Jump to content
EN
Play

Forum

Let's Discuss Striker!


 Share

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


Recommended Posts

Interesting though four launches at one would be hella recoil. :)

 

============

 

Assuming Striker gets a tweak to make it and salvos more useful ... As a Tanki player first and a Striker player 2nd I would support reducing Striker's splash in the redesign as part of the bargain to make it more useful as a direct fire weapon.  Splash has gotten a bit out of hand.

Hmmm... maybe not completely simultaneously - more like current but without need to lock-on

 

Certainly be willing to sacrifice something in order to make use of the Salvo. Currently find rare occurrences for it's use.

Unlike Shaft - use the primary mode and then use arcade shot to finish off target is easy-peasy.

  • Like 1

Share this post


Link to post
Share on other sites

The damage calculation for this thing should happen right when the shot is fired, meaning that a hit while the player is dead will still do damage. I'm not seeing the damage, even when the shots should've killed the target.

 

The damage should also still be doubled if the player was using double damage when the shot was fired, but it expired before the missile hits. If you load a nuke and fire it, but then decide to change to a conventional warhead, the launched missile will still be a nuke, whether you like it or not.

 

This goes for Twins, Ricochet, and Magnum too.

Edited by NinjaBlox123
  • Like 4

Share this post


Link to post
Share on other sites

If you fire a missile and it does no damage what happened is lag gave you a false display. You were actually killed a split second before the launch. You see the missie in your screen but the other players do not see it.  

 

I have launched missile that have done damage even though I was destroyed while it was in flight. You are right about the DD going away in this case.  But so what? The entire concept of a double damage power-up belongs in the realm of magic not physics. So wht if the DD goes away in this case?

 

BTW Vulcan bullets also are in the die-while-in-flight category.

  • Like 1

Share this post


Link to post
Share on other sites

ive been using striker for a bit now at m3 (10/20), i have to say it is at least a fun turret to play with even if it isnt perfect. No, this is not the most effective turret to use in your average battle, but in more specific situations it proves its worth. For example, as many have listed off before, its excellent at taking down heavy hulls, being able to at least nearly destroy them and take a good portion of there hit points. It has proven to me that it is effective at taking down medium hulls as well in more open maps also, if all 4 missiles hit the target in salvo mode you got yourself a quick and clean kill. another perk is that few people have decent protection against it, since it is a relatively new turret. So it's a good switch out turret in case everyone else is armored up against your main turrets.

 

However, i still feel like thunder gets the job done much more effectively than striker in most scenarios though. The only time I would prefer striker over thunder is in Polygon CP an Atra CP. or any other big crystal grinding battles where everyone's got there heaviest hull out. Which I almost feel like is unfortunate, as it seems most turrets lately seem to only be most effective against heavier hulls...

 

anyone heard of anything about alterations for this turret? I should think there are plenty that could be implemented... quicker lock on in exchange for turret rotation speed, salvo mode shoots 6 rockets instead of 4, but than you cant shoot individual shots, idk, just throwing ideas out there.

The damage calculation for this thing should happen right when the shot is fired, meaning that a hit while the player is dead will still do damage. I'm not seeing the damage, even when the shots should've killed the target.

 

The damage should also still be doubled if the player was using double damage when the shot was fired, but it expired before the missile hits. If you load a nuke and fire it, but then decide to change to a conventional warhead, the launched missile will still be a nuke, whether you like it or not.

 

This goes for Twins, Ricochet, and Magnum too.

you can kinda take advantage of this though, as you only need to active a double damage right before the projectile makes contact with the enemy, which does save you those few seconds of double damage, which can make all the difference in a battle. But I agree, they should fix that regardless.

Share this post


Link to post
Share on other sites

I was just going to make that same point, that you can fire and press DD while the missiles are in flight. You will score DD even though the DD was not active when the missiles launched.  For example you try to launch a slavo but do not want to wase a DD in case it does not work. ... hey hey this time the salvo launched. You mash DD as the missile zoom towards the Gold Box mosh pit and rake in the points.

 

So there are two sides to the coin. I do not really see this as anything near a priority for TO to fix... if there really is anything to fix. IMO there is not.

  • Like 2

Share this post


Link to post
Share on other sites

That has to do with server latency or ping (in miliseconds). You can't do much about it since it's related to the physical distance between you and the server.

