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Striker needs improvement


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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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This is interesting, but seems unfair. On the one hand it will make gameplay with striker a tiny bit easier because they will be able to get more kills from it, but on the other hand Striker gameplay is still equally frustrating, but you also add to that the frustration of those, who get spawn-killed by strikers locking on to them.

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I agree with you in this idea that striker needs an improvement,and my idea down here:

i think that the new way that striker should work in is:

while pressing ENTER the loading circle should starts loading although there is no player focused on(as normal turrets,there is no turret works only when it connected to a target[player]).

and striker should launch the missils although there is no player there[like railgun for example],

the way which striker works now, make it a very weak turret comparing it to other turrets, and not desirable from players(especially nubs :3)

i would like to see my idea became real.

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I agree with you in this idea that striker needs an improvement,and my idea down here:

i think that the new way that striker should work in is:

while pressing ENTER the loading circle should starts loading although there is no player focused on(as normal turrets,there is no turret works only when it connected to a target[player]).

and striker should launch the missils although there is no player there[like railgun for example],

the way which striker works now, make it a very weak turret comparing it to other turrets, and not desirable from players(especially nubs :3)

i would like to see my idea became real.

That would make it OP. It would be basically a Railgun with locking mechanism. RIP Shaft.

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I think that Striker also needs improvements in it salvo mode because it loads to slow. I am now an M4 Striker and salvo mode loads to slowly and players escape my vicinity of fire.

 

Also adding a bit more splash damage to rockets would help deal more damage when players hide behind walls or buildings.

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Striker in my opinion is a very narrow niche weapon. My idea for the Striker is along the lines of versatility. For example, making the lockdown of the tank(green circle) around 0.5 to 1 second. In exchange, a further 'locking' time is required to lock on individual rockets,let's say 1 second each, where the number of rockets that can be locked is 4 only. This would in affect give the stricker 5 modes of attack: 1st mode-tap for non homing rocket, 2nd mode-1 homing rocket, 3rd mode-2 homing rockets, 4th mode-3 homing rockets and 5th mode-4 homing rockets. This setup would mean the player can choose his gameplay depending on the situation.

1st mode for in a hurry

2nd mode to 5th mode depending on time constraints i.e. how far away the enemy is from cover.

Please reply on you thoughts of my idea.

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Striker [...]

Please reply on you thoughts of my idea.

I can imagine it could work quite well as alteration.

 

Let me see if I got you right:

- as soon as you point to a target with the laser, a lockdown process starts.

- after 1sec of lockdown it will reach 25%, 2sec after lock-up 50%, .. 100%=4sec (each ones are the total lock-up time) but you can release it at any time.

If the indicator reached >25% one rocket will be launched, >50% 2 rockets, >75% 3 rockets, 100% = automatic launch of 4 rockets.

After you released the fire key and after your rocket salvo was launched you suffer the usual reload time.

 

You trade damage delivered/time -vs- an easier handling.

 

 

EDIT:

However the balance is off if you think about lock-up of 2 rockets:

 

 

  • launching 2 arcade mode rockets takes aprox. 4seconds (shot1 + 2sec reload + shot2 + 2sec reload) if you do it over and over again.
  • launching 2 rockets from your new mode takes also 4,25 seconds (lock-up 2sec + shot1 + reload 0,25sec + shot2 + reload 2sec) but you can hardly miss.. and 2sec of lock-up time is hard to dodge.

 

 

 

For me this [50% lockup, 2sec lockup time, launchin 2 rocket] - mode would be the best trade-off between lock-up time (exposure of myself), chances to achieve a successful lockup and damage dealt.

 

The 3 rocket and 4rocket shots are fine.. but the 2rocket mode is .. maybe pretty deadly.

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I think a good m2 alteration for striker would be that it would shoot rockets out of both barrels at the same time but it would either lose its salvo ability or the reload time between shots are increased.

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I can imagine it could work quite well as alteration.

 

 

 

Let me see if I got you right:

- as soon as you point to a target with the laser, a lockdown process starts.

- after 1sec of lockdown it will reach 25%, 2sec after lock-up 50%, .. 100%=4sec (each ones are the total lock-up time) but you can release it at any time.

If the indicator reached >25% one rocket will be launched, >50% 2 rockets, >75% 3 rockets, 100% = automatic launch of 4 rockets.

After you released the fire key and after your rocket salvo was launched you suffer the usual reload time.

 

You trade damage delivered/time -vs- an easier handling.

 

 

EDIT:

However the balance is off if you think about lock-up of 2 rockets:

  • launching 2 arcade mode rockets takes aprox. 4seconds (shot1 + 2sec reload + shot2 + 2sec reload) if you do it over and over again.
  • launching 2 rockets from your new mode takes also 4,25 seconds (lock-up 2sec + shot1 + reload 0,25sec + shot2 + reload 2sec) but you can hardly miss.. and 2sec of lock-up time is hard to dodge

 

 

 

For me this [50% lockup, 2sec lockup time, launchin 2 rocket] - mode would be the best trade-off between lock-up time (exposure of myself), chances to achieve a successful lockup and damage dealt.

 

The 3 rocket and 4rocket shots are fine.. but the 2rocket mode is .. maybe pretty deadly.

2 seconds in a battle is a lot longer than it might seem.

 

During that time a miss could still occur because of...

