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Let's Discuss Striker!


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Poll on Striker  

20 members have voted

  1. 1. Which gaming style do you prefer when playing with Striker?

    • Attack
      18
    • Defence
      4
    • Support
      7
    • Parkour
      0
  2. 2. Which Striker augments do you prefer?

    • Standard
      2
    • Remote rocket explosives
      5
    • Missile Launcher "Hunter"
      6
    • Missile Launcher "Cyclone"
      6
    • Missile Launcher "Uranium"
      9
    • Stunning Missiles
      7
    • Armor-Piercing Missiles
      5
    • Adrenaline
      3
  3. 3. Which skin for Striker do you prefer?

    • Standard
      4
    • XT
      9
    • UT
      11


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This turret is very weak, it is nearly impossible to lock a target without being killed... they sould reduce the time by half

You do know that it has two modes, right? There's a single mode and a lock on mode. I find that it's very tempting to use the lock on mode many times.

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You do know that it has two modes, right? There's a single mode and a lock on mode. I find that it's very tempting to use the lock on mode many times.

It may be "tempting" to try for a lock-on salvo but - it rarely works - for reasons described.

 

And even IF a lock-on is managed the tanks (all on speed these days) often manage to avoid 1-2 of the 4 missiles.

 

Striker has very limited use in today's Tanki.

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Why use this turret when railgun is infinitely better?

-Instantly travelling shots

-higher damage

-can be effective at close range

-the long barrel can act as an iron-sight, assisting aiming

-long reload, but only very slightly longer than that of striker

Also railgun may not have the homing attack, but in the time it takes to lock onto something the railgun probably would've already knocked off your aim. The homing attack's only real use is locking onto a heavy hull in a very open space without any impact-force based guns around. (thunder, smoky, hammer, etc)

 

The only things that railgun isn't better at is the slight pause before firing, and the fact it doesn't have splash damage.

Also in my opinion railgun looks boring. Though appearance doesn't really matter for war machines- it's all about usefulness.

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Hi all, Is there some Striker upgrade that allows an incredibly fast lock on, like a fraction of a second? I was in a battle against one today waving the sighting laser all over the place, rarely still but rockets still homing in on targets. 

 

As a railgunner I can say yes they are of some use close up depending on hull but if you don't kill 'em with the first shot you are usually toast.

 

I use railgun to snipe from one end of Massacre to the other, You can get very good at aiming with practice. You also get used to the delay after hitting the fire button. very useful for final adjustments or when your target gets taken out by someone else but you've already pressed fire. whip the turret onto someone else. 

 

I know how easy it is to get attached to a turret and be disappointed that it doesn't perform how you would like it to in all situations. Pick your battles. You don't see many Hammers in massacre usually because they don't get in range before some git with a railgun picks them off!

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Hi all, Is there some Striker upgrade that allows an incredibly fast lock on, like a fraction of a second? I was in a battle against one today waving the sighting laser all over the place, rarely still but rockets still homing in on targets.

This player had either a very bad ping, so that he managed to keep the laser on his target on his screen, while not all commands reached the server in time and therefore it looked like his laser wipes over the battlefield (like the turret of lagging players spins and moves in crazy ways.. no difference to that).

 

On the other hand it might be, that he used a hack that is around for Striker turrets, which makes you lock on a target and not loose the lock on no matter where you point your laser to. So once the lockon procedure started it will continue, even if the laser is pointed away, if a house is between the striker and it's target or whatever. The lock-on circle will fill up and the rocket salve will be released, homing for the target.

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I think I've been playing with the Striker turret for some time now, and the truth is that it has disappointed me a lot. When I bought it in M0 and started using it, I immediately noticed how "badly optimized" this turret was, I said: It must be because it's M0. So I decided to upgrade to M1. And I continued with the same result.
 
 Striker, as an idea, is interesting, striking and original in the game. But frankly, it's not what I expected.
 
 Let's think a little, Striker is a turret that has 2 modes. Single Shot and Burst Shot (4 per Shot). Average damage and lethal damage. However, although it is all in one, it comes out more to play with other turrets.
 
 Striker has damage similar to Thunder (when firing from 1 rocket), with the difference that Striker is skilled. Do I want a turret with damage in area? I better get Thunder. I want a turret of lethal / fulminating damage? I better go for a shaft. But what happens if I want a turret with these 2 characteristics? Did I buy Striker? No. You buy Magnum. I understand that the novelty of a turret with fixation is new in Tanki Online, but at least they could realize the statistics that they have put to it.
 

