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How good is striker?


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Played on NS Poly CP. Didn't do very well. Enemies were either destroyed before I could get a lock or moved behind cover.

 

And short range turrets have learned that they OWN Striker.

 

But was surprised that Rico also beats Striker.

Against Rico I guess the lock-on is hopeless, especially if they keep moving.  Seems like as an opposite to Shaft;

 

the arcade is the main mode and the lock is a special, unique mode that is rarely used.

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Against Rico I guess the lock-on is hopeless, especially if they keep moving.  Seems like as an opposite to Shaft;

 

the arcade is the main mode and the lock is a special, unique mode that is rarely used.

except m4 striker is v. OP

Why ?

Bcz no one has protection and you perform pretty good.

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I have tried Striker on different hulls, in different battle modes and on different maps, with varying results.

I have got kills at long range with single missles.   I have hit tanks at medium range after a lock on with a volley of four missiles to no effect.

In DM mode on the Iran map, I got a lock onto the scramble for the Gold Box, and took out four with the volley.

My opinion is that the interval between single shots is too long.  Striker is using pre loaded tubes, so the next shot should be availiabe as soon is the first is fired, with the reload sequence commencing when the third missile is fired.  With practice, it would be possible to continually launch single missiles.

It would help too. if the launcher was narrower, and the missles launched closer to the centreline of the turret.  Too much of your tank is exposed to ensure the tubes are clear of obstacles.

The lock on time is too long.   I have only found the rare occasion when I had long enough to launch a salvo.

Both from my own experience, and watching other Striker users, this turret is at a disadvantage in close up encounters.   I have ended up more often as cannon fodder than getting a kill.

I would suggest considering a short range backup.   A small calibre autocannon firing armour piercing rounds which would only activate if an enemy was within a certain range.

I am not a fan of the laser, either on this turret or Shaft.   Why attempt to get a position of advantage, then advertise it by shining a searchlight?

My concession to the laser would be the allow Striker to lock onto a laser, either on another Striker or Shaft, and then launch a salvo in a fire and forget mode from any angle.

Other players may agree with some of this or none if it.  Either way, let's have your opinions.

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My opinion is that the interval between single shots is too long.  Striker is using pre loaded tubes, so the next shot should be availiabe as soon is the first is fired, with the reload sequence commencing when the third missile is fired.  With practice, it would be possible to continually launch single missiles.

With the amount of damage each missle does that might be OP - especially mounted on a heavy hull.

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With the amount of damage each missle does that might be OP - especially mounted on a heavy hull.

I agree but there may be a compromise. Consider a Hammer-like reload. The four tubes fire somewhat quickly in succession (maybe a second delay for transfer of control from one tube to another) followed by a longer reload of all tubes.

 

Of course you still have the option to fire a four rocket volley.

 

It's a lot of fun to play with but very difficult to earn XP and thus crystals with at the same rate as other players.

Edited by austen_pierce

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I agree but there may be a compromise. Consider a Hammer-like reload. The four tubes fire somewhat quickly in succession (maybe a second delay for transfer of control from one tube to another) followed by a longer reload of all tubes.

 

Of course you still have the option to fire a four rocket volley.

 

It's a lot of fun to play with but very difficult to earn XP and thus crystals with at the same rate as other players.

Might be a good compromise.

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well i'm not sure if others have noticed it but on the second shot to a target it seems to be off side and not directly in a straight line .. in other words the first shot hits right on target but when you shoot the second it seems to be about 3 cm off  to the side..its not like twins which when shootting the ammo it goes and hit directly on target every time...

 

 

also new up date on striker as of when servers update...

 

also mods you might want to get a chat section going for striker in the turrets section here .. there is no chat space made for it as of yet.. thanks

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Striker is good on maps with open areas.

Which, unfortunately, do not get played often.

 

Striker M2 still sucks. The lock-on takes too long, and any enemy that can knock aim can beat you easily. Rails, shafts, thunders, ricos, hammers, smokies all dominate it. The rest of the turrets are short range, which are often mounted on light hulls and can get behind cover easily, or just arent used on the maps where striker is "effective". I got beat by, get this, a Mammy M2 + Rail M2 that could not rotate its turret. Quite possibly one of the most noob combos in the game. It was able to knock my aim, and I could not get a lock on. The range  was too great for arcade to be possible. I keep saying this, and know it won't get heard, but the lock on time HAS to be reduced for striker to be effective. I love playing with it, but it isn't helpful for teams, my score is low (which shouldn't happen on an alt, ever), and my kills often get stolen by my team before I get locked on.

