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Striker: show which side will fire next


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I've observed and have purchased Striker. I've seen and have experienced single shots completely missing oncoming enemy tanks. If the enemy is fairly close, the homing device doesn't have time to work. In order for the single shot to hit the enemy tank, the delivering tube has to be in direct line with the tank. Unless the player has kept up with left, right, left, right, he isn't sure which tube is delivering the shot.

 

My suggestion is this: Put a green light on top the the delivering tube. It doesn't have to be very big, at least not big enough for the approaching tank to see. That way, the operator can tell which way to point his tank so the rocket will hit it's target. When both tubes are armed then both tubes will light up.

 

I took my Striker out on its maiden voyage, a few days ago. I was very disappointed when my shot buzzed right by an enemy tank. The map was Brest. I had just respawned  outside the door of our building and noticed an enemy tank had entered our building and was hiding under the ramp. I waited for him to appear and fired all for rockets. I hit the "C" key to straighten the turret and notice an enemy tank was more than half way across the bridge. I didn't have time to wait for a full load and fired a single shot. It buzzed past him. I saw that the rocket had come out of my left tube, so I turned my turret slightly to the left for the right tube to have a direct shot. This time it hit the tank.

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Well, I'd like to think that keeping track of which side shot last is part of the skill required to use Striker effectively. For example, by now any player, who considers themselves to be decent with Striker, should know that the right side always shoots first after respawn.

But yeah, I suppose this would be a useful feature that would allow Striker players to focus more on other aspects of gameplay instead of focusing to remember the side from which the next rocket will be fired.

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No need for it. Learn how to use it and thats it.

I know how to use it. But can you remember which side fired last at any given time during battle? You don't always have time to let it fully load. I'm glad for you that you have such a good memory.

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I know how to use it. But can you remember which side fired last at any given time during battle? You don't always have time to let it fully load. I'm glad for you that you have such a good memory.

Well when i bought striker and tested it wasnt hard to remember. After i quit tanki and asked the person who plays on my acc how does he likes striker and if he can remember which barrel will shoot next he answered with yes he can.

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It is a good idea.

 

They can put a light on each side and when is lit green it means that side will fire next. Or they can make that side have a green hue.

 

Or just make the turret narrower to solve this issue and the close range aiming issue. I have posted the other day an image of how a narrower turret could be (with two lasers), and now I have a second idea (one laser) :

 

Rockethon.jpg

 

 

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I've observed and have purchased Striker. I've seen and have experienced single shots completely missing oncoming enemy tanks. If the enemy is fairly close, the homing device doesn't have time to work. In order for the single shot to hit the enemy tank, the delivering tube has to be in direct line with the tank. Unless the player has kept up with left, right, left, right, he isn't sure which tube is delivering the shot.

 

My suggestion is this: Put a green light on top the the delivering tube. It doesn't have to be very big, at least not big enough for the approaching tank to see. That way, the operator can tell which way to point his tank so the rocket will hit it's target. When both tubes are armed then both tubes will light up.

 

I took my Striker out on its maiden voyage, a few days ago. I was very disappointed when my shot buzzed right by an enemy tank. The map was Brest. I had just respawned  outside the door of our building and noticed an enemy tank had entered our building and was hiding under the ramp. I waited for him to appear and fired all for rockets. I hit the "C" key to straighten the turret and notice an enemy tank was more than half way across the bridge. I didn't have time to wait for a full load and fired a single shot. It buzzed past him. I saw that the rocket had come out of my left tube, so I turned my turret slightly to the left for the right tube to have a direct shot. This time it hit the tank.

 

Same... Its skills to know which barrel the rocket will launch but yeah its a good idea. But this shouldn't be known by the opponents. Only the users should know about that.

 

Good idea as this would help when trying to peek-a-boo behind walls without damaging yourself.

Put the lights on the back of the turret - one for each side. 

I would more so suggest the same as P-shooter, except all four barrels have a Green/Red DOT Behind Each barrel... so whom ever your targeting at will NOT see this dot/indicator! Someone behind the Striker might though, but it'll be tiny enough, that only the Striker Op will see it from his 3rd person view. This would also make sense, as no matter WHERE you face your Turret, you will always be watching from BEHIND the turret... no way to turn turret without seeing behind turret as your 3rd person view always remains to see straight forward where turret is facing/aiming! 

