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


theFiringHand
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@Lasers

 

At M3 you do not see Shaft lasers any more. And if you do, you see them just for a splitsecond.

So any active Laser you see around is most likely a Striker.

 

At M0..M1, partyl also at M2 its differently of course.

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They did an awesome job with the new turret.


I thought a missile launcher was a bad idea for the game. Looks like they found the only possible way that it could work.


There are a few minor issues though:


1. It loses the lock on very easily.


2. If you're at a corner you can easily hit the wall because the turret is wide.


I think it should have two laser to improve the lock on and, the turret should be narrower.


This is my idea...

 

Destructor.jpg

 

The two lasers touching each other when the lock starts will also let others know it is a Striker and not a Shaft.

 

What do you think?

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They did an awesome job with the new turret.

 

 

I thought a missile launcher was a bad idea for the game. Looks like they found the only possible way that it could work.

 

 

There are a few minor issues though:

 

 

1. It loses the lock on very easily.

 

 

2. If you're at a corner you can easily hit the wall because the turret is wide.

 

 

I think it should have two laser to improve the lock on and, the turret should be narrower.

 

 

This is my idea...

 

Destructor.jpg

 

The two lasers touching each other when the lock starts will also let others know it is a Striker and not a Shaft.

 

What do you think?

+1 I think this is a great idea. If the two beam land on you slightly apart then join as the weapon locks, targeted players will know exactly what they are facing and how much time they have to take cover.

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@Lasers

 

At M3 you do not see Shaft lasers any more. And if you do, you see them just for a splitsecond.

So any active Laser you see around is most likely a Striker.

 

At M0..M1, partyl also at M2 its differently of course.

+2 This is also true. Shafters have by M3 mastered the fine art of concealing their beam behind a distant object, then nudging it onto you a split second before the kill. Striker does not allow for this behavior, which is certainly by design.

 

That said, I do support making the beams different colors. could be as simple as purple and orange.

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I see the Striker as no more than a nuisance weapon to take out those who are too busy fighting to pay attention or just get unlucky by being caught out in the open. It's full of bugs right now, hard to aim in single launch mode (the missile is liable to go anywhere) , has to expose itself for very long periods of time to use full missile launch, and is easily knocked off aiming lock. So as of right now it's a "OMG! I can't believe I got hit by that piece of CRAP Striker" weapon, because it is almost worthless right now.

Edited by Dliver
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All what devs need to do is removing laser from striker,benefits of doing that:

 

1.shafts and strikes now will have separated look(laser case)

 

2.people see striker's laser and go behind ,but removing laser will help striker users to act normally with that.

 

Dear Cedric debono please tell these to developers If possible.

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All what devs need to do is removing laser from striker,benefits of doing that:

 

1.shafts and strikes now will have separated look(laser case)

 

2.people see striker's laser and go behind ,but removing laser will help striker users to act normally with that.

 

Dear Cedric debono please tell these to developers If possible.

They would have to reduce the damage. Four rockets nearly kill my M4 Titan. With those rockets striking without warning... too powerful.

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I see the Striker as no more than a nuisance weapon to take out those who are too busy fighting to pay attention or just get unlucky by being caught out in the open. It's full of bugs right now, hard to aim in single launch mode (the missile is liable to go anywhere) , has to expose itself for very long periods of time to use full missile launch, and is easily knocked off aiming lock. So as of right now it's a "OMG! I can't believe I got hit by that piece of CRAP Striker" weapon, because it is almost worthless right now.

Much more than a nuisance when a full hit wipes out my M4 Viking and cripples my near-M4 Titan so that merely a breath from a passing Freeze or Firebird finishes me off.

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Much more than a nuisance when a full hit wipes out my M4 Viking and cripples my near-M4 Titan so that merely a breath from a passing Freeze or Firebird finishes me off.

Yes it sucks big time if you get hit with a full barrage of missiles. But from playing the Striker it is hard to get those lockups. It's very easy to break lock when the other guy simply goes behind something or someone, or by simply moving around a lot. I easily break lock just by keeping on the  move even with my Titan. On the other hand once everyone knows that there is a Striker around, it just becomes a sitting target every time it tries to lock-up someone. Plus with that wide launcher it makes it very hard to just pop out for single launches. If you don't fully clear what you were hiding behind you just hit that obstacle and give yourself some splatter damage. Also it is very laggy switching from lock up to single launch mode. I think it should do a single launch at the target if you fire before full lock up. That would really mitigate it's one major bug and flaw while not making it over powered. I say if a guy wants to take the chance for full launch by sitting out in the open, more power to him. But if you really want to make it an effective weapon, make it easier and more accurate in single launch mode.

Edited by Dliver
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Striker is a junk weapon. It should fire at least one shot when you let go of the spacebar after the aiming laser,, I couldnt even get a lock on a pile of reds going after the gold. everyone was movving too much and it would start over,, total nonsense.

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@easier aiming requests in arcade mode

 

well the rocket speed is good already; but they have a acceleration. If the acceleration period would be shorter, the rockets would launch almost at full speed and this would make it easier to hit targets.

 

But still I think we should wait a little. the turret is in the game for 1 week. Remember how we all performed after our first days with railgun :p

Lets see if some master it or find effective tacitcs and battle situations to make use of it.. those will spread fast if they work well. Buff it a bit later.. and in small steps.