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After using Striker quite a few times since my last post, and the update, I still believe the lock on time for Striker needs to be greatly reduced.

As things are at present, your tank is a virtual sitting target while you attempt to achieve lock on.

I would also suggest that some type of gyro stabiliser is added to the turret, so that even if your tank is being bounced around by non fatal hits, the lock holds on the target.

Edited by highlight
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yea the lock on is still not good .. i can still move away when there shooting and i'm only rico and hornet ..also i'm finding smaller tanks are less easier to get killed then the larger ones..it seems to be harder to get a lock on them ..and the speed should be increased more due to once you take the first shot the second still takes to long in between .. it should be the same or faster then twins..

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After using Striker quite a few times since my last post, and the update, I still believe the lock on time for Striker needs to be greatly reduced.

As things are at present, your tank is a virtual sitting target while you attempt to achieve lock on.

I would also suggest that some type of gyro stabiliser is added to the turret, so that even if your tank is being bounced around by non fatal hits, the lock holds on the target.

Actually I would say that with the lock "memory", meaning if the laser gets knocked off and you get it back quickly you will still continue your lock progress, it isn't so much of a problem.

 

The problem lies more with the stability of hulls, especially Viking. It gets knocked and spun too easily.

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I'm finding it still way to easy to kill strikers .. the time in between/ reload time  shots are still to long .. in battles i get about 3 shots on me and i can take it out with in my second  health heal... which i find way to easy for a m4 ricochet and hornet with double damage and they have shields on  .. the time in between shots should be as fast as twins.. this way the reload would be quicker and faster to take smaller tanks out ..i still also find the shooting / locking mechanism is still not directly on targets mostly when i move even just a smudge the striker misses me... where if you use rail guns the shoots even if you move they still hit.

 

. i hope I make any sense ...

Edited by frozen_heart

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I'm finding it still way to easy to kill strikers .. the time in between/ reload time  shots are still to long .. in battles i get about 3 shots on me and i can take it out with in my second  health heal... which i find way to easy for a m4 ricochet and hornet with double damage and they have shields on  .. the time in between shots should be as fast as twins.. this way the reload would be quicker and faster to take smaller tanks out ..i still also find the shooting / locking mechanism is still not directly on targets mostly when i move even just a smudge the striker misses me... where if you use rail guns the shoots even if you move they still hit.

 

. i hope I make any sense ...

If I the reload time for striker was a fast as twins, then what would be the point in using twins anymore?

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If I the reload time for striker was a fast as twins, then what would be the point in using twins anymore?

IKR?

 

And what's the damage of each Striker missile?  Waaay higher than a Twins bolt.

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I repeat my previous observations on Striker.

Interval between single shots is too long.

Lock on time is too long. Your tank is a sitting target.

The turret traverse is too slow. I believe Striker is supposed to be an unmanned robotic turret.

Robotic turrets traverse, acquire their target, and fire a lot faster than conventional turrets.

The turret is too wide, and your tank is too exposed to ensure nothing fouls up a launch.

I am still of the opinion that Striker is at a disadvantage in close up encounters, and needs some sort of short range secondary weapon.

See my initial comments and suggestions.

Edited by highlight

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With full health, I've survived 4 rockets from striker (but just barely), have enough time to go for the kill. Striker, at my level, is waaay too easy to kill. I suppose the rockets I've survived were from M0s.

 

On one of my other accounts, I have Striker M0. After shooting my load, I'm an east target, unless I can load speed and get the hell out of Dodge. (Yuck, that phrase ages me). The problem I'm having with Stiker, is when I shoot a single shot, I don't know if to aim with the left or right side, since the rocket seems to go where the tank is pointed. If you are facing the enemy tank head on, the single rocket will mess its intended target. I've seen the homing device in action.But it takes so long for the rocket to make its turn, the intended target has time to move to the opposite direction. At close range, the homing device is useless.

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