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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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It's worth mentioning that Adrenaline would be a significantly better augment if it calculated properly, as Striker's regular form is extremely potent. With Adrenaline, you'll be able to do 1000+ consistently per rocket after you take a bit of damage (assuming they fix it), and that literally means a guaranteed heavy hull kill per salvo, or a light hull kill with Double Damage, all while keeping the regular rocket velocity and lock-on time.

I don't think I have to say to you that this has extreme potential.

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8 hours ago, GrayWolf8733 said:

I use Striker with all of its augments except for Cyclone on various hulls.

did you try cyclone yet? it has great potential in SGE and JGR...

it is very fun (for me personally)

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I don't think Striker will be that useless or underpowered if Gauss wasn't exist, I think it's just a horrible now because it have a peer that better than it in every side..

And please guys please, for anyone who want to talk as he is a Striker user. Please don't say if you're a "Hunter Augment" user. Because it's literally doesn't represent Striker.

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3 hours ago, die3458 said:

did you try cyclone yet? it has great potential in SGE and JGR...

it is very fun (for me personally)

I don't like Cyclone. The lockon period is just too long without using Hunter's Overdrive. It seems like most people are smart enough to get out of the way after I've aimed for a little bit. And don't get me started on the Juggernaut. It's just too fast to get any substantial amount of charge.

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From many months every time I think about leaving the game because it's been really boring especially with a repeated bad routine "MM" + Missions, Striker hold me back !! I just missing to play with Striker. 

Now I have paid Remote Augment for Striker, it's really fun to play and it gave me a huge advantage... I'm not anymore needing to be a precise in aiming, whatever wrong angle I shot about I can press SPACE again and the rocket will explode around the enemy. For the players who says it needs a practice, I strongly disagree and I see it's a really easy and powerful. Maybe I will consider it as OP if I haven't seen the farce nowadays, so it's misjustice from me to consider it as OP neglecting the real OPs now.

In real all of the Striker Augments I see them a real fun to play, I think everyone of them is distinguished from the others. Not like the rest of Augments for the other turrets that are just a boring edits that are directly just strengthen or just pale edits. I hope one day I will buy them all

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3 hours ago, asem.harbi said:

From many months every time I think about leaving the game because it's been really boring especially with a repeated bad routine "MM" + Missions, Striker hold me back !! I just missing to play with Striker. 

Now I have paid Remote Augment for Striker, it's really fun to play and it gave me a huge advantage... I'm not anymore needing to be a precise in aiming, whatever wrong angle I shot about I can press SPACE again and the rocket will explode around the enemy. For the players who says it needs a practice, I strongly disagree and I see it's a really easy and powerful. Maybe I will consider it as OP if I haven't seen the farce nowadays, so it's misjustice from me to consider it as OP neglecting the real OPs now.

In real all of the Striker Augments I see them a real fun to play, I think everyone of them is distinguished from the others. Not like the rest of Augments for the other turrets that are just a boring edits that are directly just strengthen or just pale edits. I hope one day I will buy them all

Unfortunately, its track record of having superb augments is broken by AP. A shame indeed.

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8 hours ago, Tidebreaker said:

Unfortunately, its track record of having superb augments is broken by AP. A shame indeed.

To be honest for my opinion, I see AP Augment or Hunter Augment for Striker are sucks. Regardless if they are OP or not, but they doesn't represent the true Striker and don't give you the fun and lust after a full aiming on an enemy with a 3800dmg.

But for the other Augments, I see they're a pretty fun to use. To be honest I haven't test AP for Striker but I think it's the worst AP Augment in Tanki, after the aiming you only shot a one single shot that is AP. But for sure it's a very OP for teamplay and attacking multiple players in Titan's dome.

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On 3/5/2021 at 7:55 AM, asem.harbi said:

But for sure it's a very OP for teamplay and attacking multiple players in Titan's dome.

