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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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I don't know the figure, but you can expect the figures in the wiki within a few days (usually).

 

 

To me the change was noticeable at my M3+ (+14MUs or alike). The aiming mode makes a bit more sense now.

 

Also the higher starting speed of the rockets shortens the acceleration period of arcade shots, so that the hit rate increased with less need to lead the shots (you still need to lead them ahead, but not as much as before).

 

Overall the efficiency of the turret has definitely increased.

While they did not solve the anoying parts, at least the non-anoying parts are more effective now.

 

(typical tanki.. instead of solving the annoyance they try to tweak all other stuff, but leave the basic reason for the annoyance in the game :P)

Edited by BlackWasp777
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Hunter has got to be the best hull for striker. The ridiculous stability to size ratio, decent speed, decent health, and an incredible ability to rock.

 

 

Tested it in Iran CP and got 15 kills and 10 deaths, which ain't bad.

Edited by DieselPlatinum

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Hunter has got to be the best hull for striker. The ridiculous stability to size ratio, decent speed, decent health, and an incredible ability to rock.

 

 

Tested it in Iran CP and got 15 kills and 10 deaths, which ain't bad.

Iran is a decent map for Striker.

 

The wide open areas give you the chance to use the salvo mode from time to time, while the narrow structure of the city parts makes your rockets explode close to the enemies if you miss.

It's fairly easy to aim upwards there as the targets at the roofs have to be pretty stationary; and if you're aiming downwards the distances are relative short so the rockets hit most of the time.

I like to play there with Striker

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Thanks to @Stratosphere the new Striker stats are now in the wiki. It got small boosts but on many ends (M4 stats):
  • Aiming Time: 3 -> 2.8 sec.
  • Min. projectile speed (now upgradable): 20 -> 25 m/s
  • Shell angular velocity (now upgradable): 45 -> 50 deg/s
  • Radius of average splash damage (newly introduced): 2 m
  • Average splash damage (newly introduced): 50%
  • Weak splash damage: 10% -> 25%

So what do you think of the new Striker?

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Thanks to @Stratosphere the new Striker stats are now in the wiki. It got small boosts but on many ends (M4 stats):
  • Aiming Time: 3 -> 2.8 sec.
  • Min. projectile speed (now upgradable): 20 -> 25 m/s
  • Shell angular velocity (now upgradable): 45 -> 50 deg/s
  • Radius of average splash damage (newly introduced): 2 m
  • Average splash damage (newly introduced): 50%
  • Weak splash damage: 10% -> 25%

So what do you think of the new Striker?

 

What is that 2m "Radius of average splash damage"? 

 

Striker seems slightly more playable.  The reduction in lock-on is 7%.  Better than nothing, but-  not much by any means.

 

Of course they completely ignored requests for a vertical auto-aim  :rolleyes:

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Yes, I think too that a more fundamental change to Striker would have been more fitting, like removing the laser, buffing auto-aim or a proximity sensor. But oh well picking the solution that is the most obvious seems to be too easy for devs.

 

What is that 2m "Radius of average splash damage"? 

 

Striker seems slightly more playable.  The reduction in lock-on is 7%.  Better than nothing, but-  not much by any means.

If I understand the concept behind the average splash damage and the radius of avg. splash damage correctly, I'd take from it that it is a big nerf for Striker's splash. I haven't conducted tests in the game for this, but in theory - depending on the distance of the tank that gets splash damage from the impact point - I would expect a splash percentage like this:

 

 

 

 

fOGkXzJ.jpg

 

 

 

When Thunder switched to this type of mechanic, it was huge splash buff. But it isn't this time...

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Yes, I think too that a more fundamental change to Striker would have been more fitting, like removing the laser, buffing auto-aim or a proximity sensor. But oh well picking the solution that is the most obvious seems to be too easy for devs.

