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


theFiringHand
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Freeze alterations good or bad trade off? And what about Smoky?

Freeze is a terrible trade-off. The damage wasn't even brought back to what it was after the big balance update.....in return for- no freezing effect? The damage buff should be 15% at least.

 

Smoky sounds a bit OP.

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First hands-on tests with Striker M0 done, I've to say it's cool :)

In the videos it looked to me, that it could shot a rocket each 0,25sec in arcade mode, which would have been overpowered (way too much damagePerMinute).. but now I see it has a reasonable reload time. This balances things out very nice.

 

I like the way the lock-on mechanism is implmented. the filling circle is nice and the rectangular aim too.

 

If I like to hit a moving target I have to esitmate where it goes.. but if it is on a higher ground then I am then the rocket will not hit it, even if I got the correct horizontal angle. Would be cool if the rockets would keep the vertical aim ability while they go, so that elevation differences could be managed.

 

 

good work!

 

 

Now we have to wait a bit until the players learn to use it quite well

Edited by BlackWasp777
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I like the idea of removing the self-damage of thunder  :rolleyes:

For parkourists it's a bonus. Defies the point of Thunder in regular battles though.

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Could you please tell me why the Firebird alteration doesn't increase the range, but just the "range of max damage" like Freeze's? The V-log distinctly showed a longer overall firing cone. Was it changed at the last minute? I liked the other idea better, instead of just copying Freeze's.

 

Also, could you request that the Freeze alteration be buffed a bit? It doesn't even bring it to 840 hp/sec, which is the amount it was right after the rebalance update.

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Having played several accounts as a Shaft, I was looking forward to another laser sighted turret. Tried Striker- don't like it. Same complaint as most others, takes too long to lock on.

 

At first with the entire battlefield of almost nothing but the Striker just after the release, I HATED all of the lasers EVERYWHERE. But then something amazing happened.........they became my friend. All of the other players got used to seeing these lasers eveywhere and they no longer hid or ran away from my Shaft laser. Heck, they just drive right into it thinking there was no way the Striker could lock on them in time.

 

Next I discovered you could sucker out hiding opponents by shinning my Shaft lasers near their hiding spot (wildly mimicking the Striker movements) and they would come out of hiding thinking they were going to pop a Stricker- SURPRISE! I'm a Shaft and you are dead!

 

I do have to ask though- Was the inspiration for the turret design Pixar's Wall-e????

 

bdbd46a77bfab1aae9e962e5ffe12c49.jpg

 

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It's a little bit too early to reduce the lockon time right away.. give players some time to get really good with it, and then think of improoveing stats.

Remember: players like it when their turret gets stronger, while they hate it when it gets nerved.

So better start of small ;). Tanki made a good job to _not_ start this turret overpowered.

 


Later they could maybe implemenent a partial fire Lock-On:

- release lock-on > 50% -> fires one homing rocket

- release lock-on > 75% -> fires two homing rockets

- lock-on = 100%  -> fires 4 rockets

But as said.. give the players time first.

 

(what I truely would love to see, is a striker alteration that exchanges the lock-on for a rapid-fire mode: you keep the spacebar pressed and there is one small rocket after the other all 0,33sec (6x more rockets) and a damage of about 100 (less then 1/6th of the damage). Or you use the space-bar in single-shot mode, and fire normal rockets with normal damage. I think this must be truely funny :) )

Edited by BlackWasp777
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You can either fire one shot, or four shots. When in Sniper Mode you cannot release your shot in case your target heads cover - you either have to wait for the full charge where it releases on its own, or abort by releasing the space bar. It will also abort once the tracking laser loses sight of the target.

 

Its vertical axis seems very narrow, even with rocking the hull.

 

Fast hulls can dodge and run for cover when the rockets are fired from a distance.

 

The damage is huge when all 4 rockets hit. The arcade shot also does nice damage but needs a little more impact. If you are on your side, you might as well self-destruct.

 

It looks like it will do well when used in the same maps where Shaft dominates. 

 

shortcircuit6.jpg

Edited by Benefactor
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Like the turret, don't like all of the other stuff, makes the game too complicated, seems like the powers of be are trying to get more money from the players...please remember that after all, we are buying nothing when we give you money, when tanki is no longer, all of this will be also gone, find ti really hard to spend any more money on tanki, cant justify for myself or my kids.

i saw your profile, you are not a buyer, so why you Talk like one ?   :blink:

you should be so thankfull to Tanki for letting guys like you play for free in the first place.

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looks stricker is a good counter to vulcan on mamthon, since it not moving most time and OP.

 

since stricker has m3 320 damage at one go, higher than shaft, 2 strickers on DD and aim at same spot can clear a vulcan backed by isida.

 

too bad, shaft can take surprise shot by hide lazer while loading, but shaft lost its penetration in previous update, i think next m3 alternaation will bring shaft penetration.

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How can it buy a new weapon without trying it ! .. 

I don't want to buy M2 or M3 .. i want to get M0 .... There should be a option for it 

test server or new account. If you buy the M0 and use it in battle, that's sort of sabotaging or multing...

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