 

I believe T.O. servers are placed in Amsterdam like most online european games since it's like the central place of europe. My ping is like 1 or 2 ms because I am dutch.

 

Double damage applies to every damage you deal within the timespan simply because double damage knows only one parameter.

Edited by splitterpoint

Share this post


Link to post
Share on other sites

i have found something fun with striker and maybe most of you will know when the enemy tanks gather close together when goldbox drops you can aim your laser and destroy most of tanks it is damn fun and makes them so angry

  • Like 1

Share this post


Link to post
Share on other sites

The turret is rad as hell.

I've always wanted a missile turret added to the game but never quite knew what it would look or play like. I think they nailed it though. The looks of the turret are great, it looks menacing and evil, as well as cool. How a tank should look. The actual gameplay is quite good as well. I'm sure if I used supplies as much as other people I could actually use it in fights. The damage of the missiles are great, they do good damage. However the lock-on missile attack does lackluster damage for the amount of time you have to wait. And the reload time of the un-locked on missiles is too long for how slowly the missiles travel. Or maybe i'm just bad and complaining about it when really it's perfectly balanced. idk

Share this post


Link to post
Share on other sites

The turret is rad as hell.

I've always wanted a missile turret added to the game but never quite knew what it would look or play like. I think they nailed it though. The looks of the turret are great, it looks menacing and evil, as well as cool. How a tank should look. The actual gameplay is quite good as well. I'm sure if I used supplies as much as other people I could actually use it in fights. The damage of the missiles are great, they do good damage. However the lock-on missile attack does lackluster damage for the amount of time you have to wait. And the reload time of the un-locked on missiles is too long for how slowly the missiles travel. Or maybe i'm just bad and complaining about it when really it's perfectly balanced. idk

Oh just wait until you try lock-on for targets that are M3+ and all using speed boost.  Half the time you are killed by targets team-mates before you achieve lock.

Share this post


Link to post
Share on other sites

Oh just wait until you try lock-on for targets that are M3+ and all using speed boost.  Half the time you are killed by targets team-mates before you achieve lock.

Or when you get a lock and a teammate runs in front of you, blocking all the missiles and causing you to self-destruct from splash.

 

To all the noobs out there: Do not run in front of a Striker trying to launch a salvo on the flag-carrier!  

Edited by r_I_already_won0
  • Like 1

Share this post


Link to post
Share on other sites

Haven't had that happen yet :D

 

But then again I barely use it -  just does not perform well enough to bring into battle.

 

Until they tweak it enough to use the salvo it will stay in my garage...

Share this post


Link to post
Share on other sites

Or when you get a lock and a teammate runs in front of you, blocking all the missiles and causing you to self-destruct from splash.

 

To all the noobs out there: Do not run in front of a Striker trying to launch a salvo on the flag-carrier!  

Or anyone shooting for that matter. I also hate team mates that are behind me and jam their front end right against my rear. I am always moving forward and backward. Give your team mates room to maneuver.

  • Like 2

Share this post


Link to post
Share on other sites

The damage calculation for this thing should happen right when the shot is fired, meaning that a hit while the player is dead will still do damage. I'm not seeing the damage, even when the shots should've killed the target.

 

Yeah, that's freaking annoying to me as a Striker user. Makes me even more angrier when I see that Magnum's projectile actually damage in the similar case, most of the times. Striker vs Magnum? Magnum in every 19/20 fray.

 

If you fire a missile and it does no damage what happened is lag gave you a false display. You were actually killed a split second before the launch. You see the missie in your screen but the other players do not see it.  

Can you explain why sometimes I get only half the damage, when it's obviously not a lag?

Share this post


Link to post
Share on other sites

Yeah, that's freaking annoying to me as a Striker user. Makes me even more angrier when I see that Magnum's projectile actually damage in the similar case, most of the times. Striker vs Magnum? Magnum in every 19/20 fray.

 

Can you explain why sometimes I get only half the damage, when it's obviously not a lag?

Does that occur when your tank is destroyed at essentially the same time. If so how can you possibly know for certain it is not due to lag?

 

I have not seen the DD effect fail except in the circumstance. I launch, missile flies, smoky (e.g) shoots, I die, DD goes away, missile hits, normal damage happens.