 

If I understand the concept behind the average splash damage and the radius of avg. splash damage correctly, I'd take from it that it is a big nerf for Striker's splash. I haven't conducted tests in the game for this, but in theory - depending on the distance of the tank that gets splash damage from the impact point - I would expect a splash percentage like this:

 

 

 

 

fOGkXzJ.jpg

 

 

 

When Thunder switched to this type of mechanic, it was huge splash buff. But it isn't this time...

Wut??? :o

 

Tanks 2m+ away from target get very large reduction in splash? 

(Only way you get a bunch of tanks that close is when they trying to share overdrive.)

 

And if tank drives up close, the striker will receive 100% splash = same as the original target?

And this is same for Thunder?

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Wut??? :o

 

Tanks 2m+ away from target get very large reduction in splash? 

(Only way you get a bunch of tanks that close is when they trying to share overdrive.)

 

And if tank drives up close, the striker will receive 100% splash = same as the original target?

And this is same for Thunder?

Yeah  :D  :rolleyes:

I just tested Striker's self-damage (which is always the same as splash damage) and can confirm that there is a huge difference between directly shooting a wall (or 1 m away) and being 2-3 m away. So yeah that table is apparently correct.

 

Thunder was the first one which was changed from a linear decrease in splash% to the exponential-like type when they introduced the two avg. splash parameters. But for Thunder the values were different: on average you are doing now 90 % at 5 m (so you also do more than that for

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Yeah  :D  :rolleyes:

I just tested Striker's self-damage (which is always the same as splash damage) and can confirm that there is a huge difference between directly shooting a wall (or 1 m away) and being 2-3 m away. So yeah that table is apparently correct.

 

Thunder was the first one which was changed from a linear decrease in splash% to the exponential-like type when they introduced the two avg. splash parameters. But for Thunder the values were different: on average you are doing now 90 % at 5 m (so you also do more than that for <5m), whereas before you only inflicted 66% splash damage at that 5 m point. So for Thunder it was a big buff and for Striker it works like nearly removing splash damage.

That's brutal.

 

But didn't Thunder, once-upon-a-time have a flat  50% splash damage?  If u had 50% module u only received 25% self-damage?

 

In any event - as we can't pick our maps. striker is actually nerfed - since on the smaller maps every enemy will "hug" striker.

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Just select Cp. Those points will encourage players to stay there, so you would have enough time to apply them salvos.

I do.  But rarely get a map that is appropriate.  Getting lots of Sandal though  :angry:

 

Is Rio even in the rotation anymore?

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That's brutal.

 

But didn't Thunder, once-upon-a-time have a flat  50% splash damage?  If u had 50% module u only received 25% self-damage?

 

In any event - as we can't pick our maps. striker is actually nerfed - since on the smaller maps every enemy will "hug" striker.

As far as I know there was never an exception from the rule "splash damage = self-damage". It's a bit difficult to judge how relevant splash is to Striker. I haven't played Striker much since the update, but I think Striker's salvo got buffed and the arcade mode got a nerf. I think that splash is more important for the arcade mode than for the salvo mode (as for the latter the missiles hitting directly most of the time over the homing). Not sure yet about the overall impact.

 

On the other hand this change is then even more confusing as the devs consider arcade as the main mode, but I doubt that the majority of players do this.

 

I do.  But rarely get a map that is appropriate.  Getting lots of Sandal though  :angry:

 

Is Rio even in the rotation anymore?

I actually like the Sandal map - a lot better than Massacre and Highways, etc. Rio is included in the rotation, but apparently it has a lower probability to be played on.

Edited by BlackWasp777
removed quote of flame war

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You are a tester, right? Or just well-informed?

I noticed that after the latest patch slightly less tanks got destroyed by the splash and thought it was weird, now we know the reason. But apart from that I am very happy with the patch. Less misses due to higher rocket speed and the reduction from 3 to 2.8 in aim time is very helpful as well. Long-range arcade shots are still hard against small and medium hulls. I try to avoid them unless the tank is right next to a wall so at least I do splash damage if there is no direct hit.

