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Patch Update #430 - New Striker turret, new Alterations and decorations


theFiringHand
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the new turret is awesome :D

 

the only drawbacks that it has are the long time to lock on its target and the restart when you don't lock on for 2 seconds or if you lock on to a different target.

 

and it needs a name change b/c it can do more than strike a blow :D

 

how about we call it the "Decimator" :)

 

other than that, its awesome :D

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Striker

 

Now that the Striker (Rocket Launcher) has been released, the Wiki needs to be updated and it must include the Striker turret.

 

Players need to have all the relevant information for the Striker turret and its protection modules as well.

 

Erm, you better don't insist on this. If Issho sees your post - you're toast.
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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.

Edited by yoboydw

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That is a brilliant update. At last. The developers have considered one of my ideas so far from last year when I mentioned about a "Rockets Turret", which is now called "Striker". I am so delighted!!!

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That is a brilliant update. At last. The developers have considered one of my ideas so far from last year when I mentioned about a "Rockets Turret", which is now called "Striker". I am so delighted!!!

Congratulations, sir RIDDLER_8.

 

Wishing you many more successful ideas and suggestions!

 

Happy holidays smiley_merrychristmas.gif

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Amazing, but is the Striker not really OP? :o

No. not AT all. It`s equal to a low-level thunder with shaft scope mode < Which is a 1900s Model< It can`t fix onto it`s target correctly, what do you EVEN expect >.<? It`s real fun to use though. But your K/D will not be ready to go over 1.00 if you are with a bad team and opposition is FULL of freezes, thunders and Smokies, Ur rocketed sky-high D/L is gonna go and have some ice cream
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Striker: here is the review of a very experienced player (rank legend 24, 5 years in Tanki, non-buyer):

 

Pro's:

(1) design looks great

(2) sound of the weapon nice

(3) rockets look great when fired and exploding

(4) fun too pplay with

 

Con's:

(1) loading and aiming speed are way far too low, even with M3

(2) counter too fire only starts counting when pointing at a tank, when enemy tank moves, counter starts at 0 again, making the firing rate even slower

(3) you are a sitting duck with this tank

 

Conclusions:

(1) very attractive gun BUT NOT GOOD ENOUGH IN THIS STATE EVEN AT M3

 

Advice to Tanki for improvements:

(1) remove the lazerbeam from this gun

(2) reduce the counter too fire with 50% making it 50% FASTER too fire

 

amsterdamn

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Happy holidays to you all and thank you for this new Striker update.

 


The sound of Striker when firing rockets, sounds like a thunderstorm or a jet flying at supersonic speeds.

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1. The charge circle should be split into four sections, one for each missile, that way you can shot one, two or three guided missiles too, if you want or need.

 

2. Make it look more like two Hammers put together but much narrower. And the front should be very different from the back.

 

3. When the laser is locking on make the tank alert us with a sound, or like I said before make a laser detector and warning module.

 

4. Name ideas: Reaper.

Edited by r_carlo1234
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