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Striker needs improvement


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And 3+ seconds of laser shining across the battlefield does not help either.  Waaaay too much warning for targets.

 

So I've wanted Devs to lower the lock-on time so the salvo is actually usable - currently most times it fails.

 

Another thought...

Maybe lock-on time stays same BUT... laser only visible during last second or two before lock-on occurs.

So some warning but not the eternity that 3-4 seconds feels like on a battlefield.

I agree, the lock on should be a little faster, but memory should be shorter and no proximity kill.

 

And you alternate idea is good too, one second no laser, then 2 seconds of laser, user will see a red box instead, but still shorter memory and no proximity kill.

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Striker, you know the gun that nobody uses? Yeah, that one. That's my favorite gun, but yet I still lose to many even when drugged... I have some problems that I'd like to note.

 

Salvo Lag: Probably one of the main reasons why I can't play against people in larger maps very well, even though Serpohov is my favorite map... When the Salvo loader finishes and the rockets start firing, the rockets do 0 damage and my ping raises to 700-999, yet it lasts just long enough that the rockets do no damage but after that people can attack me just fine. Please fix this.

 

Rocket Seeking Torque: It's too low for short range. Striker has always been an all-range gun for me, so please change the torque from 45 degrees to 65 or so...

 

Salvo Rocket Efficiency: It takes, what, 3 seconds to charge a Salvo and another second to get all the rockets out? Oh, and about 1 second reload time? That just saves one rocket's worth of shoot time... Yes, Salvo has its uses, but it feels underpowered for what the gun's supposed main use is... What I'd like to change is the speed of Salvo rockets in every way being increased. Turn Speed(Already mentioned,) Velocity, and reload time... Maybe 4 rockets coming at 40 meters a second (Possible exaggeration) would seem like more of a threat compared to something of the likes of shaft...

 

Revamp for M2 and M3: The looks for M2 and M3 are boring. That's all I have to say.

 

Laser Distinguishing: I know this has been mentioned before, but it fits in this list... Shaft and Striker lasers are practically the same... Maybe add some funky pulsating rings surrounding the base laser, or maybe adding new laser colors completely, like orange for red team and green for deathmatch and blue team...

 

The damned recoil: What I want the most is hella more projectile recoil... It has barely any compared to other weapons and almost none for an explosive weapon. I need more recoil than Thunder at LEAST! You'd think that a weapon that has projectiles that increase velocity as they go would have more recoil. (If you wanna make it real unique, you can add more recoil the longer the rockets are flying) and of course the Salvo rockets need way more recoil... 

 

 

Well, I hope these are somewhat considerable and at least one makes it out. Striker has always been underrated, so I hope these really do get listened to.

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Personally loving Striker the way it is. It's a high-risk, high-reward turret. Great damage, great splash, and long rang (as long as you can use it right). Just keep your distance from enemies, make your shots count, and use salvo mode sparingly.

 

My only gripe with striker, is how hard it is to use when you're lagging compared to other turrets. Unlike turrets like Shaft and Smoky, which rely on hitscan shots, you'd need to rely on moving projectiles which need a lot of thought and leading, especially when trying to hit a moving target. It isn't so fun to use when everyone around you is jittering left, right and center every few seconds.

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I think if the lock-on is reduced by 30-35 percent, the damage is reduced to that of Smokey, the reload is reduced to that of Smokey BEFORE the balance update to it's reload, and the lock-on is reduced from M0-M4, then it will be more effective.

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I think if the lock-on is reduced by 30-35 percent, the damage is reduced to that of Smokey, the reload is reduced to that of Smokey BEFORE the balance update to it's reload, and the lock-on is reduced from M0-M4, then it will be more effective.

Hell no. Sriker's my favorite gun and that'll just ruin it for me... Just an AOE Smoky with projectiles...

 

 

What I'd like to change the most about Striker is the knockback to enemy tanks, the turning speed of Salvo rockets, and the reload time of Salvo, as well as the rocket speed in general... I've mentioned this in a previous post...

