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


theFiringHand
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Curious....

 

The first Smoky Alteration: +30% Impact | -100% Critical Hit

 

The second Smoky Alteration: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40%

 

So when used together: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40% | +30% Impact 

 

Correct?

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Fire alt looks weak, did you read my earlier post on this? But yep, I agree, that Hammer alt sounds too OP (35%? Come on, 50% is better), and maybe the same with Smoky. The Firebird alt is exactly like the freeze one, and it DOESN"T INCREASE THE TOTAL RANGE, meaning the V-log visual misled us players.

 

Freeze alt is also underpowered, and same with Isida.....but it's in my earlier post. :) :

 

http://en.tankiforum.com/index.php?showtopic=344859&p=5929555

OOPS. I read the fire alt like +70% cone angle instead of -70% (and was like, what the?-)

 

>.<

 

Sorry, my eyes are failing me.

 

But that means either railgun/smoky/vulcan takes that coveted title of OP. Wasn't there an earlier alt introduced that decreases smoky damage though? These alts are going to tweak the same parameters left and right?

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Curious....

 

The first Smoky Alteration: +30% Impact | -100% Critical Hit

 

The second Smoky Alteration: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40%

 

So when used together: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40% | +30% Impact 

 

Correct?

Yeah this was what I was thinking too. When there are multiple alterations, they need to be averaged out instead of taken at face value.

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Wasn't there an earlier alt introduced that decreases smoky damage though? These alts are going to tweak the same parameters left and right?

Complete removal of Critical Hit for an extra 30% Impact. Is that the Smoky alteration you are talking about?

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Think it does, since the explosion impact = part of splash damage? IDK. I always thought it was the shrapnel coming from the explosion, therefore no explosion = no splash? So no splash = no explosion... IDK. I could be wrong too :P Ask CD

I always thought it was a "shockwave" of air that propels the shrapnel. No shrapnel = no shockwave? Not necessarily.

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Good one :)

Looking forward towards it ;)

 

Where are the discounts?  :ph34r:  :ph34r:  :ph34r:

 

I'm confused. Should I buy Viking M3 or Hunter M3? 

Condition: I can buy any 1 of them, I can't buy both.

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Good one :)

Looking forward towards it ;)

 

Where are the discounts?  :ph34r:  :ph34r:  :ph34r:

 

I'm confused. Should I buy Viking M3 or Hunter M3? 

Condition: I can buy any 1 of them, I can't buy both.

Viking FTW

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Curious....

 

The first Smoky Alteration: +30% Impact | -100% Critical Hit

 

The second Smoky Alteration: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40%

 

So when used together: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40% | +30% Impact 

 

Correct?

Where is the the -100% Critical Hit in your combined?

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Curious....

 

The first Smoky Alteration: +30% Impact | -100% Critical Hit

 

The second Smoky Alteration: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40%

 

So when used together: Min damage +50% | Max damage +20% | Critical hit damage +20% | Reload time+40% | +30% Impact 

 

Correct?

There would be no critical hit at all. The percentages merely show the effect, not the other way around. So you would be correct, except no critical hit at all.

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The new turret sounds awesome.

 

Friendly fire should make things more interesting.

 

I can't imagine why any Vulcan user would want to use the new alteration. You're taking this gun in entirely the wrong direction. The barrel spin-up and spin-down are too fast already. The barrier to entry for Vulcan should be difficulty of use. The reward should be power. You're turning it into a kid's toy.

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Wait a sec, So tanki are releasing a new turret in the game but are only making the protection available to purchase as an extra module? So no protection is being added to existing modules?  :unsure: meaning if we want protection we have to spend 250k  :unsure:

yes. simply yes.

 

 

And:

If you like poly CP you might have to get two modules to have one for each situation (like striker-twins-thunder and striker-fire-freeze).

Edited by BlackWasp777

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Hazel,

 

could you please briefly explain the damage model over range of the striker turret?

 

  • I've seen there is a min and a max damage, I assume the actualy damage of each rocket is a random number in between, according to a bell curve like smoky or rail?
  • I've seen there is a range of >500+ meters.. but no [range of max.Damage] or [range of min.Damage]; but there is a weak damage with 10%. How does this work? Is the inital random damage dealt only at 0m distance, and then continously decreased to 10% at range=500+ ?

Thanks!

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All in due time.

I think the 10k exp achievement should be "whirlwind", the 100k exp achievement should be "hurricane", and the 500k exp achievement "stormbringer". Also, who else thinks the name should be changed to "Tornado"? Let's face it, "Striker" is a lame name, and either way it seems more appropriate for a hull. Plus, there is the M1126 Stryker, a wheeled vehicle, and the 9A52-4 Tornado, a 4-barreled MLRS system. Hmmm. I would reconsider the name, if I were one of the developers. Which would you rather use if you didn't know what it was, something called "Tornado" or something called "Striker"? And even though the name Tornado is used in a kit, don't forget about the m1/m1 smoky/viking kit.
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Hazel,

 

could you please briefly explain the damage model over range of the striker turret?

 

  • I've seen there is a min and a max damage, I assume the actualy damage of each rocket is a random number in between, according to a bell curve like smoky or rail?
  • I've seen there is a range of >500+ meters.. but no [range of max.Damage] or [range of min.Damage]; but there is a weak damage with 10%. How does this work? Is the inital random damage dealt only at 0m distance, and then continously decreased to 10% at range=500+ ?

Thanks!

Sure.

  • Min-max damage is always a damage spread for standart hit on distance of max damage, only exception is Shaft. You are correct. It works as any other normal turret in case of damage spread.
  • Rockets damage does not degrade over distance, but after max range every rocket explodes. 10% weak damage is for splash damage only.
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Time to start a new alt for Striker... :D

 

Except what's gonna happen to the kit named Striker with  M1 Smoky, Viking, and Swash? It's kinda weird... 

I thought of that as soon as I saw the name

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Sure.

  • Min-max damage is always a damage spread for standart hit on distance of max damage, only exception is Shaft. You are correct. It works as any other normal turret in case of damage spread.
  • Rockets damage does not degrade over distance, but after max range every rocket explodes. 10% weak damage is for splash damage only.

Thanks very much for the prompt answer :)

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yes. simply yes.

 

 

And:

If you like poly CP you might have to get two modules to have one for each situation (like striker-twins-thunder and striker-fire-freeze).

What was the lag between introduction of Hammer and the release of Hammer protection paints?  Did Hammer enjoy a long Renaissance (mass killings) before the protection came out?

 

Will be a good idea to stay away frpm Ploygon CP (and any other CP that has 1 node) until we get protection.

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