I can’t really speak for the AP augment, because I haven’t used it; however, if you time it correctly, it it easy to lock onto players under titan domes with uranium, cyclone, and other augments that have more powerful salvos. Oftentimes, I find that the players under the domes are much less threatened by the striker lock on laser, and will ignore it. When my timing is accurate, I’m rewarded with multiple kills as the dome disappears just in time for its occupants to get hammered with 8 rockets. Does this mean striker is well balanced? No. A gauss player could easily do the same thing with much less risk on their part. While this may seem like a disadvantage, it also benefits striker users, because it means less people will take protection against striker compared to gauss, magnum, thunder, etc. This is where striker’s true strength resides.

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3 hours ago, Havoc said:

A gauss player could easily do the same thing with much less risk on their part. While this may seem like a disadvantage, it also benefits striker users, because it means less people will take protection against striker compared to gauss, magnum, thunder, etc. This is where striker’s true strength resides.

Agree, Gauss is purely OP and have wrecked Striker in every side. But I strongly disagree that Striker is balanced because of protections, when we want to talk about the balance we shouldn't take the protections into account. Every turret has a 50% protection against it, so they're all equal. But the difference is the people preferences of using protections, we don't have to interrupt in that. 

By the way, anyway, it's a good advantage for us (Striker users) that the protections aren't very common against Striker

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16 hours ago, asem.harbi said:

By the way, anyway, it's a good advantage for us (Striker users) that the protections aren't very common against Striker

Yeah in the end it balances out to an extent. I certainly would not complain if Striker received some more improvements. My personal preference would be if they extended the lock on time recovery, so that it would at least be even with gauss. Also, further adjustments to the projectile speed might be nice. Maybe if they increased the overall velocity of all rockets shot after locking on, and then leave the regular shot speed the same? I'm not sure. 

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Just now, Havoc said:

My personal preference would be if they extended the lock on time recovery, so that it would at least be even with gauss.

I think Gauss should be the one that gets it's recovery time reduced to match Striker's.


The thing is, Gauss doesn't just outclass Striker, it also outclasses numerous turrets, including Thunder and Shaft to name a few examples.

Striker is honestly perfect right now (it could use some faster traveling missiles though). Compared to it's arguably closest cousin in the game, Thunder, Striker has much higher damage per second due to the two turrets having similar damage, but Striker having a much faster reload speed, it also has a salvo mode than can one-shot medium hulls, but in exchange for this, it has poorer accuracy than Thunder, making Thunder easier to use (hence why it's so popular), but Striker is technically the better choice in battles but only if you can utilize it properly and don't let the poor accuracy hinder you.

 

And thus, if we buff Striker, it would be much stronger than it should be against the not-so-powerful turrets in the game right now, Like Thunder. Additionally, every time we buff a turret with unlimited projectile range, it's technically a big indirect nerf to turrets like Firebird, Freeze, Isida, Hammer, etc - the ones with limited range.

 

So nerfing Gauss, at least to me, is the better choice as the number of turrets that much worse than Gauss in battles far outnumbers the turrets that are equally as good or better than Gauss. Such turrets being as good as Gauss are Magnum and Shaft (yes, I know I said Shaft outclasses Gauss but Shaft's sniping damage is too ridiculously high right now against non-Gauss users. Someone with Mk5 can one-shot an Mk6 medium hull. Shaft mainly sucks when the enemy is using Gauss, as Gauss can easily knock off it's aim and whatnot from long distances, hence why Gauss outclasses Shaft.)

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3 minutes ago, Tanker-Arthur said:

(it could use some faster traveling missiles though)

Yeah that’s something we can all agree with. I also like your points about the issues with gauss outclassing the more traditional turrets. I’m not sure if you were trying to elude to this, but I think most people would agree that nerfing gauss would be better than boosting all of the turrets it performs better than. This may limit, as you mentioned, the subtle nerf to short range turrets.

