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Striker needs improvement


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Striker is a great concept, but the turret as it is currently is almost unplayable.
The arcade shots are extremely frustrating - merely driving forward will cause your shots to pass right over the heads of enemies that are at mid to long range. Stopping too suddenly causes you to shoot the ground in front of yourself and take a considerable amount of splash damage. Also, if you are killed before your rocket hits an enemy, it deals half or no damage for some reason.
The laser isn't much better - it's very difficult to successfully launch a salvo, as usually your aim is knocked off or they just hide. Shaft is much faster, and more deadly. If it hits, it instantly deals tons of damage and has a sizeable impact, whereas Striker isn't even guaranteed any damage; the target can hide (or sometimes, the rockets hit an obstacle halfway there, despite the target NOT MOVING and the laser having no trouble locking on...).

Breaking it down by range makes the problems even more obvious.
Long range: It's tough to hit a stationary target, and nearly impossible to hit a moving target. Railgun and Shaft make the targeting laser impractical. Thunder also outperforms Striker here, because it can actually hit, and has comparable or better impact force.
Medium range: Striker can actually hit targets easier now, but Ricochet, Smoky, Thunder, and even Rail are tough opponents, easily able to knock your aim off. Arcade shots may not even reach your enemies before they get back in cover, and hitting a moving light hull with speed boost is difficult. Salvo is too tough to keep on an enemy, because at this range almost any turret can knock your aim off, hide, or rush you and cause you to self-destruct.
Short range: Well, it's easy to hit targets now. Not much of a consolation considering the splash damage. Every turret barring Magnum or Thunder should beat Striker here.

In short, Striker is outperformed at every range by other turrets, and has some major disadvantages that outweigh it's strengths. To fix these issues, and make Striker a little more effective, I suggest that two things be done:
1) Increase Striker's projectile speed. After all, these are rockets.
2) Increase the vertical auto aim angles, or increase the rocket's tracking ability. I shouldn't have to stop moving to hit an enemy.

I believe Striker can be a good turret, and I don't think the problem is with the laser, or the salvo. That is a situational tool, just like Shaft's arcade shot is a situational tool. The problem is with Striker's main attack, the arcade shot.

Please provide feedback, opinions, thoughts on possible alternate Striker fixes, and Striker sightings below.

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Striker rocket projectile speed: 500-700m/s (M1-M4) - reached after an acceleration time of 3sec.

HOT anti tank missile: 240m/s (https://en.wikipedia.org/wiki/HOT_(missile))

 

I guess the average speed used on a Tanki map is pretty even.

 

On the other hand the maps we play are by far smaller then the usual ranges that real tank battles take place at.. so the rockets have to be slower to form a downside of the turret.

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Yes, imho Striker should be buffed. I would opt for a bigger vertical aim.

So that a Striker would miss less shots while driving?

Actually Striker has the same vertical auto aim angles like Smoky has.. and so I think the reason is .. simply that we miss horizontally, and therefor the vertical autoaim does not kick in.

 

I would love that Strikers primary goal would not be the turret of the enemy, but the hull.

I miss a lot of Vikings, where my rocket aimed the turret and as the target moved a bid sideways, my rocket flew over the hull next to the turret..

But this should be the case only for arcade shots, the laser has to lock onto both and aim primarily for the turret.. so you hit them in a ditch as well.

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Agreed. The horizontal auto-aim is more of a problem than the vertical aim and it should aim for the hull indeed.

 

Another thing which probably has nothing to do with the balance: Why are Strikers' rockets half the size than Rico's and Twins' plasma balls? :huh:

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Agreed. The horizontal auto-aim is more of a problem than the vertical aim and it should aim for the hull indeed.

 

Another thing which probably has nothing to do with the balance: Why are Strikers' rockets half the size than Rico's and Twins' plasma balls? :huh:

I guess because they have to fit into the barrel.. :p

 

No, just kidding. Hmm.. you're right, they are just 0,5m, while Twins bullets are 1m.

When they changed Twins to 1m, they said it's in order to "hit targets easier". To me it felt like a nerf, because I could shoot pass my teammates to hit an enemy as easy as before.