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On the other hand this change is then even more confusing as the devs consider arcade as the main mode, but I doubt that the majority of players do this.

Quite the contrary actually, salvo mode sucks in most confrontations with the enemy.

Targeting takes 9237 years with a big bright laser shining down on the enemy; instantly revealing your position.

 

Only the obvious kills in the far far open ground can be killed by salvo mode. A bug in the salvo makes atleast two of the rockets miss in 20-30% of all firing. Sometimes none make the hit but sail behind the enemy; missed by a wide but constant margain. It's like there's an offset and when the enemy moves during the time rockets are still on their way; the offset gets fixed or delayed or something.

 

A few months ago, I started training myself using Striker as the only turret for weeks. I got better at it and I must say the arcade shots are useful and sometimes overpowered but only in flat maps. Iran and Desert are the best ones. As soon as you fire on moving targets from height difference, the auto aim system becomes flawed and you are just wasting time trying to shoot an enemy.

 

I stopped using Striker for a while and then tried it out again.. I sucked! Totally lost my feeling leading targets etc. I figured it'll take me months to get back to a level of skill that I lost in a week or two. Could be me... but for now I am only using it when MM decides to put me in either Desert or Iran lol.

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Mine is M4 actually; they say the buff is most noticable on higher modifications.

I don't see or feel the buff, if they wouldn't have told us they adjusted Striker; I probably would never have noticed the improvement.

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You are a tester, right? Or just well-informed?

I noticed that after the latest patch slightly less tanks got destroyed by the splash and thought it was weird, now we know the reason. But apart from that I am very happy with the patch. Less misses due to higher rocket speed and the reduction from 3 to 2.8 in aim time is very helpful as well. Long-range arcade shots are still hard against small and medium hulls. I try to avoid them unless the tank is right next to a wall so at least I do splash damage if there is no direct hit.

I can't speak Russian, so I can't be a tester. From time to time I test things on my own tho. I'd consider myself just as well-informed.

It's good to know from your in-game experience that you can also confirm the splash nerf. Yep, the salvo mode got buffed with all the other parameters besides those splash ones.

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Mine is M4 actually; they say the buff is most noticable on higher modifications.

I don't see or feel the buff, if they wouldn't have told us they adjusted Striker; I probably would never have noticed the improvement.

They referred to the buff of Aiming Time (that is more buffed on M4 than on other M lvls I think) as well as the min. projectile speed and shell angular velocity, that was changed slightly (on M0 it was not changed at all).

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Quite the contrary actually, salvo mode sucks in most confrontations with the enemy.

Targeting takes 9237 years with a big bright laser shining down on the enemy; instantly revealing your position.

 

Only the obvious kills in the far far open ground can be killed by salvo mode. A bug in the salvo makes atleast two of the rockets miss in 20-30% of all firing. Sometimes none make the hit but sail behind the enemy; missed by a wide but constant margain. It's like there's an offset and when the enemy moves during the time rockets are still on their way; the offset gets fixed or delayed or something.

I actually get most of my kills with the salvo.. Arcade is only good for finishing off weak enemies or if you recognise that you won't have enough time to lock on and hit the target or likely won't survive until 3+ rockets hit the target.

Especially in close range fights I only use salvo.. Isidas, freezes, twins, you name it. I always win close-range fights vs small and medium hulls because the m4 salvo overrides their repair kit... No other turret can do that, except shaft maybe. Btw, wearing striker resist is essential or you'll blow yourself up more often than is good for you.

 

And I dont notice any bug. Sometimes salvo rockets miss, yes, but very rarely for me (it happens like 1 in couple hundred salvos that all rockets fly by). One can reduce the misses by choosing your position with respect to your target carefully, predicting where they are gonna move next. And also by picking the right targets.. And the targets in the "far far open ground" are exactly the ones that have a chance to hide in time.

 

Source: Been playing and crushing with striker for the last 3 months. Practically didn't use any other turrets except magnum or hammer when I feel like it.

Edited by UItimateExterminator

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