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Changes to Striker and a cool new format


theFiringHand
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One of the many things that i hate about Mamouth/Shaft combo is the fact that they just sit on the corner and get easy kills, they never get any flag, if we won, it's our effort, the hornets and vikings army, not you mamy's...no matter what you think, NO pro player like players who sit in the corner just waiting for easy kills, that not Team wok, that what they call: being LAZY.

I bet you are going to find this rather amusing- I happen to agree with you....to a point anyway. I will absolutely agree that what seems like a vast majority of the Shaft players do is simply sit and shoot as you describe. I have done this on many occasions until it got very boring. I even had another account at one time to just to see how high I could get my K/D with this combo and not spend a dime (not a record by any stretch, a little over 8.0 before I again got bored). Now I like to move around and whack tanks from locations they least suspect to see a shaft.What do I REALLY love to do? I love to go hunting. Put me in a map where you've got a camping shaft or two or even better- a Vulcan with an Isida up his butt and I'm on 'em. And yes, I will on occasion take a position and sit to keep a road/ridge clear for flag runners (ooooo, wait a minute....is that teamwork maybe??).

 

Sarcasm aside, just because I'm not the one with the flag does not mean I do not contribute to my team. Any idea how many times a Shaft may have eliminated the guy chasing you with the flag? Nope, you have no idea 'cause you are running for home. Ever ended up on your side as an Isida or Firebird, cannot right yourself and mysteriously you pop back upright? Yeah, that was me- I whacked you from the other side or the map to flip you back up. Stuck in a hole- yeah that was probably me again in my big goofy barge of a tank that pushed you out. Ever grabbed a flag with 3 opponents at the base and you managed to escape and not even got hit once? Oops, my bad for jumping behind you to take the hits while you run........

 

Oh yeah, wait a second- I don't even get experience points for all of this while you guys are busy running the flags and racking up the points and crystals.....hmmmm. Not a team player huh?

 

I do take exception to broad all encompassing statements that Shafts are lazy Noobs. I only hope that maybe those making these accusations will take a moment to see that there may be some benefit from those that choose to run this equipment. After all, it's not the equipment that's sitting- it's the tanker. I have yet to hear anyone on my team complain that I killed too many of the opponents, it's always the killed ones that complain.

 

Am I a Pro? Hardly and it is JUST a game. Does any of this matter in real life. Nope.

 

I'm gonna keep doing what I do. If you do find someone just sitting how about instead of whining or insulting you do something about it or let me know and I'll take care of it......that's what this lazy, always sitting, non-team player, good for nothing, only wants easy kills, $%#-ing Noob Shaft does for fun!

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I'm more effective when I don't look at the turret when aiming. But I still have have problems in the close range.

 

They need to make the turret narrower. It is not like twins where you can adjust quickly when you see where your first shots are going.

 

Something like what I said before:

 

 

Yes, the turret's width is optical a factor in aiming. That parallax angle is biggest at short range. Narrowing the turret would help aiming, but I am wondering if the devs it that way. I was reasonably good at the single missile aiming but I didn't play it a whole lot. Over the long haul some players will figure it out and be quite deadly with it. And as a new turret I am sure it will get tweaked often.

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I bet you are going to find this rather amusing- I happen to agree with you....to a point anyway. I will absolutely agree that what seems like a vast majority of the Shaft players do is simply sit and shoot as you describe. I have done this on many occasions until it got very boring. I even had another account at one time to just to see how high I could get my K/D with this combo and not spend a dime (not a record by any stretch, a little over 8.0 before I again got bored). Now I like to move around and whack tanks from locations they least suspect to see a shaft.What do I REALLY love to do? I love to go hunting. Put me in a map where you've got a camping shaft or two or even better- a Vulcan with an Isida up his butt and I'm on 'em. And yes, I will on occasion take a position and sit to keep a road/ridge clear for flag runners (ooooo, wait a minute....is that teamwork maybe??).

 

Sarcasm aside, just because I'm not the one with the flag does not mean I do not contribute to my team. Any idea how many times a Shaft may have eliminated the guy chasing you with the flag? Nope, you have no idea 'cause you are running for home. Ever ended up on your side as an Isida or Firebird, cannot right yourself and mysteriously you pop back upright? Yeah, that was me- I whacked you from the other side or the map to flip you back up. Stuck in a hole- yeah that was probably me again in my big goofy barge of a tank that pushed you out. Ever grabbed a flag with 3 opponents at the base and you managed to escape and not even got hit once? Oops, my bad for jumping behind you to take the hits while you run........

