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[Special] Decoding Striker


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So what it seems to be against most guns, it's best to flank, which isn't always the easiest, but in heated battles like poly cps, you're most likely dying more than anything unless you and a buddy both sit in that little hole with Isidas and aid a heavier hull to live and keep control of the point. This is an extremely effective strategy in pro battles that have supplies and bonus boxes disabled.

 

There are tons of little things in this game to be taken into account, but even those small things can make the biggest difference. Who in their right mind wants to use a short ranged gun on maps like Desert? My Hammer M2 is 24/50 but I have to get lucky enough to pick off an enemy looming too close to my side of the map in order to get a kill. So, I instead opt for my Railgun M2.

 

Things like protection modules matter. Usually it's preferred protection that comes first to a player's mind. It may be redundant, but say you like Hammer protection. Why use it on Desert when Hammers are rarely seen there?

 

Smoky and Twins are a couple of the most powerful turrets in the game, rendering my best module useless in most cases. It's an M2 module against those two turrets and Isida and it came with the Voltage kit I purchased. While I think the developers tried to fill in the gaps on Voltage to give it more of an edge against closer ranged guns, it didn't really work out too much. Railgun is not at all a good choice for close range combat and that comes as no surprise!

 

But, equip a close range gun yourself and said module you'll most likely be the victor in a duel during a battle. I was playing a 1v1 ctf on Noise with a friend who uses the Aborigine kit with Smoky M2 and Hunter M2. I had M2 Hammer and M2 Hornet. Without protection, I was able to gt my 3 shots needed to destroy the Hunter fairly easily. My Hammer is 24/50, but that makes no difference. Give me an M4 I will still need 3 shots to kill the M2 Hunter. 1,017 is a lot, but Hunter M2 has more than 2,034 health points.

 

I haven't used Striker enough to have a real opinion about it, but I think I have to agree with Hazel-Rah. It is quite difficult. Where Railgun users mostly need to learn timing, Striker users need to learn not only Timing, but to take into account the missiles have to travel a distance to reach their enemy. They have to learn the right time to try and launch a salvo which is probably the hardest thing to do in my opinion with most players using lighter hulls from what I see.

 

Striker does seem very powerful, but is quite hard to use. I'm curious to see how Artillery is going to be!

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Very well written Zenith! It's insightful and informative while being easy to read/follow too. Keep it up!

 

Plus I concur with almost all of the thoughts/opinions behind this.

Thank you! @Thekillerpenguin contributed too. ;)

 

I haven't used Striker enough to have a real opinion about it, but I think I have to agree with Hazel-Rah. It is quite difficult. Where Railgun users mostly need to learn timing, Striker users need to learn not only Timing, but to take into account the missiles have to travel a distance to reach their enemy. They have to learn the right time to try and launch a salvo which is probably the hardest thing to do in my opinion with most players using lighter hulls from what I see.

Add to that the importance of decision-making - going for the salvo or firing arcade-style. :D

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Thank you! @Thekillerpenguin contributed too. ;)

 

Add to that the importance of decision-making - going for the salvo or firing arcade-style. :D

Right on!

 

Good job guys (TheKillerPenguin, BlackDrakon30). Sorry if I missed anyone else involved.

Edited by Spit_Fyre
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So I've tried it a bit (only in a light hull, mind you), and I've played against it a bunch, and honestly... it's bad.

 

The arcade mode basically plays like a bad thunder, good damage and splash, but the accuracy is horrible from anything further than a dozen meters and from further on, you can see it coming quite easily and avoid it. Oh, and you have not way of auto-aiming. Your missiles go straight, even up a bit, which makes them incredibly lackluster (I've literally missed tanks two meters away from me because the missiles swerve up).

 

The laser mode is really only good on a few maps where there's a ton of open space (can't really think of them off the top of my head, but Highways is sort of ok). The number of variables that you don't control is just insane: at any time when you're aiming, the opponent can dash out of view (because he obviously knows you're aiming at him with that damn laser), another tank can cross your line of vision, you can be hit and knocked off balance by any other gun out there, even your own teammates, etc... And all of this while remaining at least somewhat open to hits, as you can't hide behind a wall at any time. And when you finally get that one shot off and have the satisfaction of watching four missiles shoot at your opponent, you're still not guaranteed to do anything. Your missiles are slow, so your opponent has plenty of time to react. Your missiles only have a certain degree of precision, meaning a couple of them more than likely hit against a wall. And finally, you can't run back to cover until every missile is spent, as you risk taking some serious damage to yourself.