 

Optically the rockets have the right size. But a "proximity trigger" that let the rocket explode if an enemy is within a certain radius of the rocket (1m radius?) would be a very powerful enhancement.

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I guess because they have to fit into the barrel.. :p

 

No, just kidding. Hmm.. you're right, they are just 0,5m, while Twins bullets are 1m.

When they changed Twins to 1m, they said it's in order to "hit targets easier". To me it felt like a nerf, because I could shoot pass my teammates to hit an enemy as easy as before.

 

Optically the rockets have the right size. But a "proximity trigger" that let the rocket explode if an enemy is within a certain radius of the rocket (1m radius?) would be a very powerful enhancement.

This would be great, so that even if the rocket just barely scrapes past a tank, it explodes mid air. would be a really cool effect too, a rocket exploding midair.

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Well I have to say almost all the things the OP mentioned are true. When you are driving your nose is angled ever so slightly upward. Shooting on the drive almost always sends your shot high. Salvos are hard to land. It is hard to hit a moving target at range.

 

OTOH I have learned to overcome these aspects. My best k/d ratio is my Striker tank.  I earned my frst 150,000 exp points w/o using a single drug not even a mine. (I just checked for the 1st time in a long time. The k/d value has dropped though as my rank has gone up using the same equipment.)

 

When shooting you do not stop but take your finger off the forward move arrow for a split second. If you are good at the arcade shots you do not need the salvos as often. It is hard to hit moving objects at long range but (A) you do not have t hit them, just come close. And ( B) the can be hit and it is damn fun to do it. :) I have hit tiny corners of hulls or turrets poking out of cover all the way across the largest maps. So it can be done. 

 

At short range with my titan I generally did not die unless there were three or at least two enemies charging me ... often dying of self-damage at the same time as the 3rd attacker.  I just bought a Hornet and now I dodge like mad as I dump missiles al around me ... the Striker turret rotates very quickly! Hornet also rocks better so it is emuch easier to fling a missle upwards or downwards.

 

OTO,OH I guess the bottom line is Striker is probably the hardest turret to learn. It is probably a turret some people will never learn to use well. (Like Hammer is for me.) Id it is boosted somewhat I certainly will not mind, lol.  However I wish more turrets were like Striker and less like Magnum. Both generate immense splash damage but you do not see 4-5 Strikers in evry battle because it is so obviously OP.  


This would be great, so that even if the rocket just barely scrapes past a tank, it explodes mid air. would be a really cool effect too, a rocket exploding midair.

That is how modern anti-tank missiles are being designed. They fly above the tank and detonate. That blows in through the thin top armor and even more vulnerable hatches.  

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I think Striker is good enough as it is. Sure, it's got a huge learning curve, but it pays off with amazing DPs and considerable splash damage. Keep in mind, there were also a huge amount of druggers in these battles.

 

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I have striker on one of my other accounts. I agree with most of what you say. When trying to hit a moving target, you don't aim directly at the tank. You have to aim just slightly before the tank. For Hunter and Viking, I aim for the "headlights" or at the grill if it had a slightly protruding one. For Hornet and Wasp, I aim a little more ahead of the tank. 

 

As a Striker user, you know the rockets alternate between right and left. After respawning, the rockets come out of the right tube. If you're aiming at long range, the homing device has time to activate. At mid or short range, it doesn't have time. So instead of aiming straight forward, you have to shoot slightly off center. If the rocket is coming out of the right tube, you have to aim slightly left. If it's coming out of the left tube, you have to aim slight off center to the right. Shooting head on will almost always miss. Players who know this can easily dodge a near miss. But if you aim slightly off center, the enemy will have a big surprise when you hit him or at least do some damage as it whizzes by. 

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I don't like that ability 

 

I guess because they have to fit into the barrel.. :P

 

No, just kidding. Hmm.. you're right, they are just 0,5m, while Twins bullets are 1m.

When they changed Twins to 1m, they said it's in order to "hit targets easier". To me it felt like a nerf, because I could shoot pass my teammates to hit an enemy as easy as before.

 

Optically the rockets have the right size. But a "proximity trigger" that let the rocket explode if an enemy is within a certain radius of the rocket (1m radius?) would be a very powerful enhancement.

