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Striker: 2 or 3 rocket volley with shorter lock-on time


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Original idea:
33-74% = 2 rockets
75-99% = 3 rockets

but after a while:

Update: I have tested it on another account. And my thoughts on it is that it's actually a really good turret on its own, and with an update that doubles the projectile speed (meters per second) a while back, I now see a potential terminator that if in the right hands, can dominate the battlefield.
[...]
So with this said, I hereby state that this idea (even though I posted it myself) is no longer valid.

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Under review

Completed

[wpn] [imprv]

I like it. Had this idea myself. Striker definitely needs something like this (or similar) at the moment because the lock-on mechanism just seems way too useless and cumbersome in its current state.

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The lock on is actually kinda good against heavy hulls in the open because they cant get away in time, but i would like to see an alteration that halves the lockon time but with 2 rockets.

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Hmm, the arc might make it a bit strong, so, why not slightly reducing it at 2 or 3 rockets, after the devs add the idea on top?

 

Well, what do you think? :)

If we can't have four rockets, striker's lock on kinda becomes useless. None would use 3..It's not good enough to destroy a medium hull, unless you are using DD or M4 Striker. 2 or 3 rockets with lock on, as an option is okay. But it'll be a waste if we get it as an Alteration in my opinion. The 2 or 3 Rocket mechanism should be enabled on the stock turret itself. 

Also I suggest another mechanism that:

Let's suppose I started locking aim on my opponent. I've completed 50-75% of the thing. Suddenly I get shot by another tank and I'm destroyed. The time I used for locking aim, thus goes waste. Instead, as per the completion of bar, I should be able to fire the missiles. For instance, let's assume I've completed 50% of the loading and I'm destroyed. Then, 2 rockets should be fired at my target. Or similarly, in any other way.

 

This can be an alteration which completely removes splash and self damage and gives this mechanism instead.

Hope yall like my idea.

Thanks :)

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Too powerful.

Maybe as an alteration of 100K..

You say that as if alterations are meant to make turrets more powerful. That's not the case.

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Why not just divide the loading circle into 3 parts? And/or change color of the circle to equal the amount of rockets ready to launch once the space bar is released before maximum sequence is initiated?

 

Red = 1 rocket

Blue = 2 rockets

Yellow = 3 rockets

 

You can leave the full launch as is.

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33-74% = 2 rockets

75-99% = 3 rockets

I think you have to rethink the values.

 

 

Today, arcade mode:

Striker has a reload time of 1.8seconds between single arcade rockets.

This means 2 rockets within a cycle time of 2x1.8 = 3.6seconds

 

Your proposal:

33% of the aim-time = 1second.

So after 1sec of aiming, I could fire 2 rockets,

then I wait 1,8sec for reload and the cycle starts again.

With your proposal I could fire 2 auto-aim rockets in a cycle time of 1+1.8=2.8 seconds

 

 

You just created the most powerfull turret on the field, that almost never misses ;)

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If we can't have four rockets, striker's lock on kinda becomes useless. None would use 3..It's not good enough to destroy a medium hull, unless you are using DD or M4 Striker. 2 or 3 rockets with lock on, as an option is okay. But it'll be a waste if we get it as an Alteration in my opinion. The 2 or 3 Rocket mechanism should be enabled on the stock turret itself. 

Also I suggest another mechanism that:

Let's suppose I started locking aim on my opponent. I've completed 50-75% of the thing. Suddenly I get shot by another tank and I'm destroyed. The time I used for locking aim, thus goes waste. Instead, as per the completion of bar, I should be able to fire the missiles. For instance, let's assume I've completed 50% of the loading and I'm destroyed. Then, 2 rockets should be fired at my target. Or similarly, in any other way.

 

This can be an alteration which completely removes splash and self damage and gives this mechanism instead.

Hope yall like my idea.

Thanks :)

Did you know that it would still be able to shoot out four rockets at 100%?

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That's because you never had to deal with it, mainly because most striker users just go to parkour to get their kills, it's that lame :/

Please tell me where you bought your magic glas bowl where you can observe my gameplay; mine is currently broken and the warrenty ran out already :)

 

When I play polyCP I face enough Strikers. It may sound weird, but since the Twins update there are even plenty of battles with more Strikers then Twins around. But of course they are mainly Legends, that most likely own enough other turrets - so they learned over time to be flexible and how to adapt their tactics to the specific benefits each turret gives them.

 

Those Striker pilots are ususally placed in the better 50% of the final scoreboard - concerning score.

I've to admit I never check the k/d ratio as this is one of the least important stat's to me (I go more for points/death).

 

When Striker was introduced to the game I asked multiple times to make it not overpowered (like Hammer and Vulcan were during their introduction to the game) and I'm quite pleased how this turret works and performs now. I see that skilled players that plan their actions are truely devestating, while less skilled players often run short on their salve-aiming time.

 

-> Sounds fair to me, because I can't make a turret more powerfull, just because it's hard to use. Skill comes with time, and then you would have to nerve the turret 3 months later.. and noone like nerves.

 

So.. I guess you collected your experience on other maps? Which ones are they?

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Striker and shaft are the 2 most deadly turrets in parkour format. In ts parkour i can usually get a 50 kd with striker but with the shaft alt i get around 200. Now that shaft can one shot medium hulls, i think it makes striker useless even for that.

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Like Mafioso, alterations don't make turrets more powerful, they alter their stats

Hahaha! [wiping tears from eye] Good one!

 

Yeah, that's the claim.

 

But Firebird alterations made the turret strongwe. OTOH no one in their right mind buys the Isida or Vulcan alts, because those make the turret weaker.

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I've heard this suggestion ever since the turret comes out., BlackWasp did the math to show why this idea cannot fly.

 

If you want the lock-on to launch 2 or 3 missiles, then give up the launch of 4. The new smaller number become the maximum and the reload timing re-tuned to the new number.

 

The way to fight this turret is to learn to kill with single launches. One missile hits hard. The splash is a major tactical tool.The 4-shot salvo is for certain circumstances. eg a Freeze is coming your way keep the laser on him... worst-case scenario is you take him down with you. After a couple attempts watch him run for cover as soon as the laser lights him up.

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