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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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3 hours ago, FrozenRailgun said:

Add fully boosted Adrenaline with Brutus, that's approx. 5,149 damage per hit. 

Unfortunately Adrenaline only gives its full bonus damage to the base damage of the turret, not taking into account modifiers such as Double Damage (as far as I'm aware). So instead of Adrenaline for Thunder or Gauss giving 0-33% bonus damage as stated, with double damage they only give effectively 0-16.5% extra. Still a substantial increase though.

I have to say Adrenaline would probably be OP if it did give its full stated bonus, it is still pretty good for most turrets right now. I think they should change it to actually give the full increase with double damage active that it should, but maybe decrease the stated effect to something like 0-20% for instance.

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Adrenaline gives a flat bonus, just like how supplies/booster does. Hence the maximum you technically can deal will be less than what you really think in many cases.

I.e 30% from adren, without DD, that's 130% damage. With DD, it is 230% damage and not 260% damage unfortunately, hence against a DA it feels like it does 115% damage -> 15% 'adrenaline' due to this flaw.

Edited by Akame
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12 minutes ago, Akame said:

Adrenaline gives a flat bonus, just like how supplies/booster does. Hence the maximum you technically can deal will be less than what you really think in many cases.

I.e 30% from adren, without DD, that's 130% damage. With DD, it is 230% damage and not 260% damage unfortunately, hence against a DA it feels like it does 115% damage -> 15% 'adrenaline' due to this flaw.

Well explained ?

I think I originally learned about this though one of your posts, was quite disappointed after buying Adrenaline on a few of my alts. Things are never as they seem in Tanki - devs should really fix this.

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Not much to do with criticals this time, just the faster reload (and DD) in another MisMatchMaker (MMM) battle allowing me to do this

neXIYDg.jpg

(using Adrenaline)

Edited by SporkZilla
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Splash damage stuns multiple tanks if they are close to each other, and the stun effect will drop flags and rugby ball. Stun effect lasts for 2 seconds, and reload is about 2.5 seconds, giving them about half a second to react in between each stun missile. You can keep stunning the same tank over and over until you destroy them. Great for defending flag or your team's base in general. Fairly OP in most situations, IMO.

 

Screenshot-2103.png

Edited by Alklines
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On 4/29/2021 at 5:15 AM, Alklines said:

Splash damage stuns multiple tanks if they are close to each other, and the stun effect will drop flags and rugby ball. Stun effect lasts for 2 seconds, and reload is about 2.5 seconds, giving them about half a second to react in between each stun missile. You can keep stunning the same tank over and over until you destroy them. Great for defending flag or your team's base in general. Fairly OP in most situations, IMO.

 

Screenshot-2103.png

Wow, what??? There is a 2 second stun with Stunning missiles on 2.5 sec cooldown? That's beyond broken, they need to fix that immediately. Like, that is not even overpowered it is simply broken. If you are fighting a railgun or Vulcan then, they will simply be stunned until dead without even being able to get a shot off - or a melee turret user, they will die without being able to get close.

Needs to be significantly reworked - maybe a 1 second stun, only stuns on critical damage (with slightly higher chance and reduced damage on crit), or it has the same charging time and 4 rocket volley as normal striker, with a 2 second stun on volley or a chance to stun on each rocket. Something like that, but the current design is just wrong.

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1 hour ago, DestrotankAI9 said:


Needs to be significantly reworked - maybe a 1 second stun, only stuns on critical damage (with slightly higher chance and reduced damage on crit), or it has the same charging time and 4 rocket volley as normal striker, with a 2 second stun on volley or a chance to stun on each rocket. Something like that, but the current design is just wrong.

As you may have noticed, the devs sometimes rework certain augments soon after they come out, to further balance them after collecting data from gameplay in the real servers and feedback from players. (ex: All exotic Railgun augments and Hammer’s Blunderbuss augment) Even though I hope they keep Stunning Missiles augment as is, it’s probably unlikely and I am expecting a nerf sooner or later.

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6 hours ago, Alklines said:

As you may have noticed, the devs sometimes rework certain augments soon after they come out, to further balance them after collecting data from gameplay in the real servers and feedback from players. (ex: All exotic Railgun augments and Hammer’s Blunderbuss augment) Even though I hope they keep Stunning Missiles augment as is, it’s probably unlikely and I am expecting a nerf sooner or later.

You hope they keep it as it is??? Are you for real?

So you think it is OK that an augment can literally stun a player to death from beginning to end, not on a special chance based shot but literally reliably - every time? Once you get the first volley there is literally nothing a Railgun/Vulcan or Melee turret user can do, and the most any other turret can do is get off an intermittent shot in the tiny window between stuns (actually they probably can't do anything if you move behind their barrel). Unless of course they are wearing stun immunity - but with so many other status effects very commonly found in battle stun immunity can't be equipped often.

