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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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22 minutes ago, nikunj04 said:

I seriously despise the stun striker, can't do anything except watch my enemy just time-stop me in the middle of the map, and It's quite hard to break the cycle or escape from its range.

Also, recently I found booster uranium to be too fatal, dealing much damage in 1v1 or in mid-range also.

Too fatal for yourself...or for the opposition?

 

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2 minutes ago, enri_chill said:

Too fatal for yourself...or for the opposition?

 

For my myself, that augment does depend on whether have you equipped a decent striker protection in the battle or not. It deals devastating damage in crucial situations and also in general.

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4 minutes ago, nikunj04 said:

For my myself, that augment does depend on whether have you equipped a decent striker protection in the battle or not. It deals devastating damage in crucial situations and also in general.

Okay...so similar to playing with Thunder...get the protection or face self-destruction in close-range confrontations.

 

Edited by enri_chill
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24 minutes ago, enri_chill said:

Okay...so similar to playing with Thunder...get the protection or face self-destruction in close-range confrontations.

 

It is not always based on short range, now due to it its speed buff, it works well at long range. It might require a good set of protections in comparison to Thunder due to its heavy damage projectiles ?

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22 minutes ago, At_Shin said:

May I know what speed buff you are referring to here? 

Uranium got a speed buff a while back, its projectiles now travel faster than it used to. If you fire a single rocket, the speed is quite faster in comparison to its previous version.

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8 minutes ago, At_Shin said:

Really? I do not remember such a buff. If possible, could you please let me know the number of this patch update?

Here, I did not find the patch update because it was a long time back. But I found some useful evidence.

"image.png.b1dc33b8af5b3f673170d0d2bfcff1b0.png "  &  " image.png.41b4001a9cca807a20348bf559a9bed7.png   " 

So after this, there came the speed buff of the projectiles which made them faster to travel.

Note: I almost forgot about this buff  " image.png.bc85818446fa0ffe89a3b1f751ca9ad7.png"

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4 hours ago, nikunj04 said:

Here, I did not find the patch update because it was a long time back. But I found some useful evidence.

"image.png.b1dc33b8af5b3f673170d0d2bfcff1b0.png "  &  " image.png.41b4001a9cca807a20348bf559a9bed7.png   " 

So after this, there came the speed buff of the projectiles which made them faster to travel.

Note: I almost forgot about this buff  " image.png.bc85818446fa0ffe89a3b1f751ca9ad7.png"

If you're talking about the minimum projectile speed buff, then that happened for all Strikers back in February. 

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1 hour ago, TheCongoSpider said:

If you're talking about the minimum projectile speed buff, then that happened for all Strikers back in February. 

I believe it is patch #636. That was the patch that did two buffs for Striker:

  1. Decreased reload time
  2. Increased initial rocket velocity across all modifications by 5 m/s

Haven't found any other "buffs" in that arena. Is this what you were referring to?

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11 minutes ago, TheCongoSpider said:

Yes.

I am just starting to play with it, so all I know is what I have been experiencing. I was surprised at the speed of the single shot missiles. Fairly easy to lead the target when obstacles aren't present.

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2 minutes ago, enri_chill said:

I am just starting to play with it, so all I know is what I have been experiencing. I was surprised at the speed of the single shot missiles. Fairly easy to lead the target when obstacles aren't present.

Have you been mainly using Missile Launcher "Hunter"? That augment doubles the minimum projectile speed, which is why it's so easy for it to hit single shot missiles at close range. Try using the other Strikers for a bit. 

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12 hours ago, Tidebreaker said:

If any of you like to turn off your frontal lobe during gameplay with Slugger, MLH is perfect for you because of how obscenely easy it is to use right now.

"Right now"

MLH is identical to how it was in 2019. It's just that now base striker is ridiculously strong, and MLH makes it easy to use that base, whereas before it made a good base easy to use. 

/j What do you mean MLH is obscenely easy to use? I can count to two for light hulls, three for medium hulls, and four for heavy hulls before swapping to an arcade shot! Aren't I skilled for holding down the fire button and getting free 1.58 second reload homing shots?

Edited by Abellia
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On 10/4/2021 at 9:54 AM, TheCongoSpider said:

Have you been mainly using Missile Launcher "Hunter"? That augment doubles the minimum projectile speed, which is why it's so easy for it to hit single shot missiles at close range. Try using the other Strikers for a bit. 

Yes...that is the augment I have used. I tried the one with tons of rockets, but you are literally asking for a beat down parading around waiting on the lock?

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2 minutes ago, enri_chill said:

Yes...that is the augment I have used. I tried the one with tons of rockets, but you are literally asking for a beat down parading around waiting on the lock?

I am gonna buy the hunter augment, easier to lock on.

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5 minutes ago, Incorp said:

I am gonna buy the hunter augment, easier to lock on.

It has been fun to use. The lock is fast. I am using a 7.3 right now. When it gets fully upgraded (next sale) it should be strong on larger maps. In medium range the simple arcade shot is effective...also there don't seem to be as many protections as I face with some other turrets.

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4 minutes ago, enri_chill said:

It has been fun to use. The lock is fast. I am using a 7.3 right now. When it gets fully upgraded (next sale) it should be strong on larger maps. In medium range the simple arcade shot is effective...also there don't seem to be as many protections as I face with some other turrets.