 

Or Tanki hands out a few sets of alterations for free to make us try different settings of the turret. Those will be simply available for every sriker pilot (no purchase) and will vanish in a few weeks again. So you could have a mass test. To tell the version appart from each other, the rocket colour could be different

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Hey all,

 

I'm glad to see that many of you have tried out the new Striker turret and are giving your critical feedback. I promise you that our programmers will be taking it into consideration and tweaking the turret accordingly. Of course, we'd have loved to roll out a perfect turret from the get go, but as you probably understand, no amount of testing on the test server can ever yield this amount of detailed feedback. Unfortunately, new equipment always needs to spend some time in the actual game for us to understand where we've hit and where we've missed.

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actually I am quite happy, that you did not make it overpowered from the start (like hammer and vulcan back that time), so from my point of view Striker is a good job.

Its always better to have turrets start a bit weaker and to make em stronger afterwards, instead of making them too strong and take performance away later. Adding performance makes the players happieier then taking it away ;)

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My main issue with striker is, that I can not hit moving targets on higher elevations in SINGLE ROCKET mode (lockon works of course).

 

 

It's ok that I have to lead my aim forward to compensate for their movement, but if I do so, the target os out of the autoaim box for vertical autoaim. I have no chance to hit them. Every other turret can do so, but striker can't

 

I thought of a solution.. and I think it would work if the rockets themselfes get an autoaim box, after they left the turret. This autoaimbox could be horizontally open wide to detect targets. At the same time the rocket would _not_ be able to stear left/right... BUT -> only up/down.

So it could only compensate for different elevations automatically, while the left/right aiming is still a manual job for the player.

 

I made a picture, but it's not so easy to understand. Take a bit of time :P

29fxsn6.png

As said, this is only for the arcade rockets, and the rockets can only compensate for elevation, not for left/right aiming mistakes.

Also if you shot too early or too late, the rocket will pass by your target, even if it reached the correct elevation.

Edited by BlackWasp777
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Hello ... programmers tankers ... you want to talk about a new weapon ... an excellent weapon, but the tank is filled with four rockets at a very slow speed ... I wish I could be more appropriate speed. .. I and many of the players can not score points in the battle ... let us have more speed in the fullness or let it be like a telescope such as the shaft, such as the tank is full speed to launch four rockets faster, especially in M3

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Isida, M2 alteration for more selfhealing

 

selfhealing is a percentage of damage dealt. So if I sacrifice damage, it influeces my selfhealing too.

M3 Isida, of stock:         damage: 524/sec, selfheal 52/sec

M3 Isida, M2 alteration:  damage: 367/sec, selfheal 73/sec

 

So

- you have to stay longer infront of your enemy as you deal less damage

- while your selfheal is still far beyond beeing useable and does not compensate for the longer exposure to his fire

 

Of course the things look different, if I use this turret on DP. But honestly, it cant be the target to craft a tower, that can be used in DM only on DP. Thats.. not good.

 

--

 

Please undo the link of DP and selfheal.

 

 

If in case of a DP the selfheal in HP/sec would not double with the damage, then this turret would be way easier to balance. Then it could be made usefull in drug-free battles, and can be non-overpowered in drugged battles.

Like that:

M3 Isida, of stock:         damage:  524/sec, selfheal 105/sec

M3 Isida, of stock, DP:   damage: 1048/sec, selfheal 105/sec

 

M3 Isida, M2 alt:           damage:  367/sec, selfheal 210/sec, energy +4sec so more healing capacity

M3 Isida, M2 alt, DP:    damage:  734/sec,  selfheal 201/sec, energy +4sec so more healing capacity

 

(figures in the proposal are just an example, to make clear the unlink of DP and selfheal. I have not checked if the selfheal values in my proposal are balanced vs TTK of turrets + health of different hulls)

 

 

Edited by BlackWasp777
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The lack of elevation control in the Striker is a significant problem.  Playing Sepuhov from the lower level, there is no way to make single shots to the upper level.  It is possible with a salvo mode lock-on, but not for single shots.  This turret needs some kind of elevation control or some auto-aim for elevation in single-shot mode.

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You should quote the original post if you want to reply to that person. I only merged the topic :)

I wasn't talking to that person.  My comment that the Shaft and Striker laser do not need to be different was intended for the developers.  They are the audience who needs to know that this isn't a problem..  

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90% of the tanki players don't have many skills, they are just driving around, shooting other tanks without any tactics. 

That's probably because that's exactly what 90% of the tanki players want to do.  We (I'm in that group) don't want to be super-ninja skilled professionals.  We just want to point and blow things up.  Enough said.

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The lack of elevation control in the Striker is a significant problem.  Playing Sepuhov from the lower level, there is no way to make single shots to the upper level.

I share your concern. What do you think about this proposal?

http://en.tankiforum.com/index.php?showtopic=344859&page=16&do=findComment&comment=5936149

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They could apply the same vertical axis used with Twins (full salvo) and Smoky (single) shot.

The autoaim feature you mention, checks if there is a tank upwards/downwards of your point-of-aim, and will redirect the rocket.

This works

 

But if your enemy moves, you cannot simply aim right under him to use the autoaim feature. You do this, the rocket goes up, but he is on the move and you will miss.

 

If your enemy moves, you have to lead your aim forward to left or right of his current position, to a point you anticipate he will be there soon. Then you release your rocket.. autoaim checks for elevation.. and "see's" no tank up/down your point of aim (as you lead your shot forwards). Your enemy will soon be there.. you know that.. but autoaim does not know that. this is what has to be fixed.

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