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7 hours ago, Tanker-Arthur said:

 

Gauss has been the most busted turret in the game since its release. As you mentioned, it outclasses an absurd amount of other turrets, including Striker. However, Striker's lockon is significantly harder to use because the grace period after losing lockon is so short. A solution would definitely be to switch their grace periods, but a major Gauss nerf is also required (definitely the ridiculous splash damage distribution, lock-on time, and also the AP and EMP augments).

As for Striker - balancing it would be difficult. We want to make the lock-on time faster, but not by too much, as it would be way too easy to get colossal damage on people. Increasing the rocket velocity seems like a good idea. Also, Striker's AP augment needs a buff - it's so laughably weak that it ruins Striker's track record of having top tier augments.

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27 minutes ago, Tidebreaker said:

Increasing the rocket velocity seems like a good idea.

Yeah that seems to be the overall consensus. After all, what the point of having a turret if it can’t hit anything? In regards to the grace period and issue of locking on, I would also like to mention the mechanical difference of locking on between Gauss and Striker. One of the many things that makes Gauss OP is the fact that it has no tracking laser. If one gets behind you, you’ll never see the salvo coming, where as with Striker, or a noob Shaft player, the laser moves onto your tank for at least a moment before you take any damage. In this situation, Striker is still at a disadvantage, because a lot can happen between completing the lock on sequence and the rockets hitting their target. Nothing is more frustrating than finally getting a lock on, then having a teammate get in the way, or the enemy getting behind cover before taking significant damage. 

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Just now, Tidebreaker said:

Gauss has been the most busted turret in the game since its release. As you mentioned, it outclasses an absurd amount of other turrets, including Striker. However, Striker's lockon is significantly harder to use because the grace period after losing lockon is so short. A solution would definitely be to switch their grace periods, but a major Gauss nerf is also required (definitely the ridiculous splash damage distribution, lock-on time, and also the AP and EMP augments).

Agreed. 

Just now, Tidebreaker said:

As for Striker - balancing it would be difficult. We want to make the lock-on time faster, but not by too much, as it would be way too easy to get colossal damage on people.

I believe the lock-on time for Mk7 and Mk8 Striker is perfect right now. The 2.8 seconds, combined with the speed of an Mk7 or 8 Medium/Light hull is just good enough for a Striker to chase down enemies and utilize it's salvo at least a few times in battles, and for the rest of the time, it should depend on it's arcade shot, which when used properly, it technically a more OP version of Thunder.

That being said, I do believe lower modifications of Striker do need a lock-on time increase.....just by a little bit.

Just now, Tidebreaker said:

Increasing the rocket velocity seems like a good idea.

Probably the best way to buff Striker without making the turret break the game and become "The Better Thunder", as Gauss and Magnum are doing right now.

(Also, it's a great indirect buff to the Uranium Alteration. The amount of times I have missed targets at super close ranges is absurdly high XD)

Just now, Tidebreaker said:

Also, Striker's AP augment needs a buff - it's so laughably weak that it ruins Striker's track record of having top tier augments.

Considering that Default Striker can insta-kill a medium hull with a full salvo.....
And AP Striker requires three missiles to destroy a medium hull, with one missile coming from the salvo, and two additional arcade shots.....
Yes, AP Striker is technically "weaker" than Default Striker in a 1v1.....but...don't overlook the fact that AP Striker allows other teammates to also deal full damage.

I honestly believe the armor-piercing effect is more so for "Support".

Meaning Striker AP isn't good on it's own....but when paired with teammates, it can decimate enemies fairly quickly. Thus why I don't think it needs a buff at all. You're basically exposing someone to full damage to 6 to 16 enemies with a missile that can be fired after only 1.6 seconds of locking on. That's actually really annoying already, especially in battles with massive amounts of players.

Yes, steal-killing is a thing, and it is annoying, but the person who you're firing the AP-Missile to would be far more annoyed than you are if he dies to a Gauss shot faster than he can blink, all because your AP Missile removed his double armor and 50% Gauss Protection (just an example, but yeah).

