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


theFiringHand
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If one can dominate the battlefield with striker it doesn't mean it's overpowered, it means the mentioned tanker has mastered his turret to the perfection. It's crucial not to interchange this two things.

And no striker isn't OP, just try it yourself ;) .

I doubt a tanker would become omnipotent with a turret so quickly after its release.

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I saw 1..2 strikers in Poly CP per team. They did well but none of them ruled the field. And consider that protections are rare today.. as mentioned.

 

So General_Owusu, I doubt it is OP at the moment. You are simply skilled with this turret and the apropriate tactics; and you seem to play the right maps for it

A M3 Striker salvo does takes away 90% of the health of an M3 Titan.  That seems OP to me.

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I played a lot of hours Titam M3 on Polygon CP. The strikers do take away a lot of health, but it does not happen too often. The issue is that they would like to lock on.. but players learn fast how to dodge the lock-on, how much time they have to doidge.

sometimes I even waited until the rockts were launched and dodged behind a wall - I was hit by 1 rocket, 3 hit the wall. And that with a large, slow Titan. So.. the turret has a large damage potential, but the long lock on time balances that out.

 

No Striker dominated the Poly CPs I played in.. and I played a lot today (all with legend ranks)

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Minor bug with Striker perhaps... any time I have another tank on top of me, like right on my face, and I fire a rocket, you hear it, I believe you hear the fire and impact because it sounds like a whip when they are that close together (sounds awesome), but no damage is dealt, you don't see any numbers on the screen, nor do you receive self-damage from splash. This seems to happen every time without exception.

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I played a lot of hours Titam M3 on Polygon CP. The strikers do take away a lot of health, but it does not happen too often. The issue is that they would like to lock on.. but players learn fast how to dodge the lock-on, how much time they have to doidge.

sometimes I even waited until the rockts were launched and dodged behind a wall - I was hit by 1 rocket, 3 hit the wall. And that with a large, slow Titan. So.. the turret has a large damage potential, but the long lock on time balances that out.

 

No Striker dominated the Poly CPs I played in.. and I played a lot today (all with legend ranks)

Dodging in a Titan... those two words don't go together too well.

 

Try playing blue team on Noise when Red has a couple strikers up high. You only have 3 access ramps and... little room to "dodge".

 

The damage per rocket needs to be lowered some.

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Dodging in a Titan... those two words don't go together too well.

 

Try playing blue team on Noise when Red has a couple strikers up high. You only have 3 access ramps and... little room to "dodge".

 

The damage per rocket needs to be lowered some.

Well how are you going to dodge a shaft or railgun? How are you even going to dodge a twins? That doesnt make the turret OP.

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Well how are you going to dodge a shaft or railgun? How are you even going to dodge a twins? That doesnt make the turret OP.

Shaft cant do 90-95% of Titans health with one shot. Same for Twins... ;)

 

Any turret doing over 3000 dmg in "one shot" without reloading is OP.  It's just an opinion...

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The self damage is too high. Making it impossible to use in short to medium maps (like Arena, Hill, Noise, Polygon). Enemies keep coming very close to me. This is what I do to vs a Striker. This is the biggest weakness of this gun.

 

Also, I can do damages like 850 per rocket (I have 26 MU). But when the enemy get an armor, my rockets deal like 350 damage, max. It's pretty weird.

Edited by a7x_Pedro48

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Dodging in a Titan... those two words don't go together too well.

Try playing blue team on Noise when Red has a couple strikers up high. You only have 3 access ramps and... little room to "dodge".

The visible laser gives you time to prepare.. so you can go close a wall.. wait.. and then drive behind it.

Works nice

 

But you're right in Noise. Generally this turret is very good if you can aim down on your enemy (all turrets are, but this especially) and they have nothing to hide. In the middle platform of noise you lack hideouts at two of the three ramps, which cuts your options seriously.

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When does that contest begin?

They said it will start in the last week of December. Did it start yet?