Edited by LittleWillie

Share this post


Link to post
Share on other sites

 

Yeah, that's a good theory. Projectile's damage is based on the shooter's current mode. Be it DD, Normal or NoD.

But that only could explain that DD goes away before the death of the shooter.

 

In different occasion, to be more specific, few times I had no DD and my projectile did only around 400 damage when I recently died, which your post doesn't explain.

Share this post


Link to post
Share on other sites

Yeah, that's a good theory. Projectile's damage is based on the shooter's current mode. Be it DD, Normal or NoD.

But that only could explain that DD goes away before the death of the shooter.

 

In different occasion, to be more specific, few times I had no DD and my projectile did only around 400 damage when I recently died, which your post doesn't explain.

Well I will keep an eye out for that. I cannot say I have seen it.

Share this post


Link to post
Share on other sites

Striker is just garbage.

 

In Serpuhov, on flat middle section, I got a lock on a viking. Two, at most 3 of missiles hit.  No cover.

 

It just put a speed boost on and the missiles could not turn quickly enough.  Of course it survived.

 

So once in a blue moon I get a lock and even then not all missiles hit.  BLECHHH.

  • Like 2

Share this post


Link to post
Share on other sites

Striker is just garbage.

 

In Serpuhov, on flat middle section, I got a lock on a viking. Two, at most 3 of missiles hit.  No cover.

 

It just put a speed boost on and the missiles could not turn quickly enough.  Of course it survived.

 

So once in a blue moon I get a lock and even then not all missiles hit.  BLECHHH.

I just logged out after two and a half miserable games.

 

I've been as upbeat about this turret as anyone on the forum. I is indeed satisfying to launch a hit across the map. It is satisfying because it is difficult. But the fun in playing is swamped out by the fact so many other turrets are such the opposite of "difficult".  Striker is garbage as Wolv says. 

 

As of this posting I am out of the Striker business. I'll keep the account form being delted in the hopes some day TO gets off their posterior and fixes the damn turrets that need ficxng.

 

WhittleWillie out.

Edited by LittleWillie

Share this post


Link to post
Share on other sites

Striker is just garbage.

In Serpuhov, on flat middle section, I got a lock on a viking. Two, at most 3 of missiles hit.  No cover.

It just put a speed boost on and the missiles could not turn quickly enough.  Of course it survived.

So once in a blue moon I get a lock and even then not all missiles hit.  BLECHHH.

You should turn your hull/turret to make the missiles have less of an angle to travel.  There is a strategy to turn while the missiles are launching themselves as you watch your opponent's movement.  Sometimes you even want to turn in the opposite direction so the missiles do splash instead of hit the cover the opponent is behind.

 

I just logged out after two and a half miserable games.

I've been as upbeat about this turret as anyone on the forum. I is indeed satisfying to launch a hit across the map. It is satisfying because it is difficult. But the fun in playing is swamped out by the fact so many other turrets are such the opposite of "difficult".  Striker is garbage as Wolv says. 

As of this posting I am out of the Striker business. I'll keep the account form being delted in the hopes some day TO gets off their posterior and fixes the damn turrets that need ficxng.

It is certainly very underpowered but not complete garbage.  The absence of protections is one thing.

You also have to choose your battles- Massacre for example is quite easy to get locks on targets.

 

For other maps you play like Thunder- and also keep track of the barrels that have just fired.  Never use the Salvo unless it's almost certain the enemies can't move out in time.

 

I use Striker and never had a problem getting first, even without drugging.  Used 60 supplies from Recruit to Warrant Officer 2.  Although certainly the hulls are much slower and Striker will necessarily be weaker as it ranks.

 

Don't understand how anyone could play Tanki seriously and not notice Magnum's strength and Striker's weakness.  Something should have got through to the devs by now.

 

On many occasions I will take damage from Striker even though the rockets don't actually hit me. I suspect it's a problem with hitboxes, as similar things happen with Twins and Ricochet (although nowhere near as often).

My friend who uses Hunter-Smoky complained of this too.  It must just be lag- because I've used Striker for a long time and never done damage when the missiles miss, unless it's splash.  I watch the damage counters so I would know.

Share this post


Link to post
Share on other sites

You should turn your hull/turret to make the missiles have less of an angle to travel.  There is a strategy to turn while the missiles are launching themselves as you watch your opponent's movement.  Sometimes you even want to turn in the opposite direction so the missiles do splash instead of hit the cover the opponent is behind.