There is no way you can possibly enjoy using an augment like that, even EMP Gauss and other broken augments have more counterplay - there is literally no way to counter a Stunning missiles striker in 1v1 when not wearing Stun immunity. Every player that gets their hands on this augment will make battles that bit more unplayable.

The devs do seem to have been nerfing Ultra Container augments shortly after release as you say, although I don't think any of the recent ones were as broken as this. It needs to be fixed - nerf is not even an appropriate term, but literally fixed - as soon as possible. There would be ways to change Stunning missiles that would have much more interesting gameplay, as well as being more balanced.

Edited by DestrotankAI9
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On 4/29/2021 at 12:15 AM, Alklines said:

Splash damage stuns multiple tanks if they are close to each other

 

What that looks like in normal gameplay:

Screenshot-2130.png

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I just realized something.

The Uranium "shotgun" has now indirectly received a buff. Since you don't have to worry about critical damage to yourself anymore, the old strategy of running Booster, 50% Orka, Uranium, then going up to people and nuking them like you would with RGC Magnum a while back is pretty much back. Not to mention, it also has the 3 + 1 rockets per salvo now.

Crazy stuff.

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Bit surprised the grace period for the salvo has been reduced to 0.7 sec. Was it really that generous at 1 sec? Just bringing Gauss down to 1 sec would have made more sense to me.

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21 minutes ago, Ethiaa said:

Bit surprised the grace period for the salvo has been reduced to 0.7 sec. Was it really that generous at 1 sec? Just bringing Gauss down to 1 sec would have made more sense to me.

Striker is weaker than Gauss currently, the only thing going for it is the critical damage being double.

Unnecessary change imo.

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Y'know, the number of people who use Striker/Striker protection has been virtually unchanged. With the buff of Striker's critical hits, I was really expecting these numbers to increase a little bit. Maybe that'll happen once June rolls around, but for now I'm perfectly content being the only Striker in the battle.
Missile Launcher "Hunter"/Dictator/Driver is a really wonderful combination. It's fun and it's strong, especially thanks to the Supercharge. WIth this combination, I can tear up team and solo modes alike.

Spoiler


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I also scored a goal in that Barba RGB battle :happy:

 

 

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11 hours ago, GrayWolf8733 said:

Y'know, the number of people who use Striker/Striker protection has been virtually unchanged. With the buff of Striker's critical hits, I was really expecting these numbers to increase a little bit. Maybe that'll happen once June rolls around, but for now I'm perfectly content being the only Striker in the battle.
Missile Launcher "Hunter"/Dictator/Driver is a really wonderful combination. It's fun and it's strong, especially thanks to the Supercharge. WIth this combination, I can tear up team and solo modes alike.

  Hide contents

 

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I also scored a goal in that Barba RGB battle :happy:

 

 

Yeah, myself I have never bothered to use striker prot nor see a need to, how good it fairs depends on the person more too. It is certainly a great turret.

As for the double crit situation, that shouldnt increase striker module since crit damage. So if people were able to face strikers before, they don't need to change their module as it stands, nothing really changed in actual aspect other than maybe wanting armadillo on for those who have it.

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@Akame @GrayWolf8733 

I might start making note of Striker protection

I think I'm seeing more, but that might be confirmation bias (because I use Striker) or not noticing the difference between Parkour battles where nearly everyone uses it; Juggernaut battles where a lot of people use it, and MM battles in other modes where not many people are using it

I'm having a lot of fun using it with Hornet (both close to Mk7 20/20), can sneak up on players and one-shot them with supercharge and disappear before they know you are there

Also still using arcade shots (with Adrenaline) nearly all the time, thought "Hunter" would be good, but it's still too slow compared to aiming shots manually

I'm still upgrading my Hunter and Smoky on that account, but I think I've become addicted to the speed of Hornet, oops

Edited by SporkZilla
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12 hours ago, GrayWolf8733 said:

Missile Launcher "Hunter"/Dictator/Driver is a really wonderful combination. It's fun and it's strong, especially thanks to the Supercharge. WIth this combination, I can tear up team and solo modes alike.

I mean Hornet-"Hunter"-Driver can work too as it has 7 seconds of Supercharge and Scout Radar charges quite fast as well. 

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Just now, Tanker-Arthur said:

Screenshot-814.png

You must be a pro or the Striker modules are ineffective if you somehow managed to get 18 kills and 8 deaths even with 66% of the enemies having protection against you lol.

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15 minutes ago, Crossbone said:

Maybe its because I'm using a hovering hull, but I feel like strikers performance has noticeably improved since I last played it.

They buffed it recently.

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11 minutes ago, Crossbone said:

Maybe its because I'm using a hovering hull, but I feel like strikers performance has noticeably improved since I last played it.

Striker received 4 buffs since February. Two buffs to its firing rate (before: 2.5 - 1.8, currently: 2 - 1.6 seconds); A buff to its starting velocity; its critical hit damage was doubled. 

 

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