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Striker needs improvement


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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.. 

I would gladly trade-off some damage in order to have a quicker lock-on time.  As it is I'm doing ZERO damage with salvo as it it never gets used.

 

OR

 

Take away that silly laser.  It's a beacon for 3+ seconds that says HERE I AM. IM GONNA TRY TO KILL YOU - SO - HIT ME A FEW TIMES BEFORE I SHOOT.  Then half the enemy team pelts you and ... no lock-on... cuz you are dead.

 

I know shaft has a laser - but - that laser can be hidden until split second before the shot goes off.  Most times I get killed by shaft I never saw the laser.  Don't have that luxury with striker.

 

Ugh - the turret is currently broken and that's why few people buy it (or in my case rarely use it)...

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I think we can expect Striker to be buffed next time Tanki does a balance pass (Ideally Magnum will get nerfed as well). The problem is, the buff may not be enough, and even if it is, who knows when the next time TO will balance turrets...

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I think we can expect Striker to be buffed next time Tanki does a balance pass (Ideally Magnum will get nerfed as well). The problem is, the buff may not be enough, and even if it is, who knows when the next time TO will balance turrets...

Next balance change is after MMS is released.

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Striker takes too long to lock in a target .

 

in my opinion , striker is the coolest turret in the game , but in real battles its almost useless ,
striker is supposed to be a mid to long range weapon , so it should be useful the most in those aspects , but most of the time it's impossible to hit any target in long or even mid rang cause the target is too fast or there is always an obstacle preventing the rockets from reaching the target , and the laser just makes it highly predictable , giving the player a very small chance to make a successful strike .

 

here are some suggestions ,

 

1- give striker the ability to lock each rocket individually without having to wait to lock all rockets together , the longer you hold on the target the more rockets you can fire ,

 

2- in arcade mode make strikers laser invisible at first but gradually becomes visible when the rockets are about to leave the turret , much like shafts laser .

 

3- make striker stable like gyroscopic stabilizer in arcade mode , like vulkan has .

 

 

 

thanks for reading :) .

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Topic merged.

 

I do agree, as much as I like to play with Striker, it just isn't that suitable in many maps which I usually play on, unfortunately, definitely a bit of improvement won't hurt here and there but then again, I have little hopes that this will be done knowing how busy the developers are with those bigger updates. 

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Why not remove the laser?

Yes, some developer thinks the stats say it is balanced how it is. But no one uses it, so who cares?

No one really stays still for more than 4 seconds anyhow. They certainly won't stick around for a laser. 

The only way this turret works is on a light or medium tank, chasing the target with the laser. It should compete with shaft with the laser removed.

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What should be done: Reduce the lock-on to 3 secs and increase the reload to the same. Reduce lock-on for higher modifications, and increase the impact - it's hard enough to hit targets, and it currently has the impact of Ricochet or similar.

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What should be done: Reduce the lock-on to 3 secs and increase the reload to the same. Reduce lock-on for higher modifications, and increase the impact - it's hard enough to hit targets, and it currently has the impact of Ricochet or similar.

Lock-on goes from 3.471 at m0 down to 3.0 at m4

Re-load goes from 2.459 at m0 down to 1.8 at m4

I would like to see those switched.  Without ability to lock-on I refuse to use the turret - I'm better off with just about any other turret.

 

Another way to go is the laser - remove it.  It's just a beacon for all enemies to start targeting you - then good luck with lock-on.

Shaft has a laser - but - any decent player keeps that hidden. Can't tell you how many times my viking has been one-shotted by Shaft and i never saw the laser.

 

If not removing laser - at least make it visible for only 1 to 1.5 seconds.  3+ seconds is an eternity with multiple enemies targeting you.

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Lock-on goes from 3.471 at m0 down to 3.0 at m4

Re-load goes from 2.459 at m0 down to 1.8 at m4

I would like to see those switched.  Without ability to lock-on I refuse to use the turret - I'm better off with just about any other turret.

 

Another way to go is the laser - remove it.  It's just a beacon for all enemies to start targeting you - then good luck with lock-on.