The lock on is the reason. In massacre so hard to lock on with stock.

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Yesterday I killed 2 enemies at once 2 times, Isn't it unbelievable? That is why I say Striker is really really overpowered turret. My opponents' GS was also really high. Please don't do anything to it. Please!!!

Edited by Desghidorah
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Striker vs. Thunder and Smoky - is Striker equal or better? (Including with augments)

It seems far easier to hit targets with Thunder and Smoky, with the quicker moving shots. Striker however doesn't lose any damage over distance so it can be the more powerful turret, as long as you're able to hit targets despite the slow moving missiles. Thunder seems to have much better splash damage though.

The ability to launch several missiles is a powerful ability but not a huge advantage, because you rarely get the opportunity to use it, but maybe that's just me not being aggressive enough, and letting enemies hide.

A huge weakness of Striker, compared to Thunder and Smoky, is that it can't hit tanks that moves quickly horizontally if they aren't on perfectly level ground to you, because the vertical auto-aim doesn't work when you have to lead your shots slightly ahead of a moving tank. For the most part, at least in the lower ranks, it's not a huge issue, but if a skilled player exploits it you're gonna have a really bad time.

So what do you think?

Edited by qwds
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On 1/28/2022 at 7:40 AM, qwds said:

Striker vs. Thunder and Smoky - is Striker equal or better? (Including with augments)

It seems far easier to hit targets with Thunder and Smoky, with the quicker moving shots. Striker however doesn't lose any damage over distance so it can be the more powerful turret, as long as you're able to hit targets despite the slow moving missiles. Thunder seems to have much better splash damage though.

The ability to launch several missiles is a powerful ability but not a huge advantage, because you rarely get the opportunity to use it, but maybe that's just me not being aggressive enough, and letting enemies hide.

A huge weakness of Striker, compared to Thunder and Smoky, is that it can't hit tanks that moves quickly horizontally if they aren't on perfectly level ground to you, because the vertical auto-aim doesn't work when you have to lead your shots slightly ahead of a moving tank. For the most part, at least in the lower ranks, it's not a huge issue, but if a skilled player exploits it you're gonna have a really bad time.

So what do you think?

How is this even a question in 2022? Thunder has almost 1.5 times as long a reload as Striker does, and none of the augments help to meaningfully reduce it, they just destroy its damage output.

Thunder has terrible splash now, if you didn't know. The average damage is 25%.

Missile Launcher "Hunter" solves the last issue entirely because you can spam tracking shots, increase your projectile speed, and reduce your reload all at the same time.

Smoky it's pretty close, but I'd say Missile Launcher "Hunter" just barely edges out Adrenaline Smoky, since Smoky needs to take a bit of damage to really get going whereas Missile Launcher "Hunter" is a constant powerhouse.

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For me, a striker is a practically different weapon to use. Basically, you can't determine if it is better for defense or for attack. But during the game, a player with a good skill on striker also reflects on the team statistics.
As for the alternations, missile launcher hunter  are incredibly good for me. After reloading the bullet is ready imediatly. Also Stun and Armor pearcing Breaker are practical on Cp and Ctf Mode for me.

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On 2/7/2022 at 2:06 PM, Lestat said:

For me, a striker is a practically different weapon to use. Basically, you can't determine if it is better for defense or for attack. But during the game, a player with a good skill on striker also reflects on the team statistics.
As for the alternations, missile launcher hunter  are incredibly good for me. After reloading the bullet is ready imediatly. Also Stun and Armor pearcing Breaker are practical on Cp and Ctf Mode for me.

i personally the uranium augment, though it fires slow, once you get used to it is very op cause of the extra damage. the only downside is that you can't be really close to the tank as it does a ton self damage 

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Cyclone is the most OP if you're against opponents that don't have trickster/crisis, there's a misconception that cyclone loads "too slow" and by the time you lock on the opponents either run away or you just die, but this information is slightly false. Cyclone has one of the highest DPS in the whole game but it just requires a bit of aim and perhaps mobile aimbot ?. However, losing even a few seconds of target lock while using this augment will significantly reduce it's effectiveness and you have to be careful while taking advantage of few of the turret's game mechanics. You might rage a few times when you die while locking on or might have a negative K/D but once you get used to the augment, it's gonna be well worth your time. dw I have been called a hacker a few times. You don't necessarily need a mouse to use this augment either.

 My ratings:

1st. Cyclone (Only OP with trickster/crisis and a medium/heavy hull and really good aim *client users* or mobile auto-aim)

2nd. MLH Missile Launcher Hunter (High and consistent DPS, high rocket speed and very fast reload. Really good augment in general)

3rd. Stunning Missiles (Most effective in rugby/ctf/asl or single targets like shaft, railgun, magnum, gauss, strikers or when somebody's about to activate their Overdrive. This is like a slower version of MLH but with stun)

4th. Adrenaline (Overall, good augment especially since you can one-hit light hulls if you're on low HP)

5th. Uranium (Rockets are too slow, but if utilized properly with booster/viking or crisis it's very OP. However shooting a salvo isn't really worth it)

6th. RRE Remote Rocket Explosives (Personally, takes too much skill and time for new users to learn and doesn't work as well in open maps)

7th. AP Missiles (Only good in siege imo, otherwise this augment is pretty bad. Personally I think AP missiles needs a change)

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