 

Oh yeah, wait a second- I don't even get experience points for all of this while you guys are busy running the flags and racking up the points and crystals.....hmmmm. Not a team player huh?

 

I do take exception to broad all encompassing statements that Shafts are lazy Noobs. I only hope that maybe those making these accusations will take a moment to see that there may be some benefit from those that choose to run this equipment. After all, it's not the equipment that's sitting- it's the tanker. I have yet to hear anyone on my team complain that I killed too many of the opponents, it's always the killed ones that complain.

 

Am I a Pro? Hardly and it is JUST a game. Does any of this matter in real life. Nope.

 

I'm gonna keep doing what I do. If you do find someone just sitting how about instead of whining or insulting you do something about it or let me know and I'll take care of it......that's what this lazy, always sitting, non-team player, good for nothing, only wants easy kills, $%#-ing Noob Shaft does for fun!

Hells yes PhatDawg! What an epic response!

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One of the many things that i hate about Mamouth/Shaft combo is the fact that they just sit on the corner and get easy kills, they never get any flag, if we won, it's our effort, the hornets and vikings army, not you mamy's...no matter what you think, NO pro player like players who sit in the corner just waiting for easy kills, that not Team wok, that what they call: being LAZY.

 

 

I can't count the number of enemy flag runners I've dropped with a Shaft/Mammy.  Often right in front of Viking on my team who suddenly returned a flag that was in his face.

 

That would seem to be team work.

 

I also can't count the times I've parked my Mammy in front of the flag carrier while waiting for the rest of the team to return our flag.  

 

Oh, yeah.  That's team work, too.

 

And, all those Wasps I dropped.  Those go into the battle fund that everyone benefits from.  

 

Team work.

 

Now, having seen that the Shaft nerfs for no penetration and limited vertical angle still haven't been fixed, I'll got back to playing World of Warplanes.  Bye.

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eh, doesn't feel like anythings changed yet with the volley.

 

I think the laser pointer of the striker needs to changed, instead of a laser beam in lock on mode, there'll be a dot that's twice the diameter of the laser beam and much brighter.

 

just so ppl don't get fooled by a shafts laser beam looking like a strikers laser beam

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I'm more effective when I don't look at the turret when aiming. But I still have have problems in the close range.

 

They need to make the turret narrower. It is not like twins where you can adjust quickly when you see where your first shots are going.

 

Something like what I said before:

 

Destructor.jpg

You know the turret is bad when a strategy involves making it look like a better turret.

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eh, doesn't feel like anythings changed yet with the volley.

 

I think the laser pointer of the striker needs to changed, instead of a laser beam in lock on mode, there'll be a dot that's twice the diameter of the laser beam and much brighter.

just so ppl don't get fooled by a shafts laser beam looking like a strikers laser beam

Come on. You can't take that away too! That's pretty much a Shaft-ateer's only way to survive nowadays... hope that the person thinks that you're gonna have to lock on for around 3 seconds. Other than that, Shaft's become quite useless with your severely, ridiculously nerfed angle.

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well, its either that or release the number of rockets according to the lock on percentage completion.

 

0-33%=one rocket will be launched

34-75%=two rockets

76-99%=three rockets

full lock on=all four rockets

 

 

it needs one of these feature added to it, b/c without any of it, I think striker will die shortly after it was born because it is too underpowered

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well, its either that or release the number of rockets according to the lock on percentage completion.

 

0-33%=one rocket will be launched

34-75%=two rockets

76-99%=three rockets

full lock on=all four rockets

 

 

it needs one of these feature added to it, b/c without any of it, I think striker will die shortly after it was born because it is too underpowered

I support this idea... it's the only thing that can make Striker survive, as you said. 

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I support this idea... it's the only thing that can make Striker survive, as you said. 

I was thinking the same thing before, but I changed my mind.

 

For the turret to make sense and for others to know how to deal with Striker, the lock time, the firing time and the ability to cancel the lock on process without firing a single missile should stay the same. After all the turret is locking on during all that time, so a single turret should not follow any target if the lock on is not complete.

 

There's another problem with that idea, let's say you want to cancel the lock on process because a teammate got in front of you, if you release the space bar you'll get splash damage.

 

The tweaks should be in some other form...