I don't like that proximity trigger idea, if that is implemented how are we supposed to dodge and evade a rocket?

 

I also don't like the longer lock on memory of now. Instead, the lock on time should be a little shorter, with a short memory.

 

And one thing that could help Striker is the ability that when you hold the spacebar, aim at a target and you release the spacebar before the full lock on it will launch a rocket directly to where that target is. The rocket will not follow the tank because there is no lock on, that will help target camping tanks that are stationary.

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I don't like that ability 

 

I don't like that proximity trigger idea, if that is implemented how are we supposed to dodge and evade a rocket?

 

I also don't like the longer lock on memory of now. Instead, the lock on time should be a little shorter, with a short memory.

 

And one thing that could help Striker is the ability that when you hold the spacebar, aim at a target and you release the spacebar before the full lock on it will launch a rocket directly to where that target is. The rocket will not follow the tank because there is no lock on, that will help target camping tanks that are stationary.

I also would prefer a shorter lock-on time. With most tanks using SpeedBoost it is quite hard to get salvos off.

 

Not sure about your last point.  Currently two options - tap the spacebar and 1 unguided missile fires.  Hold spacebar it attempts to get lock for salvo.  So the unguided single missile can be used for trying to hit stationary tanks or for splash on hidden targets.

 

I'd go for an alteration that removes guidance, has less damage, but allows a full unguided salvo to be launched without trying to get a lock-on.

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As the latest vLog features a Striker shooting at other tanks, filmed from above, I took the chance to paint there the proximity circle, so we get an idea of what we talk about:

red circle: diameter of the rocket as today (diameter 0,5m

green circle: diameter of a Twins or Rico projectile (diameter 1m)

yellow circle: proximity bubble, 1m radius (diameter 2m)

 

imho it is still very well possible to dodge, but the effect of a missile flying directly towards your tank, missing your turret and therefore sailing right over your hull (next to the turret) could be history.

Also those arcade + lead ahead + rocking elevation shots will become possible more often.

 

At close distances like pictured here, an average striker pilot will hit you anyways. But on the medium and long shots it will make a slight difference.

 

 

Striker_Proximity_Detonation.png
photo upload

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m3 striker can kill m4 viking with 4 shots...

 

and the weapon reloads just like thunder with  auto loader alteration

and thunder m4 with that alteration kills viking m4 with 5 shots...

 

i think it's already a powerful weapon...

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m3 striker can kill m4 viking with 4 shots...

 

and the weapon reloads just like thunder with  auto loader alteration

and thunder m4 with that alteration kills viking m4 with 5 shots...

 

i think it's already a powerful weapon...

It's far easier to hit a target with a Thunder, and it's easy to miss with Striker (on a certain range).

If you consider the chance to miss your target, you will need to fire maybe 5 shots (because one of 5 will miss) and then the balance looks better.

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The stats are somewhat misleading. Generally, a good indicator of a turret's power is it's popularity. Not always the case, but generally speaking.

Striker is the opposite of popular - I see it less than any other turret.

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It's far easier to hit a target with a Thunder, and it's easy to miss with Striker (on a certain range).

If you consider the chance to miss your target, you will need to fire maybe 5 shots (because one of 5 will miss) and then the balance looks better.

The only way to get a 4-out-of-5 hits is if the target is unaware.

Or you are so close that...

1) they can't miss you and

2) you are going to take splash damage

 

The turret is not seen often for a reason - overall it has very limited effectiveness.

Too awkward for close encounters and lock-on does not happen often enough at long-range.

 

Shaft has huge advantage over Striker.

Both have a laser but striker can not hide it.  Smart shaft users keep their weapon charged up and reveal laser only when they have target.

Striker can't do that.  the moment they start targeting someone they are easy pickings.

 

Either remove the laser but give it a longer lock-on or...

Reduce lock-on while increasing re-load (same shots/minute) and reduce damage.  I'd rather do less damage so long as I can actually use the salvo feature.

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The only way to get a 4-out-of-5 hits is if the target is unaware.

Or you are so close that...

1) they can't miss you and

2) you are going to take splash damage

 

The turret is not seen often for a reason - overall it has very limited effectiveness.

Too awkward for close encounters and lock-on does not happen often enough at long-range.