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Just now, wolverine848 said:

Agree that striker needs...

- slightly faster lock-on

- longer grace period

- faster missiles

Or....

- Increase Gauss' lock-on

- Shorter grace period for Gauss

- Reduce Gauss' splash damage.

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True, Striker have no-distance penalty like Thunder and faster reload with 0.5s. But Thunder have higher damage with a decent splash-damage radius compared to Striker.

Ok obviously from the comparison Thunder is stronger than Striker in regular mode. But we don't have to forget that Striker can do Salvo, so it's balanced turret imo.

Salvo can do an average of 3550 damage, this is a very huge amount of damage with a splash-damage (compared to Shaft) and higher damage than Shaft. This huge amount of damage shouldn't be that easy... By the way the extraction of this combination of weak regular shots and a pretty hard Salvo rockets that mostly doesn't happen made the turret is pretty useless and it all back to your personal opinion to use it or not.

But the one who really needs the change is the Gauss not the Striker.. Gauss has outclass Striker in many of the sides with OP advantages that all are summary in huge splash-damage.

And we all couldn't forget the farce that happened with Gauss and Hornet OD when it can one-shot up to 8 players with its hugely splash-damage radius.

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16 minutes ago, asem.harbi said:

Ok obviously from the comparison Thunder is stronger than Striker in regular mode..

Striker has higher DPM . . . in a 1v1 scenario provided both players hit their shots and have the same hull the Striker player will always win.

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Just now, ThirdOnion said:

Striker has higher DPM . . . in a 1v1 scenario provided both players hit their shots and have the same hull the Striker player will always win.

100% True, but in matchmaking battles, unless the Striker is really skilled, the Thunder will most likely have the bigger advantage as its far more accurate and less affected by stray projectiles knocking off it's aim.

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9 minutes ago, Tanker-Arthur said:

100% True, but in matchmaking battles, unless the Striker is really skilled, the Thunder will most likely have the bigger advantage as its far more accurate and less affected by stray projectiles knocking off it's aim.

It depends on the range. At shorter ranges, at which it is easier to hit targets IMO Striker is far superior to Thunder.

Edited by ThirdOnion
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1 hour ago, Tanker-Arthur said:

100% True, but in matchmaking battles, unless the Striker is really skilled, the Thunder will most likely have the bigger advantage as its far more accurate and less affected by stray projectiles knocking off it's aim.

Yeah, unlike Thunder, Rico, and Vulcan, Striker wasn't blessed with an insane vertical auto aim angle. Personally I'm fine with it because it's more realistic, but it can be annoying when someone is at a higher elevation and you can't return fire. :/

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9 hours ago, At_Shin said:

it already got one of these things granted the last update (faster missiles) and another one you haven't mentioned - slightly faster reload. Both of these improved my game with the turret a lot (also, i grew quite accustomed to this turret by then, so that's also a factor which could have improved my game). It's now much easier to correctly shoot a single rocket as the initial velocity is a bit more than before. This allows for better single-rocket shots. 

I personally do not think that this turret needs a buff now. What we need is a nerf for gauss, and we're good.

Might allow for better single-use but the salvo is still almost useless with the speed of tanks and the cover available on most maps.

Nerfing Gauss won't make striker salvo any easier to use.

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9 hours ago, Tanker-Arthur said:

I believe the lock-on time for Mk7 and Mk8 Striker is perfect right now. The 2.8 seconds, combined with the speed of an Mk7 or 8 Medium/Light hull is just good enough for a Striker to chase down enemies and utilize it's salvo at least a few times in battles,

This rarely happens.  Enemies are on SB most of the time.  Plus the cover and even other tanks wreck the lock-on.  At the very least it needs a longer grace period.

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13 minutes ago, At_Shin said:

I rarely use striker out of these modes.

You are just proving my point.  A turret that's only effective in a couple modes is not a very good turret.

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