 

Salvo is underpowered, arcade mode is fine for me. Basically the only gun I use is striker, and I hate using Thunder... It just seems bland for me...

 

 

For the love of Godmode, enhance projectile speed and knockback... That's all I need... Salvo needs to be buffed as hell as well...

 

Edit: The damage is fine. Damage needs no change. It has a higher minimum than thunder and a lower maximum... Pretty balanced for the shoot speed.

 

Edit2: jeevas, fix the lag. That's the main thing about Striker is the lag... Not even any of the features about the gun that makes it "Unplayable," but the lag, especially when during a Salvo.

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That would make it more similar to a Stinger anti-aircraft missile than the Stryker ATGM it's based off of. If you were to fire a Stinger at a tank, it would have no effect. And given how large proximity fuzes are, these missiles would end up not doing much damage.

 

Gotta draw the line of unrealism somewhere.

Hahahahahahahahaha...

 

Look at Twins, Ricochet, Railgun, Freeze, and even Hammer if you look at it that way... These aren't realistic. There aren't many effective guns that do what they do in the real world... 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

mfw

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Or an alteration since Striker doesn't have any yet. I can think of many of them.

i asked nives about this on that one "ask the community manager" topic and he said the developers are "happy" with the current alterations in the game...

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Heck, you know what I think they should add? Reverse falloff. Getting shots at long range is already challenging and doesn't happen too often in many scenarios, which means that if the rockets slowly got more powerful the longer they traveled it would compensate for the overall slower speed and reward skillful shots. As a downside, Shafts would start to hate the weapon for taking them out while they're distracted with no room to retaliate, so I think it should cap out at an absolute maximum of 750 damage. That's two thirds of a Viking IIRC.

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Heck, you know what I think they should add? Reverse falloff. Getting shots at long range is already challenging and doesn't happen too often in many scenarios, which means that if the rockets slowly got more powerful the longer they traveled it would compensate for the overall slower speed and reward skillful shots. As a downside, Shafts would start to hate the weapon for taking them out while they're distracted with no room to retaliate, so I think it should cap out at an absolute maximum of 750 damage. That's two thirds of a Viking IIRC.

Interesting. The rockets DO get faster as they fly, so it would make sense... Though, they would need to lower the minimum for closer range...

 

It'd be worth it.

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Interesting. The rockets DO get faster as they fly, so it would make sense... Though, they would need to lower the minimum for closer range...

 

It'd be worth it.

The close range would start at the same as we currently had and it would increase by a little each second the rocket stays in flight, capping at a total of 750 damage. This would not only reward the user for staying at mid to long range where Striker shines, but also make it easier to take out. The damage is lessened the closer you get.

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The close range would start at the same as we currently had and it would increase by a little each second the rocket stays in flight, capping at a total of 750 damage. This would not only reward the user for staying at mid to long range where Striker shines, but also make it easier to take out. The damage is lessened the closer you get.

 

Random quote box xaxaxaxaxxa

Possibly, but I feel the damage of the gun itself is fine, but the recoil and the speed of the actual rockets needs a buff imo.

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I think Striker does not need an improvement. Its damage is not decreased by range like on Smoky, Thunder and Vulcan. It can easily kill a Shaft in sniping mode, because it can not move. Also great against heavy tanks with Vulcan who stay on 1 spot forever. Striker laser should be less visible.

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I think Striker does not need an improvement. Its damage is not decreased by range like on Smoky, Thunder and Vulcan. It can easily kill a Shaft in sniping mode, because it can not move. Also great against heavy tanks with Vulcan who stay on 1 spot forever. Striker laser should be less visible.

That would make it OP, IMHO

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Here's my idea if you want to improve it, add the feature of, say you were targetting a shaft on other side of highways map and he moves into cover as u are shooting, add if you press space when the salvo is next to the tank the automatically explode in essence, when you have fiired your shot, pressing space makes it explode before it reloads.