I'm sorry to tell you this, but it started a week a go...... :lol: :lol: :lol: 

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Well you will probably need Striker modules to have a protection against Striker Self Damage.

I have a feeling it's true because I tried firing against the wall with both Clay LGC module (50% against Thunder) and Non Thunder module (Badger T-F), and receive the same amount of damage, so I wasn't sure.

 

It's actually very hard to choose a module for Striker. -_-

Edited by Phoenix.Rising

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If the rockets hits something, you are just a bystander, like any other tank else.

So you need a striker module to protect yourself.

In the end I brought Rico-Striker-Thunder module. But now it stands at 45%. In lieu of SD, I should make it full or leave it?

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pls reply to this comment.

 

Every time that they come out with something new every 1 tried to buy it.  that is normal.  But to counteract the great demand they have to add new alterations and more stuff when the weapon has been in the game for a few months and it is not a big deal.  I think that the weapons that are in the game are the only 1's that DO need to be in the game.  Every time that a new weapon or hull <----- (probably will never happen) into the game it causes crazy-ness and then they have to add more updates to fix it.  in other words STOP ADDING STUFF!!!

 

reply if you agree

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pls reply to this comment.

 

Every time that they come out with something new every 1 tried to buy it.  that is normal.  But to counteract the great demand they have to add new alterations and more stuff when the weapon has been in the game for a few months and it is not a big deal.  I think that the weapons that are in the game are the only 1's that DO need to be in the game.  Every time that a new weapon or hull <----- (probably will never happen) into the game it causes crazy-ness and then they have to add more updates to fix it.  in other words STOP ADDING STUFF!!!

 

reply if you agree

Buddy, this is the first time in 2 years a new turret has been added. Its going to change things up... that's the point of it. Idk why you would want a game that does not change at all...

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For all striker users, which module would you use against self damage?

I always wonder about this... If I use Thunder protection module, does it really help against Striker Self Damage? :mellow:

I tested it, result:

One shot; with 35% Striker protection:                                              One shot; with 33% Thunder protection:

tXRJe5Q.png yhKa0Xf.png

My Hornet has almost 2000 HP and the minimum damage Striker can do is 665. As you can see in the left pic, only 25% of my HP has been taken away, which is less than the minimum damage, while in the right pic, almost 35-40% of my HP has been taken away (well within range of the damage). This leads me to believe only a Striker module will protect you against self damage from Striker.

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To me striker is kind of old version of shaft back in 2012 lol

 

 

Where it used to take time for the shaft to get to full power in sniping mode xD

 

And there are few things need to be changed to make it work

Edited by zainslimshady

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I wish they'd have gone easier on those decorations for the bushes and vegetation. The more I play this holiday season, the more I get bugged about not being able to see tanks, drops etc.

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I have bought M2 Striker and I feel it is really bad compared to other turrets.  

Usually I manage to be in the top 5 score of my team but with this Striker I seem to be always within the lower half of my team score.  

  • Its SO difficult to hit someone with the "lock-on" feature: either he moves / hides / kills you / team mates kill him / self-destructs / his team mates kill him / someone gets in the way / shoots you and moves you 
  • laser makes you a sitting duck with the time you spend not able to move because if you move, you easily lose lock-on 
  • and when you shoot with one missile..... not even God knows where the missile will end up
  • and if the enemy is right next to you, you self-destruct...

There are so many variables working against you that make this turret much worse compared to other turrets

Maybe in theory and on youtube this turret looks good, but in practice it is not... on all maps...

Please either remove laser ( it would still be verryyy difficult to hit someone) or make the one missile better

otherwise it will just be a useless ornament in my garage

Sorry for my negative post. (I rarely post ) but it reaally needs to be buffed up.

 

PS: oh and i forgot to say, every time an enemy see you they try to hit you even though there are 5 other tanks they could hit because they know there is little you can do about it....

I fully agree with this and I have written my criticism here: http://en.tankiforum.com/index.php?showtopic=235814&page=17#entry5945063

Edited by theo1900

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