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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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Is there any issue with Striker's vertical aim? The amont of times this thing fires upwards in single-shot is ridiculous. I use the laser to aim at a target before shooting, and the missile just flies over their heads. I use Mammoth with it, so it can't be the gun's recoil.

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Is there any issue with Striker's vertical aim? The amont of times this thing fires upwards in single-shot is ridiculous. I use the laser to aim at a target before shooting, and the missile just flies over their heads. I use Mammoth with it, so it can't be the gun's recoil.

When yu are driving forward the nose of your hull tips upward by a few degrees. This is wnough to send shots high. You have to take your finger off the up arrow for a split second while shooting.

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It happens even when I'm not moving

Low hulls maybe, like Viking, I have sialed so many shots over a Viking.

 

I am constantly rocking my hull, even when "still" I am doing tille back-and-forth rocking for eaxtly what you describe. You have to aim by eye left to right and up to down with Striker AND do so while compensating for the parallax error due to the launch tubes' off-center locations. It is simplt the hardest turret to master. 

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I think that Striker's lock-on is fine at low ranks, but underpowered at higher ones. Why? I find it hard to lock-on to a Titan or Dictator M2 on drugs. And remember - Speed Boost does not decrease the lock-on. Also, my lock-on will be the same at M4 as it is now. Does that seem fair? I think the same upgrade differences should be applied for the lock-on as the reload. This would make it's M4 lock-on 2.52 seconds. This seems more fair, considering that a Mammoth M4 is nearly as fast as a Hunter M0.

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I don't think the lock on was meant to be used too often though. The turret already better than Thunder in damage, reload, range, and splash! I usually reserve lock on modes for completely open spaces.

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I don't think the lock on was meant to be used too often though. The turret already better than Thunder in damage, reload, range, and splash! I usually reserve lock on modes for completely open spaces.

Striker damage (single missile) does 665-817 damage at m3 while Thunder does 650-900.  Thunder has better avg damage.

 

Striker reload is better but - Thunder will hit moving targets way more often since it has no travel time. Striker missiles are too slow to be effective against moving targets at anything beyond medium range.

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Funny thing is that those missiles damage does not decrease over range, while thunders damage decreases to 50% rather quickly.

With striker it all comes down on how well you can aim. If you have awesome aiming skills, it is great.. if not, then it's bad. Of course it helps to choose the right maps.

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Striker damage (single missile) does 665-817 damage at m3 while Thunder does 650-900.  Thunder has better avg damage.

 

Striker reload is better but - Thunder will hit moving targets way more often since it has no travel time. Striker missiles are too slow to be effective against moving targets at anything beyond medium range.

Sorry, I meant to say that Striker has much better damage per minute over Thunder. In my opinion, the projectile travel time is a good balancing factor over Thunder if you can't adapt to it, but once you do, Thunder becomes second-rate really quickly.

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I don't think the lock on was meant to be used too often though. The turret already better than Thunder in damage, reload, range, and splash! I usually reserve lock on modes for completely open spaces.

It's what makes the turret unique! True, you are probably supposed to use arcade shots more often, but I think the salvo mode is really underpowered. It's a beast at M0, but m1 feels terrible.

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Salvo mode is Striker's only saving grace.

I think the near-complete lack of protections against the turret can count too.  :P

 

Or at least make some alterations optimized for salvo mode. Such as decreased lock-on time at the cost of arcade rate of fire.

Hmm this could work. I'm also thinking about an alteration to double projectile speed at the cost of a 15 or 20% increase in reload time, It'll be similar to the Ricochet alt.

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Maybe when you fire a salvo tube 1 is reloaded by the time tube 4 ends the salvo? That would mean a 5th missile could be fired manually an instant after the last salvo missile. That would give the occasional salvo a little more of a threat. Or at least Striker would be able to engage a new threat right away.

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Maybe when you fire a salvo tube 1 is reloaded by the time tube 4 ends the salvo? That would mean a 5th missile could be fired manually an instant after the last salvo missile. That would give the occasional salvo a little more of a threat. Or at least Striker would be able to engage a new threat right away.

Not sure if that would make a difference. 

 

If the salvo never gets launched (lock-on time too long) your tweak never has a chance to happen.

 

The laser giving away the strikers location and intent to fire for 3 plus seconds is just too much for enemies to ignore.

They know if they kill you or at least impact you, the lock-on will never occur.

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My idea was not meant to solve every concern but ratehr to give it a bit more lethality w/o drastic changes. 

 

I think if it had a slightly faster ROF plus this effect that might do it. Since a salvo is about the same time as it takes to launch 4 missiles solo the salvo time would have to come down a little as well. The weakness is inaccurate shots. Adding more attempts will help offset this.

 

But personally I am not sure what is the best approach. I do agree it kags behind many other turrets right now.

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I think rather than seeing the laser, enemies should only see the reticle when they're being locked on instead. That way the target knows it's being locked by a Striker, but it won't know where it's coming from.

Edited by Battle-Spire
  • Like 6

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For me the biggest problem of striker is aiming. The dual barrel design makes it extremely hard to aim in long range, while irony this turret is designed for long range combat... 

That's what I thought and that's why I bought it.

 

Except for a few maps though, it kind of suks at long-range.   :(

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It is great at long range but it is not a sniper. :blink: The's a couple tricks to shooting that make those long range shots easier. I compensate for the wide turret by hull movement more than turret adjustment. Shoot left, skootch up, shoot right, skootch back. Sorta thing. 

 

Also  I found a couple angles on new Poly last night that are just sick. At least in Rugby. Rugby is kind to Striker oftentimes. B) But not every map is new Poly. 

Edited by LittleWillie

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Salvo needs a buff/nerf

Give it only ~1.5-2.0 seconds to lock on, but make the reload after salvo longer.

Then maybe we'd start seeing it in maps other than massacre

haha I played on Massacre the other day with my Striker.  There were three Strikers on the other team. I've never seen that many Strikers in one game before.

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haha I played on Massacre the other day with my Striker.  There were three Strikers on the other team. I've never seen that many Strikers in one game before.

ok - how many times have you seen this?

 

It is still by far the least-used turret.  Saw maybe two this entire weekend.

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