 

Look, it's a really fun gun, I'll give it that much. When you do get that one shot off, it feels really satisfying. But the fact is it's just not worth the hassle. There are only a couple fringe cases where it does its job, but most of those cases it's hardly necessary, and the rest of the time, it plays like a bad thunder. Most of the people I've played against who use Striker and are good either just use it as a thunder, either drug a hell of a lot. As for playing against it, that's even better. They're basically sitting ducks for any long-range gun, they can't fire back at you comfortably if you're short range, and the ones who use it as a bad thunder are just treated as so. Oh, and for the people who say that it's difficult, and it takes practice, I get that. But I don't think I've ever seen a striker top the list at the end of a battle, save if that striker is drugging heavily. So it's not just me.

 

So it needs some serious improvements. The first thing would be to make it so that the laser only appears once you're about to be fully charged (similar to shaft). Or better still, just take off the laser. It should without a doubt be able to auto-aim on arcade mode. Every gun in the game can do that, even those for which it makes close to no sense (how the hell did your vulcan him me on that 70 degree angle?). The missiles should probably go faster. Then I think it would be a fair, fun gun. But for the moment, it's quite simply trash.

 

On the plus side though, my shaft is doing much better, because people run less from it than they used to :)

Edited by FAMOUSWATERMELON
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 Oh, and you have not way of auto-aiming. Your missiles go straight, even up a bit, which makes them incredibly lackluster 

That's not true. The single missiles auto-aim vertically if you fire directly at the tank and the angle is not above the turret's aiming capability. The only problem is that moving tanks will most likely dodge the slow missiles, so you can choose to either use vertical auto-aim and have a high chance of missing or aim manually by tilting your hull and fire the rocket ahead of the target to get a direct hit.

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That's not true. The single missiles auto-aim vertically if you fire directly at the tank and the angle is not above the turret's aiming capability. The only problem is that moving tanks will most likely dodge the slow missiles, so you can choose to either use vertical auto-aim and have a high chance of missing or aim manually by tilting your hull and fire the rocket ahead of the target to get a direct hit.

Yes, the auto-aim is indeed there, but I would personally like better auto-aim angles to counteract the difficulties while firing arcade. Maybe not as much as Vulcan (13% up and 16% down), but at least like 10% up and 14% down.  :unsure:

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I agree, rico is a very powerful - mid - close - range turret. Striker m1 (Currently) Has roughly the same impact force as m3 rico. On the downside, rico's 14 missile clip makes that impact force grow incredibly, meaning its extremely hard to land arcade shots, not to mention locking on a salvo. Rico also has very high damage, and this means you CANNOT stay in its line of sight, or you will be dominated. Already, its very powerful,  and then there is its bouncing. This makes it very hard to find cover, and even if you do, you can't expose yourself to take a shot for long, or the high impact force will blow your tank back, and send the front ( or back, ) of your tank into the wall/house and you won't be able to drive back easily, and you'll lose some health. Hammer is weak if you can survive 3 shots, and most medium hulls of the same modification as hammer can't, so equip some hammer and rico protection, maybe twins or smokey if you want, and run striker in the battlefield. 

The best protection modules for striker are,

Lion T-F

Lion T-D

Ursa T-B

Ursa T-E

Griffon T-G

Griffon T-D

 This is just my personal opinion, you might want some fire/freeze/isida protection, or some twins protection, depending on your style of play. Great article though, loved it. I'm going to buy m2 striker now...

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I agree, rico is a very powerful - mid - close - range turret. Striker m1 (Currently) Has roughly the same impact force as m3 rico. On the downside, rico's 14 missile clip makes that impact force grow incredibly, meaning its extremely hard to land arcade shots, not to mention locking on a salvo. Rico also has very high damage, and this means you CANNOT stay in its line of sight, or you will be dominated. Already, its very powerful,  and then there is its bouncing. This makes it very hard to find cover, and even if you do, you can't expose yourself to take a shot for long, or the high impact force will blow your tank back, and send the front ( or back, ) of your tank into the wall/house and you won't be able to drive back easily, and you'll lose some health. Hammer is weak if you can survive 3 shots, and most medium hulls of the same modification as hammer can't, so equip some hammer and rico protection, maybe twins or smokey if you want, and run striker in the battlefield. 

The best protection modules for striker are,

Lion T-F

Lion T-D

Ursa T-B

Ursa T-E

Griffon T-G

Griffon T-D

 This is just my personal opinion, you might want some fire/freeze/isida protection, or some twins protection, depending on your style of play. Great article though, loved it. I'm going to buy m2 striker now...

My favourite protection to use with Striker is Griffon T-F.

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Striker is just ok, needs improvments i guess but is playable.

small disadvantage in small maps but in medium maps it can be really good if you know how to play with it

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