 

Shaft has huge advantage over Striker.

Both have a laser but striker can not hide it.  Smart shaft users keep their weapon charged up and reveal laser only when they have target.

Striker can't do that.  the moment they start targeting someone they are easy pickings.

 

Either remove the laser but give it a longer lock-on or...

Reduce lock-on while increasing re-load (same shots/minute) and reduce damage.  I'd rather do less damage so long as I can actually use the salvo feature.

!) and 2) simply aren't true.  That simply is not the only way to have an 80% hit rate on one target. Aim for the terrain not the tank until your aim improves.  Shoot and scoot. You can peek from behind cover, send a missile downrange, and be back under cover before the enmy can draw a bead on you. No rule says you have to slug it out.

 

That being said, yes obviously Striker is under-used. I agree turrets like Shaft and Magnum and even Railgun deliver big hits more reliably. There is no doubt Striker has a very long learning curve.

 

Generally I either do well with Striker or I get pounded. It seems feast or famine with this turret. I like it just because it is fun to shoot. It could probably use some improvement. But not much. It'd be easy to over-compensate and then all the Magnum buyers would buy Strikers. i prefer being under-estimated. :)

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!) and 2) simply aren't true.  That simply is not the only way to have an 80% hit rate on one target. Aim for the terrain not the tank until your aim improves.  Shoot and scoot. You can peek from behind cover, send a missile downrange, and be back under cover before the enmy can draw a bead on you. No rule says you have to slug it out.

 

That being said, yes obviously Striker is under-used. I agree turrets like Shaft and Magnum and even Railgun deliver big hits more reliably. There is no doubt Striker has a very long learning curve.

 

Generally I either do well with Striker or I get pounded. It seems feast or famine with this turret. I like it just because it is fun to shoot. It could probably use some improvement. But not much. It'd be easy to over-compensate and then all the Magnum buyers would buy Strikers. i prefer being under-estimated. :)

Feast or famine because it's not reliable...

IF you hit you do a lot of damage sure. But there are not enough hits to make up for the misses. 

 

With everyone on supplies these days targets are moving too fast to hit reliably - either with singles (slow moving missile) or salvo (too long to lock on - something inevitably interrupts the targeting).

 

I'm not advocating making it Magnum - I refuse to buy that atrocity.

Just make it more competitive - slightly easier to use. 

As I said I'd take a hit on damage inflicted if I could get a lock-on a little more often.

Currently my Ricco makes Striker look like garbage - even at long ranges.

 

Something is wrong about it or you'd see more of them.

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Feast or famine because it's not reliable...

IF you hit you do a lot of damage sure. But there are not enough hits to make up for the misses. 

 

With everyone on supplies these days targets are moving too fast to hit reliably - either with singles (slow moving missile) or salvo (too long to lock on - something inevitably interrupts the targeting).

 

I'm not advocating making it Magnum - I refuse to buy that atrocity.

Just make it more competitive - slightly easier to use. 

As I said I'd take a hit on damage inflicted if I could get a lock-on a little more often.

Currently my Ricco makes Striker look like garbage - even at long ranges.

 

Something is wrong about it or you'd see more of them.

I honestly think it is a turret some people will never quite get a handle on shooting with it.  (That is me with Hammer.) If it is made easy to use for most everyone it may end up being too powerful.  I guess my concern boils down to down to that.

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I honestly think it is a turret some people will never quite get a handle on shooting with it.  (That is me with Hammer.) If it is made easy to use for most everyone it may end up being too powerful.  I guess my concern boils down to down to that.

That's me with Rail.  And maybe Striker too. :(

 

I'll give it more time with MUs and a Striker protection module.  But I may have wasted my crystals.

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That's me with Rail.  And maybe Striker too. :(

 

I'll give it more time with MUs and a Striker protection module.  But I may have wasted my crystals.

I woudn't MU it too much, but practise aiming instead.

If the maps that you play do not suit Striker, your MUs would be for vain

 

I just come from a game of Poly CP, and I played that battle 10 minutes with Striker Wasp. My k/d was aprox. 1/1 and I ranked 5/8 after that 10min, although I joined late. Of course it's easier as the fastest targets there are Vikings at rather short range.

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