Shaft has a laser - but - any decent player keeps that hidden. Can't tell you how many times my viking has been one-shotted by Shaft and i never saw the laser.

 

If not removing laser - at least make it visible for only 1 to 1.5 seconds.  3+ seconds is an eternity with multiple enemies targeting you.

I agree.

Or they can do is once you start locking on, even if the enemy hides for say 1-2 seconds you don't lose the heat.(progress bar)

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What I suggest for striker is:

A phase locking mechanism.

The salvo charges at the same lock on speed, but the amount of rockets coming out may be variable.

image.png

  • ​It's basically like how shaft works, you don't have to lock on completely, like as soon as I locked on halfway and leave the space bar, 2 rockets comes out.

 

This way though it takes time, every rocket will be homing and sometimes you have noticed just 2 rockets kills the tank and 2 are wasted, this will solve it too.

 

This small update will change striker's gameplay a lot as it will be stealthy as Shaft.

 

  • Plus gyro stability is required too, many times I have noticed that moving the tank and turret's ability in striker is a setback, because the keys don't respond very well.

 

As I have to press the space bar, the Z/X keys and also WASD to successfully follow the target or the lock on is missed, a gyro stable striker will be easy to use.

 

  • Or do this, that once we lock on, we don't have to lock one again even if the target hides, say if the lockon was 50% and we yet press the space, then when the target leaves cover, we have to lock the last 50%, this way striker will be same as Shaft, you hide your laser, lock onto a hull, hide laser again if he notices you and then lock on again and KABOOM.
  • This way the turret will be better, and even if lock on may take time, it will be worth it.

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I like the above idea, but to make the primary fire actually relevant I suggest that locking on one rocket takes something like 2 seconds, then 1 second for the next, then 0.5 for the next, and so forth so the total adds up to the lock-on time now. The actual times of course can be determined by the devs.

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I second the single shots having a light tracking ability. Even when I was at my best with tracking them I could only reliably hit at close range if the target knew to avoid the splash damage.

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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.  

So lets make it a Alteration then 

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hello guys :) 

 

striker is best gun to use in team battles but still its so hard to hit a moving hulls particularly light hulls .and most of time arcade shot not hitting target even we aim good and its passing above targets .

 

this is my  suggestion to make striker effective. 

 

01. just make rockets bigger in size . so its hitting area size will expand so we can hit more easy .

 

02.  make arcade shot also homing missile same like salvo shot. (it will take 0.5 sec to lock target when we hit space bar to shot in arcade shot and it will decrease for different M's )

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Okay real talk; How many people actually got good at aiming the single shot rockets? I usually just target slow enemies and launch a salvo.

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Okay real talk; How many people actually got good at aiming the single shot rockets? I usually just target slow enemies and launch a salvo.

I always found it pretty easy, but it's good mostly on just flat ground and medium range. Too close and you end up missing, too far and the target moves away, while on different levels it's really hard to aim right.

 

I'd much rather use Thunder. The only advantage of Striker is the fact that there's very little modules from it.

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I always found it pretty easy, but it's good mostly on just flat ground and medium range. Too close and you end up missing, too far and the target moves away, while on different levels it's really hard to aim right.

 

I'd much rather use Thunder. The only advantage of Striker is the fact that there's very little modules from it.

I always found it easier the closer they are. It helps if you tilt as you aim, since the angle will lower the distance the rocket needs to travel to reach the target.

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So we already got a potpourri of suggestions to buff Striker:

  • Shorter reload
  • Bigger size of rockets
  • Gradual salvos (dep. on aiming time less rockets)
  • Terrain salvos
  • Shorter lock-on time and less damage
  • Shorter lock-on time and more reload
  • Remove laser or let it become gradually visible
  • Bigger horizontal auto-aim
  • Aerial hit by proximity sensor

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One thing that striker was designed to do was prey on heavy hulls. There are enough turrets like thunder/hammer that wreck light ones, so when suggesting changes, what are ways that Striker can fulfill this role as something that struggles vs light hulls but destroys heavy ones.

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Simple. Striker is UP right now, and this could give it a buff and make it even more unique. It could lock-on to tanks that are still ghosting, and would fire the salvo when they fully spawn.

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