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Let's Discuss Striker!


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Poll on Striker  

21 members have voted

  1. 1. Which gaming style do you prefer when playing with Striker?

    • Attack
      19
    • Defence
      4
    • Support
      7
    • Parkour
      0
  2. 2. Which Striker augments do you prefer?

    • Standard
      3
    • 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
      10
    • UT
      11


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1 hour ago, K3-19 said:

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)

That is quite an interesting opinion putting stunning missiles to the 3rd place and AP to 7th. I don´t play striker much so cannot really make a counter-argument, but I always thought the stunning missiles were the best one by a mile. It is possible I guess that they are just the most annoying to play against (without immu), but not actually the most effective.

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3 hours ago, frederik123456 said:

That is quite an interesting opinion putting stunning missiles to the 3rd place and AP to 7th. I don´t play striker much so cannot really make a counter-argument, but I always thought the stunning missiles were the best one by a mile. It is possible I guess that they are just the most annoying to play against (without immu), but not actually the most effective.

Stun is OP in 1 vs 1 but doesn't benefit the user at all in a team fight. Yes, you can stun lock a single target, but you will be dealing so little damage that you will get your kill stolen 70% of the time. Every time when I see players celebrating with his stun augment, I always roast him by asking him to take a look at his score and K/D.

Edited by Warpriest
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On 3/3/2022 at 12:15 PM, K3-19 said:

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)

RRE is somewhat OP since you can deal high DPS without needing to lock onto a target or aim perfectly.

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On 1/28/2022 at 4:40 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?

Flip a coin.

Striker - heads

Thunder - tails

Whatever side is facing up after the coin flip will be the better turret in your opinion.

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35 minutes ago, GoCommitFishSlap said:

I used this turret (striker) (+ wasp), Missile Launcher "Cyclone" and max level Brutus with boosted damage to crush n' crunch many juggernauts (no viking needed).

Use Striker with Booster for much ease.....

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16 hours ago, cool12345 said:

Since the "Hunter" augment has been changed to slower firing my Striker has gone from Mid-level strength to Weak level.  Very bad change.  ☹️

Try RRE.

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4 hours ago, LambSauce said:

Try RRE.

Same problem.  Tanks have lots of time to get out of the way of my laser sights.  Augment needs adjustment.  Thanks for your help LambSauce!   ?

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25 minutes ago, cool12345 said:

Same problem.  Tanks have lots of time to get out of the way of my laser sights.  Augment needs adjustment. 

RRE requires a different style of play. Use your arcade missiles rather than the salvo.

As an example, this pro player uses RRE a lot:

 

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2 hours ago, LambSauce said:

RRE requires a different style of play. Use your arcade missiles rather than the salvo.

As an example, this pro player uses RRE a lot:

 

It takes quite some skill though, it´s so easy to cause self damage, at least for me ? .

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2 hours ago, LambSauce said:

RRE requires a different style of play. Use your arcade missiles rather than the salvo.

As an example, this pro player uses RRE a lot:

 

Next you're gonna get hit with the "This augment makes me self destruct. Thanks LambSauce! ?"

 

EDIT: damn I was too slow frederik did it already 

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2 minutes ago, Abellia said:

Next you're gonna get hit with the "This augment makes me self destruct. Thanks LambSauce! ?"

 

EDIT: damn I was too slow frederik did it already 

U know, I´m somewhat of a pro self-destructer myself ?.

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6 hours ago, LambSauce said:

RRE requires a different style of play. Use your arcade missiles rather than the salvo.

As an example, this pro player uses RRE a lot:

 

Thanks for the help LambSauce and I will give it another try!  ?

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31 minutes ago, cool12345 said:

Striker  - (Single shot reload time increased from 2.0-1.6 to 2.4-1.6)  This modification has made Striker almost useless.  ?

At MK8 the reload went from 1.6 to... 1.6. Literally nothing changed, how was Striker made useless again? 

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1 hour ago, cool12345 said:

Striker  - (Single shot reload time increased from 2.0-1.6 to 2.4-1.6)  This modification has made Striker almost useless.  ?

It's only "useless" if you're somehow using an Mk1 Striker at Legend. Nothing changed for Mk7+. 

Edited by TheCongoSpider
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Tankionline description of Striker Missile Launcher Hunter: "Provides an almost instant target acquisition while aiming"  Since your modification this is not longer true - either change back to the original modification or change your description.  Thank You.  ?

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1 hour ago, cool12345 said:

Tankionline description of Striker Missile Launcher Hunter: "Provides an almost instant target acquisition while aiming"  Since your modification this is not longer true - either change back to the original modification or change your description.  Thank You.  ?

Hard luck. There are many other outdated augment descriptions in the game. 

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Striker cannot hit a moving target as the lock on is too slow.  In the original game tanks moved slowly (like real tanks)

Now some of them can go 200 miles an hour.  Striker is useless against these. 

Striker is also useless against Flying Monkeys who bob left and right.   Striker needs some minor modifications.   ?

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42 minutes ago, cool12345 said:

Striker cannot hit a moving target as the lock on is too slow.  In the original game tanks moved slowly (like real tanks)

Now some of them can go 200 miles an hour.  Striker is useless against these. 

Striker is also useless against Flying Monkeys who bob left and right.   Striker needs some minor modifications.   ?

You are supposed to use the single shot against moving targets and the lock on against stationary tanks / groups of enemies. 

 

It's always amusing to see Strikers who drive around trying to lock on and getting destroyed, same thing with Gauss players always aiming instead of using the arcade shot most of the time.

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STRIKER MISSILE LAUNCHER "METEOR": I see no stats on it in the wiki or in the forums.

I just won this augment and wondered what benefits you get with it. I tried it out and feels like 10% increase damage

and the force impact seems minor; which I was hoping more stronger.

But if someone can please tell us the stats, thank you.

 

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On 1/21/2024 at 10:33 AM, cybernite said:

STRIKER MISSILE LAUNCHER "METEOR": I see no stats on it in the wiki or in the forums.

I just won this augment and wondered what benefits you get with it. I tried it out and feels like 10% increase damage

and the force impact seems minor; which I was hoping more stronger.

But if someone can please tell us the stats, thank you.

 

ADVANTAGES

Damage: +25%

Impact force: +50%

Minimum rocket speed = 90 m/s

Pause between rockets in salvo = 50 ms

DISADVANTAGES

Splash radius = 1m

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