 

 I would dare to say that Striker is the least used turret in the game, I almost never see it in DM, TDM, CTF or CP, and even in AS mode. Nevertheless. The damage and velocity of the projectile is fine, but leaves much to be desired from most of its aspects.
 
Now my solution / suggestion is to give it a buff. But that it can be appreciated and well within the game. And here my ideas:
 
 
  1. Decrease the Aiming Time: Honestly 3.5 / 3,324 / 3,221 / 3,118 / 3.0 is a time ... not excessive but it is a lot. Also, you have to remember that this turret, its projectiles are of skill. For example, with Striker M1, while I am fixing the enemy, I move, since I can do it, but the enemy likewise is covered and the Aiming is "cut". Therefore I would reduce it like this: 3,0 / 2,765 / 2, 398/2, 189 / 2,0. It may be an excessive "Buff", but I really think that even with something like this, you will not be able to achieve even a single projectile. It is a question of the enemy activating the Speed boost and moving horizontally. Overall, the missiles will be unable to change their route to him because of the speed with which he advances and turns.
  2. Turning speed of the turretI think this is a big problem. Striker is a small turret, but it has a very poor turning speed. By setting, if the enemy plays "going forward and backward" it is practically impossible to hit a rocket. Or, when screaming the 180 with only the turret is much more appreciable. To one that my solution for now is to turn the Hull and the Turret at the same time, but I think it could be increased maybe 20% in M0, M1, M2, M3 and M4 (Or M3 Full micro-upgraded).

 

 

Well, I think that's it, I'd like you to at least make the "buff" to the aiming time. I think that would be enough, at least for me.

 
 
 

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I think I've been playing with the Striker turret for some time now, and the truth is that it has disappointed me a lot. When I bought it in M0 and started using it, I immediately noticed how "badly optimized" this turret was, I said: It must be because it's M0. So I decided to upgrade to M1. And I continued with the same result.
 
 Striker, as an idea, is interesting, striking and original in the game. But frankly, it's not what I expected.
 
 Let's think a little, Striker is a turret that has 2 modes. Single Shot and Burst Shot (4 per Shot). Average damage and lethal damage. However, although it is all in one, it comes out more to play with other turrets.
 

 
 Striker has damage similar to Thunder (when firing from 1 rocket), with the difference that Striker is skilled. Do I want a turret with damage in area? I better get Thunder. I want a turret of lethal / fulminating damage? I better go for a shaft. But what happens if I want a turret with these 2 characteristics? Did I buy Striker? No. You buy Magnum. I understand that the novelty of a turret with fixation is new in Tanki Online, but at least they could realize the statistics that they have put to it.
 

 

 I would dare to say that Striker is the least used turret in the game, I almost never see it in DM, TDM, CTF or CP, and even in AS mode. Nevertheless. The damage and velocity of the projectile is fine, but leaves much to be desired from most of its aspects.
 
Now my solution / suggestion is to give it a buff. But that it can be appreciated and well within the game. And here my ideas:
 
  1. Decrease the Aiming Time: Honestly 3.5 / 3,324 / 3,221 / 3,118 / 3.0 is a time ... not excessive but it is a lot. Also, you have to remember that this turret, its projectiles are of skill. For example, with Striker M1, while I am fixing the enemy, I move, since I can do it, but the enemy likewise is covered and the Aiming is "cut". Therefore I would reduce it like this: 3,0 / 2,765 / 2, 398/2, 189 / 2,0. It may be an excessive "Buff", but I really think that even with something like this, you will not be able to achieve even a single projectile. It is a question of the enemy activating the Speed boost and moving horizontally. Overall, the missiles will be unable to change their route to him because of the speed with which he advances and turns.
  2. Turning speed of the turretI think this is a big problem. Striker is a small turret, but it has a very poor turning speed. By setting, if the enemy plays "going forward and backward" it is practically impossible to hit a rocket. Or, when screaming the 180 with only the turret is much more appreciable. To one that my solution for now is to turn the Hull and the Turret at the same time, but I think it could be increased maybe 20% in M0, M1, M2, M3 and M4 (Or M3 Full micro-upgraded).

 

 

 

Well, I think that's it, I'd like you to at least make the "buff" to the aiming time. I think that would be enough, at least for me.

 

I would sacrifice some salvo damage in order to get lock-on time reduced since at the moment, salvo happens so rarely the damage is practically = ZERO.

