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


theFiringHand
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I wanted to propose something simmilar (33% .. one rocket) and then I realised that this time is so short, that I would use it for alsmost every shot. So you would not miss any more and your shot would trace the target.

 

So then I proposed 50% for one rocket, 75% for two, 100% for four (couple of hours ago).

Agreed

Edited by MentallyDeranged

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I drugged ofc, like I am always doing :D

Played with stock m3, will definitely mued it on the sale.

I really really love this gun, got already two gold with it :wub: :wub:

I still need lots of practice with it.

 

 

streaker1r7bxt.jpg

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Too many people use Striker. I buy it on my low rank account. 80% of players use it. It is nice, just takes too long to lock on. Excellent at long range, and also buffs shaft, since shaft uses the laser also, and people can't tell the difference between them

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Ugh, if you were finding a turret to beat shaft,you fail MISERABLY, I was with my trusty m1 mammoth and shaft, a striker fired at me, you know what I did? COVER! I TOOK COVER! All the missiles failed to hit me except a little splash damage,I went out of cover,fired, AND BAM! 1 shot kill,the fact that you have to have the laser ON the target is really bad,enemies can take cover and if you managed to fire, well,like I said,U S E L E S S,the damage really won't do ANYTHING to be honest if you cannot HIT in the first place,sorry but,

 

#strikersucks

#tankibuffstriker

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After the recently added turret striker was added, my friends and I have been having trouble distinguishing a striker laser from that of a shaft. Both are red or blue according to battle format and or teams. When I'm busy dealing with someone else, I don't have time to look behind me where I see a laser pointing at my back. If it is that of a striker, I can stay still for an extra second knowing that it first has to lock on before delivering a deadly blow, giving me a second to finish up my business and try to dodge the missiles, or estimate when the striker has locked on so I can move out of the way and the enemy gets hit (DM.) If it is the laser of a shaft, I have to move immediately so I don't get hit. 

Just an idea, maybe make the striker laser four parallel lasers instead (one for each barrel,) or make it thicker or another color altogether (orange instead of red and purple instead of blue.) 

 

Please give me feedback, I would be very pleased if this was implemented into the game!!!

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Striker laser is too similar to Shaft and at medium to long range, it is quite difficult to realise whether you're running into a shaft or a striker. Both enemies have to be dodged in a different way.
I realise it's difficult to give a separate color so my suggestion is to give striker two lasers. Two parallel beams quite near to each other won't cause too much confusion and they'll also serve the job of being distinguishable from Shaft.

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Striker is cool. I give it an enthusiastic thumbs up. But there is one thing really annoying about it, hopefully it can be changed...

 

When you are locking onto a target, say a Shaft, and you get knocked by someone's fire, and your laser falls upon a noob Smoky, you swing back to the Shaft, it's been under a second, but because the laser saw the Smoky it forgot about the Shaft and you have to start your lock-on from scratch. When you are in a crowded battlefield, this happens alot.

 

What makes it really bad is it's not something you'll ever overcome with experience. Doesn't matter how skilled you get with Striker, you're always going to have this problem.

 

How about keeping the lock-on stored in the gun's memory for the full second even if other targets get in your line of site momentarily. If you get knocked and your laser hits the Smoky, it can start locking onto the Smoky, but still remember the Shaft in case you really wanted to go back to it before the second is up. I think this would be a significant improvement to the gun, eliminating the main source of frustration.

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How about keeping the lock-on stored in the gun's memory for the full second even if other targets get in your line of site momentarily. If you get knocked and your laser hits the Smoky, it can start locking onto the Smoky, but still remember the Shaft in case you really wanted to go back to it before the second is up. I think this would be a significant improvement to the gun, eliminating the main source of frustration.

There is another problem that friendly tanks counts as new target as well, hence restarting locking.

 

Initially facing this issue I concluded that I didn't had much time to master aiming and players will be able to overcome this shortcoming with skill eventually, but I agree this is not the case. It will only force players to choose heavy tanks to mitigate this and still won't fix it. I'll run a prototype with this behavior changed so aiming will remember last target until lock on will be completely lost or re-initiated by player with re-firing at new target. This might impact current aiming grace period of 0.7 sec down to 0.5 or less to compensate, idk, but the turret will be more consistent so it might be worth it.

 

Not sure if we will be able to update Striker's behavior until New Year's holidays though.

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There is another problem that friendly tanks counts as new target as well, hence restarting locking.

 

Initially facing this issue I concluded that I didn't had much time to master aiming and players will be able to overcome this shortcoming with skill eventually, but I agree this is not the case. It will only force players to choose heavy tanks to mitigate this and still won't fix it. I'll run a prototype with this behavior changed so aiming will remember last target until lock on will be completely lost or re-initiated by player with re-firing at new target. This might impact current aiming grace period of 0.7 sec down to 0.5 or less to compensate, idk, but the turret will be more consistent so it might be worth it.

 

Not sure if we will be able to update Striker's behavior until New Year's holidays though.

No, dont update the striker aiming. The aiming system is perfect, you need a lot of skill with it. Why changing that I don't see the point. The players just need to practice a little bit and need to get used to it.

 

90% of the tanki players don't have many skills, they are just driving around, shooting other tanks without any tactics. Just make a look at the youtubers who got the striker m4 for free, they still suck because they have less skills. They can play with Thunder, Fire, Freeze, Vulcan and Hammer very well, because these turrets dont require much skills. Dont make striker like all the other guns, it should be way more difficult, like how it is now.

Edited by C_JIlO6oBbIO

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No, dont update the striker aiming. The aiming system is perfect, you need a lot of skill with it. Why changing that I don't see the point. The players just need to practice a little bit and need to get used to it.

 

90% of the tanki players don't have many skills, they are just driving around, shooting other tanks without any tactics. Just make a look at the youtubers who got the striker m4 for free, they still suck because they have less skills. They can play with Thunder, Fire, Freeze, Vulcan and Hammer very well, because these turrets dont require much skills. Dont make striker like all the other guns, it should be way more difficult, like how it is now.

Those turrets do require skill and strategy at the high ranks. Just because a turret requires the most skill doesn't mean that it fits into the gameplay with the rest.  A lot of skill with it? As soon as any fool sees that laser on him/her, they will move away.

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