 

How about the ability to lock on not only to other tanks but also to fixed places? That way we can hit non visible tanks with splash damage by targeting a wall, for example.

 

Another thing that just occurred to me is that the lock on should be visible in the form of a glowing big dot on a tank or a place as if the laser heated it up, and we can say that missiles are seeking that heat. That will be helpful when there's a crowd of tanks and a Striker is targeting one of them. That way those that see the dot can get out of the way.

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I have tried the new striker/hornet combination, it is better compared to before as the reload time is faster, targeting a lost target is easier as it starts from the same point where you lost and most importantly the rockets swings around the target which is most good to see with eyes.

Coming to the cons it is not as good as rail/wasp combination, one who has acquired skill in rail/wasp will never switch to striker.It is difficult for a striker to aim a moving target especially when there are walls, also many a times i have seen out of 4 or 5 rockets stroke by striker only 1-3 hits the target others are lost.

Overall rail has no comparison with the striker, it is all time favourite of every class players.The new changes may lure the new comers but it won't last too long. 

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If you can fire a rocket with 25% lockon, you can use this most of the time you want to fire a single shot.

so you have practically an auto-aim turret.

 

I would give 1 rocket at 66%, 2 rockets from 66..99% and 4 rockets at 100%

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Striker is only for noobs.

On the contrary; Striker, IMO, takes the most skill as of now, besides Railgun. And that's what the entire Tankiverse community said when Vulcan was released... It'll change. You'll see...

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If you can fire a rocket with 25% lockon, you can use this most of the time you want to fire a single shot.

so you have practically an auto-aim turret.

 

I would give 1 rocket at 66%, 2 rockets from 66..99% and 4 rockets at 100%

I would say 2 rockets at 40%, 3 at 70%, and 4 at 100%..

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I would say 2 rockets at 40%, 3 at 70%, and 4 at 100%..

Let's take a look at the 40% scenario you propose:

 

 

 

An M3 Striker has a aiming time of 3.11sec (3.11sec = 100%), and the pause between salvo rockets is 0.25sec

40% of the M3 lockup time = ~1.6 sec until the first of 2 rocket flies. +0.25sec later the second rocket flies.

 

So within 1.85sec (=1.6+0.25) you send out two rockets, while a thunder has not even reloaded after this first shot.

And your rockets are in auto aim mode, while the thunder has to aim for himself.

 

After those 1.85sec you have a reload of 1.965sec; sums up to 3,815sec cycle time.

So your cycle time for 2x autoaim rockets is 3.815sec, while the thunder has a cycle time of aprox 5sec per two shots.

 

 

 

Result: overpowered IMHO.

Sorry, I can't sign up for the 40%.

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Let's take a look at the 40% scenario you propose:

 

 

 

An M3 Striker has a aiming time of 3.11sec (3.11sec = 100%), and the pause between salvo rockets is 0.25sec

40% of the M3 lockup time = ~1.6 sec until the first of 2 rocket flies. +0.25sec later the second rocket flies.

 

So within 1.85sec (=1.6+0.25) you send out two rockets, while a thunder has not even reloaded after this first shot.

And your rockets are in auto aim mode, while the thunder has to aim for himself.

 

After those 1.85sec you have a reload of 1.965sec; sums up to 3,815sec cycle time.

So your cycle time for 2x autoaim rockets is 3.815sec, while the thunder has a cycle time of aprox 5sec per two shots.

 

 

 

Result: overpowered IMHO.

Sorry, I can't sign up for the 40%.

2 at 65% seems fair considering you still have to reload the whole salvo.

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I can't count the number of enemy flag runners I've dropped with a Shaft/Mammy.  Often right in front of Viking on my team who suddenly returned a flag that was in his face.

 

 

Shafts in general take out tons of enemy flag runners.

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Guys, important:

 

The LEFT rocket will always come out first, when you join a battle, SD or die. The RIGHT rocket comes out next. This is very useful for shooting through enclosed spaces, small turns and etc.

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And what if they move? Rocking the hull will only let you hit enemies on slightly higher ground from medium distances, and even still its horribly inaccurate.

I just tested the turret out but I had fun aiming the single shots and was pretty good at it. I remember rocking my hull to hit targets on the roof so it can be done. Now would this hold up over 1,000,000 exp points worth of play? I don't know but I am sure the company will adjust it as it gets more use. Right now players are still learning how to use it best. It's far too premature to say it needs X or Y.

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