average among the short range weapons, and can be defeated by either if used properly. And those who argue that it's unfair for the isida to heal and deal damage on par with other turrets fail to realise that the isida can only heal OR damage. It can't do both! (people were also saying that isida on DDs are overpowered. But so is an m2 smoky on DDs, and needless to say, firebird. In short, every weapon was OP on drugs) Well i think the problem with isida was that players with isidas rose to the top too quickly because of the isida's ability to heal. But the devs decided to nerf the healing AND the damage to solve this. I personally believe that the best course of action would be to decrease the xp made from healing team mates, or not to give any xp at all. i understand that the devs wanted this so that isidas would actually use the healing ability instead of just damaging enemies, but isidas have to whether they like it or not. It helps their team win now doesn't it? After the rebalance, almost every single important aspect of the isida, for example the damage, the healing, and of course, the self heal, while buffing the more useless ones, like rotational speed. Here's the link: http://en.tankiwiki.com/Global_update_of_game_balance_for_Tanki_Online#Turrets My k/d ratios have decreased to somewhere in between 0.10-0.40) (Please bear in mind that the link above does not take into account the october buff to isida and nerfs to the other two short range weapons, although i still consider isida just as bad prior to the buff.) in short, the isida was an overpowered turret prior to the 2013 rebalance, a balanced and fun turret from 2014-2016, and currently, a terrible turret. An isida is more or less equal to the other short range weapons when brought up one M level. Also the price of m3 has doubled, although to be fair its only available at marshal TL;DR get the firebird
×
×
  • Create New...