 

It is certainly very underpowered but not complete garbage.  The absence of protections is one thing.

You also have to choose your battles- Massacre for example is quite easy to get locks on targets.

 

For other maps you play like Thunder- and also keep track of the barrels that have just fired.  Never use the Salvo unless it's almost certain the enemies can't move out in time.

 

I use Striker and never had a problem getting first, even without drugging.  Used 60 supplies from Recruit to Warrant Officer 2.  Although certainly the hulls are much slower and Striker will necessarily be weaker as it ranks.

 

Don't understand how anyone could play Tanki seriously and not notice Magnum's strength and Striker's weakness.  Something should have got through to the devs by now.

Have to disagree.

 

One of the issues is speed.  Striker does not seem designed for a game that moves as fast as m4 hulls do on speed.  At upper ranks enemies are on supplies most of the time - either garage supplies or Overdrive.  The missiles can't keep up.

 

What ranks were you using striker at effectively?  Must be low-to-mid rank where 1) Hulls are not moving so fast and 2) where there are no Legend 25s who have most of the protection Modules - even Striker ones...

 

"never use the salvo unless it's certain they can't move"?   Well then I guess it won't be used very often.  Shaft has no problems using it's "secondary" attack to finish off anyone the scope didn't kill outright.  But Striker has huge difficulties getting a lock in order to use it's "secondary" attack.

 

If a turret is only useful on 1-in-7 or so maps it's trash.

  • Like 2

Share this post


Link to post
Share on other sites

Have to disagree.

 

One of the issues is speed.  Striker does not seem designed for a game that moves as fast as m4 hulls do on speed.  At upper ranks enemies are on supplies most of the time - either garage supplies or Overdrive.  The missiles can't keep up.

 

What ranks were you using striker at effectively?  Must be low-to-mid rank where 1) Hulls are not moving so fast and 2) where there are no Legend 25s who have most of the protection Modules - even Striker ones...

 

"never use the salvo unless it's certain they can't move"?   Well then I guess it won't be used very often.  Shaft has no problems using it's "secondary" attack to finish off anyone the scope didn't kill outright.  But Striker has huge difficulties getting a lock in order to use it's "secondary" attack.

 

If a turret is only useful on 1-in-7 or so maps it's trash.

1. Not disagreeing here.  But the strategy I propose is still viable.

 

2.  Not disagreeing either.  But most Legends will not have an M4 striker module and those that do will probably not whip it out for one Striker player.

 

3.  Never use the salvo unless it's certain they can't move under cover in time. Basically if you catch an enemy in a very open area, or if they are capturing a point, or surrounded by other tanks, etc.  Otherwise, play like Thunder and ignore the salvo completely.

 

4.  It's useful on all maps.  It's just not as useful as other turrets.   I think, though, that we have the same view here. :)

Share this post


Link to post
Share on other sites

1. Not disagreeing here.  But the strategy I propose is still viable.

 

2.  Not disagreeing either.  But most Legends will not have an M4 striker module and those that do will probably not whip it out for one Striker player.

 

3.  Never use the salvo unless it's certain they can't move under cover in time. Basically if you catch an enemy in a very open area, or if they are capturing a point, or surrounded by other tanks, etc.  Otherwise, play like Thunder and ignore the salvo completely.

 

4.  It's useful on all maps.  It's just not as useful as other turrets.   I think, though, that we have the same view here. :)

2. Was attempting to make use of Striker last night. Encountered enemy with 50% Striker protection. You'd be amazed how many crystals you can accumulate (and spend) by Legend 20+.

 

4.  Not sure we do have same view. 

In it's current state I feel Striker is hardly useful at all. So it's staying in my garage until Devs make a change.

Any crystals that might have been allotted for upgrading it will go to making my "useful" equipment even more useful. ;)

 

But that's fine - we don't have to agree on all things.  :)

Share this post


Link to post
Share on other sites

On many occasions I will take damage from Striker even though the rockets don't actually hit me. I suspect it's a problem with hitboxes, as similar things happen with Twins and Ricochet (although nowhere near as often).

That is server latency, what is your ping?

I occasionally recieve damage from Ricochet balls which were an obvious miss to me but probably weren't for the enemy.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...