Edited by wolverine848

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Almost have this turret to M4. It's actually extremely effective if you know how to use it right. It's really difficult to aim this thing, especially with mouse controls, but once you get the hang of it, you would be able to hit a target a hundred meters away! It's probably the most satisfying thing in Tanki.

 

Personally, I use the salvo mode sparingly, except for targets which I'm 150% sure I'll be able to hit with it. Otherwise, there's just no point wasting 3 seconds for an unsure salvo instead of lobbing 2 shots.

 

There have been countless times I've used an entire salvo on targets which only needed 1-2 shots to finish off. -.-

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Almost have this turret to M4. It's actually extremely effective if you know how to use it right. It's really difficult to aim this thing, especially with mouse controls, but once you get the hang of it, you would be able to hit a target a hundred meters away! It's probably the most satisfying thing in Tanki.

 

Personally, I use the salvo mode sparingly, except for targets which I'm 150% sure I'll be able to hit with it. Otherwise, there's just no point wasting 3 seconds for an unsure salvo instead of lobbing 2 shots.

 

There have been countless times I've used an entire salvo on targets which only needed 1-2 shots to finish off. -.-

When compared to other turrets that have "secondary modes" Striker suffers badly.

Isida has two modes and never has issues using both.

Shaft primary is considered the scope - but it has no problems using Arcade to finish off those not one-shotted by scope.

 

But Strikers relatively long lock-on time (with a laser announcing its presence) makes its "secondary" mode used sparingly at best.

 

Only map that I've found striker even remotely useful on is massacre because there's not many places to hide once you leave the base.

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For any of those who have forgotten / dont remember or never saw the old topic / vlog in old tanki forum this is the missile launcher the devs were planning of implementing years ago they said it would be able to shoot around corners, etc from what i can recite.

 

But since then they have changed the turret significantly to probably balance / fit the other turrets that are already in the game

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It can shoot around corners, maybe not in the way player would have liked, by still possible. I've seen pros turn their turret in another direction or rock their hull up and down so that the missiles fly at a wider curve. 

I've also seen a viking on speed-boost avoid 2-of-4 missiles as it ran up the ramp on Serpuhov :angry:

 

Striker was not designed to cope with m3 hulls that are constantly on supplies.  The lock-on time and speed of missiles can't compensate.

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I've also seen a viking on speed-boost avoid 2-of-4 missiles as it ran up the ramp on Serpuhov :angry:

 

Striker was not designed to cope with m3 hulls that are constantly on supplies.  The lock-on time and speed of missiles can't compensate.

well that's more a problem of supplies making tanks so much more useful then without supplies.

 

Still agreed that the secondary mode of this turret is of rare use.

Maybe it would be more useful to have an alteration, that changes the salvo mode:

 

If you hold the fire key for more then 0,5sec, then:

  1. Charge up: there is no laser, but there is a red, blinking warning light on the top of your turret. Your reload bar goes to zero immediatly and starts to build up within 2,5sec.
  2. after those 3sec (0,5+2,5) charge up have passed the red light stops blinking and is constantly on.
  3. If you release the fire key now, a salve of 3 rockets will fire, whereby rocket 1 flies straight and rockets 2 and 3 follow rocket 1 (as good as it gets. This is in order to hit elevated targets by this mode).
  4. the reload after unleashing such a salve is slightly longer then the usual reload.
  5. (if you relase the fire key during the charge up phase, no rocket is launched and your reload continues to fill with normal rate)
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I don't know about you guys, but I Striker is just fantastic! I think it is more well suited for medium maps, like Polygon. I use the salvo mode sparingly, but I always make sure they hit.

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Striker is like the Dicker Max of World of Tanks. You end having not only to fight the enemy team, but also your own team who just loves to drive in front of you and cause you to self-destruct when firing a salvo.

Please don't remind me.

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When Striker is in the groove it is more than fine it is a beast. But if the mojo is off by just a little the beast is not to be found.

 

I was compelled to play some MD missions during the epic Labours of the holiday and I have to admit Striker did well. GB+DD+Salvo . . .

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I also like it  when your rocket misses the intended target, but then destroys two random tankers about 100m away. :ph34r:

Edited by Stinger911
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I also like it  when your rocket misses the intended target, but then destroys two random tankers about 100m away. :ph34r:

it seems firing blindly into areas where tanks are "likely" to be is almost as effective as actually trying to target enemies.

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