 

THIS Green/Red DOT, will be like a Light on the tank itself, like an LED or something. It will simply indicate... Barrel Loaded and READY, or Empty and RELOADING. As some mentioned, it takes skill to work with the Striker. All you would need to know at a glance, and have time to process in a moments notice, is which Barrel is Loaded or Empty. The rest should be instinct to which will fire next. So if their is a specific Sequence to which fires first, the Operator should learn this, so when all four barrels are Loaded, and indicated so by LED's, the OP knows which fires first... eventually will learn which fires #2-#4 as well... cause I'm sure using 1x at a time, finishing target, going around corner, to need to use another, you'll need to know which of the remaining green dots is going to fire next! 

 

Another idea to consider... and I'm not sure how it's set up!! What if you don't use any more for few minutes... that Red DOT has reloaded, and is now Loaded, does it renew the sequence back to #1? Or continue the sequence, finishing the #2- #4 barrels? If it continues the sequence... maybe consider a 3rd LED light for Standby, being Yellow?? So when spawning, you have 4 Green LED's. You fire all 4, now they're Red. Moments later, they reload, turning Green as they reload. Soon after, you fire #1, and #2, those now Red. #3-4 still Green. Moments later before you fire, #1-2 are reloaded, now Yellow, but #3-4 remain Green til both used. Once the 4 barrel sequence finishes, those Yellow #1-2 turn Green, while #3-4 still Loading. UNLESS OF COURSE... All Barrels stay unloaded until all 4 used, than reload... I can't remember. If THAT is the case, this last paragraph of Yellow indicator is actually pointless!! 

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It is a good idea.

 

They can put a light on each side and when is lit green it means that side will fire next. Or they can make that side have a green hue.

 

Or just make the turret narrower to solve this issue and the close range aiming issue. I have posted the other day an image of how a narrower turret could be (with two lasers), and now I have a second idea (one laser) :

 

Rockethon.jpg

How you make Pic Diagram? MS Paint on desktop? How to Load onto HERE? I have read and followed instructions to UPLOAD pics, and CAN NOT... It's telling me it will NOT accept the "Format" I have uplaoded with despite I'm using the format the instructions say to... and doesn't let me upload pics. Any kind. 

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How you make Pic Diagram? MS Paint on desktop? How to Load onto HERE? I have read and followed instructions to UPLOAD pics, and CAN NOT... It's telling me it will NOT accept the "Format" I have uplaoded with despite I'm using the format the instructions say to... and doesn't let me upload pics. Any kind. 

I used Paint and to post the image postimage(dot)org, just use the second link, not the first as the instructions say.

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But it's simple, once you reappear, the first rocket shooted will be the one which is in the right side. And what? Don't you have the turret in front of your eyes? :lol:

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Games aren't so good if they don't take up some skills. Just like in last V-log, get to know which side will shoot by some logic. Same in XC format while shooting behind the wall.

Agree. You should develop skills too. :)

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Yes, these should be a little indicator light on the back of the active tube.  I know yo need to keep track of it, but otoh there are real-life consideratoins like bio breaks, the dog needs outsides, or any of a million othr legit reasons to lose track.

 

As for "skill" there's considerable skillis  required to hit a moving target across the w/a single missile. But you won't bemuch of a Striker until you can do this. I don't think "left right, left right" really deserves to be in the same boat,

 

You think a missle maker would build a misllion dollar launcher without a ten cent "ready" light? :)

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About the idea about keeping count, left, right, left, right...

 

I think when you're a "camper" type (no offense), or like playing team battles where you like to kill from a distance, it is easier to keep count. But when you want to do more than kill from a distance, when you want to go get the flag, be in the front lines, chat about situations and strategies... you simply can not keep count.

 

Having said that, I don't think light indicators is a good solution because it will add more code to the software and give Striker a greater advantage.

 

My solution, like I said before, is to make the turret narrower.

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