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Yeah, I know. This thread is a bit old. But Striker will always be my potentially favorite gun. Not many people use it for a reason... It is one of THE worst long-ranged weapons on the game.  Missiles go too slow for that... And even using the Salvo at long range is ineffective, because the missiles turn too slowly.

 

My suggestion? First and foremost, the rocket speed NEEDS a buff or Striker will be used by probably less than 10% (guesstimate) of players through midranks and beyond. Second, you ask? Well, the Salvo has never been my favorite thing about Striker, even though it can do more damage than Shaft with all 4 rockets hitting... So, I'd definitely say make the Salvo's rockets more likely to hit, maybe add one or two more rockets (everyone wants this :v) and then completely revamp the locking system and the laser visibility. How? I personally would like the laser to be visible only after 1 second after holding the shoot button. Maybe with the locking system, you should probably shorten the time by about half a second... Because the efficiency in Salvo is basically incompetent. 

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I sort of agree with this one... 

 

Striker is really bad in maps with cover.

 

Striker is OP where there are mosh pits or simply just open ground. 

 

Honestly, I feel like Striker is just a turret that cleans up heavy hulls when all of the opponents equip them. Tbh, I don't think salvo mode is meant for all targets coming your way. You should use it like a thunder (a harder to aim thunder) until you see a tank wide in the open or a heavy tank and then you use salvo mode. 

 

Striker does not need a salvo buff, as it is OP in certain situations (i know not all of them). Striker just needs an easier aim, and a better looking design, because honestly, the m3 could pass as an m1 or even m0. 

 

My proposal:

 

1. Faster projectile speed

2. Add a mini horizontal aim function. Basically, you know how in salvo mode the missiles are homing missiles? Well, maybe the missiles can sort of home in regular mode, just not as noticeable. 

3. Nerf damage slightly (not too much). It's dps is already amazing. 

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I sort of agree with this one... 

 

Striker is really bad in maps with cover.

 

Striker is OP where there are mosh pits or simply just open ground. 

 

Honestly, I feel like Striker is just a turret that cleans up heavy hulls when all of the opponents equip them. Tbh, I don't think salvo mode is meant for all targets coming your way. You should use it like a thunder (a harder to aim thunder) until you see a tank wide in the open or a heavy tank and then you use salvo mode. 

 

Striker does not need a salvo buff, as it is OP in certain situations (i know not all of them). Striker just needs an easier aim, and a better looking design, because honestly, the m3 could pass as an m1 or even m0. 

 

My proposal:

 

1. Faster projectile speed

2. Add a mini horizontal aim function. Basically, you know how in salvo mode the missiles are homing missiles? Well, maybe the missiles can sort of home in regular mode, just not as noticeable. 

3. Nerf damage slightly (not too much). It's dps is already amazing. 

Damage is fine as it is, and salvo is only "OP" in certain situations, as you said. But faster projectile speed is a must...

 

The only problem that is critical to fix is the inaccuracy of the gun...Damage needs to be untouched.

 

As for the horizontal aim, that would complicate the gun a tad bit... And mess it up at longer ranges as well.

 

(This is of course only what I think... )

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that is because players use hornet and wasp a lot in mid-low rank but in high ranks its not as bad since many people use hulls like viking hunter  and bit more heavier hulls

Striker has a terrible time trying to hit medium hulls like Viking at higher levels. The hulls speed has improved and most targets are using Speed-boost. At any distance further than "mid-range" the missiles are too slow - targets can easily dodge.

 

Trying to get lock-on is almost impossible and the laser just makes the Striker become target-number-one.

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Striker has a terrible time trying to hit medium hulls like Viking at higher levels. The hulls speed has improved and most targets are using Speed-boost. At any distance further than "mid-range" the missiles are too slow - targets can easily dodge.

 

Trying to get lock-on is almost impossible and the laser just makes the Striker become target-number-one.

It would be epic if Rate of Missile speed should be increase. But It makes it OP. I assume. 

The locking up the target is terrible. Needs to increase its lock up.. 

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