- Striker targeted by multiple enemies that spot the laser - targeting thrown off by impact

- target gets behind a wall / building before lock-on

- Another tank (friendly or enemy) gets between striker and target - interrupting lock-on or making it start over

- target gets behind a wall / building after lock-on the missiles don't make 90-degree turns

 

3 seconds for lock-on is an eternity - the laser is a beacon.  Something needs to give so salvo is actually usable.

Hoping for static targets that don't notice the laser for 3+ seconds is a fools errand.

 

Also remember, when comparing "arcade" mode vs "guided"... arcade has no laser and can peek-a-boo after each launch - so striker is exposed for much less time. Largest issue is the missiles are slow and inaccurate.

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2 seconds in a battle is a lot longer than it might seem.

Sure, but the enemy has no 2 seconds.

 

Today the lock-on time is 3.1sec in M3, and lock-on's are still possible.

I wondered myself why that is like that, and I found that when I am occupied in doing something I do not imediately realize that someone locks-on my tank. I have a reaction time that is slightly longer then usual because I focus on some move, aiming something.. spotting far away.. things like that. After I realised that someone locks onto me, I still have to decide if I can make it in time to cover or if I should return or shot back, and then I have to perform the action.

If (and only if) the striker pilot chose a target that is occupied and therefore not focusing on him, he has chances to lock on. And here the reduction from 3.1 sec lockon to 2sec lockon almost cuts down the chances to evade by 50% (3sec_lockOn - 1sec_reaction_time = 2sec to do something. 2sec_lockOn - 1sec_reaction_time = 1sec to do something. 2sec -> 1sec. half the time).

 

Therefore I think this is the sweet spot of that mode. As you explain yourself it is way harder as we talk about 3sec, so I would not go for it. I would release after 2sec and give my rockets time to fly, minimizing the target's chances to get a sec lock-on but make it behind cover before the rockets impact.

It's basically like you notice the laser, direction, threat. 1,5sec later two rockets come in, homing for you. Sounds not bad to me.

Especially as the arcade mode is hard to hit, while with 2sec lockon the striker pilot has pretty good chances to hit something.

 

 

All other of your arguments are true as well - and they are also true for today's striker mode. Still it will be easier to get a lockon with 2sec then with 3; and still it will be easier to home your missiles instead to aim then via arcade. I think the 2sec mode will do more damage in average then the 2 rocket-arcade mode (on a midrange map)

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Sure, but the enemy has no 2 seconds.

 

Today the lock-on time is 3.1sec in M3, and lock-on's are still possible.

 

 

 

I wondered myself why that is like that, and I found that when I am occupied in doing something I do not imediately realize that someone locks-on my tank. I have a reaction time that is slightly longer then usual because I focus on some move, aiming something.. spotting far away.. things like that. After I realised that someone locks onto me, I still have to decide if I can make it in time to cover or if I should return or shot back, and then I have to perform the action.

If (and only if) the striker pilot chose a target that is occupied and therefore not focusing on him, he has chances to lock on. And here the reduction from 3.1 sec lockon to 2sec lockon almost cuts down the chances to evade by 50% (3sec_lockOn - 1sec_reaction_time = 2sec to do something. 2sec_lockOn - 1sec_reaction_time = 1sec to do something. 2sec -> 1sec. half the time).

 

Therefore I think this is the sweet spot of that mode. As you explain yourself it is way harder as we talk about 3sec, so I would not go for it. I would release after 2sec and give my rockets time to fly, minimizing the target's chances to get a sec lock-on but make it behind cover before the rockets impact.

It's basically like you notice the laser, direction, threat. 1,5sec later two rockets come in, homing for you. Sounds not bad to me.

Especially as the arcade mode is hard to hit, while with 2sec lockon the striker pilot has pretty good chances to hit something.

 

 

 

All other of your arguments are true as well - and they are also true for today's striker mode. Still it will be easier to get a lockon with 2sec then with 3; and still it will be easier to home your missiles instead to aim then via arcade. I think the 2sec mode will do more damage in average then the 2 rocket-arcade mode (on a midrange map)

I agree with most you say here... except maybe the 3.1 sec lock-ons... sure they are possible - but - very, very rare.

 

I was under impression you thought the 2 missiles for 2 sec was OP.  Half the damage for many more instances o lock-on are a trade-off I would gladly make, but I don't think it's really OP.  It is after all, half the damage - assuming both missiles even hit.

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Make an alteration that makes striker not like twins, but like ricochet. This means easier aiming for them.

However for pros this will be a downside because they cannot use peekaboo tactics to the max.

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Make an alteration that makes striker not like twins, but like ricochet. This means easier aiming for them.

However for pros this will be a downside because they cannot use peekaboo tactics to the max.

What do you mean when making the striker like a ricochet and not being able to peek-a-boo?

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What do you mean when making the striker like a ricochet and not being able to peek-a-boo?

Peek-a-boo is good with turrets with long reload like Striker, Thunder, Railgun and Shaft. If Striker had faster reload and less damage per shot, it would be worse in peek-a-boo.

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I now I am a broken record and many do not believe me. I would not have believe me six  months ago. I was ready to retire my Striker. The something clicked.  

 

Striker rockets actually are not inaccurate or unreliable once you have reached the epiphany point on the learning curve. Once you do you reach this point shooting and hitting is easy I know this from both the giving and receiving end. U've run into a couple good Striker players lately. Raise Striker's power too much and it will be the next hated Magnum. 

 

Striker does not need added power so much as it needs a way to help players get past the very long learning curve w/o getting frustrated and quitting. 

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I now I am a broken record and many do not believe me. I would not have believe me six  months ago. I was ready to retire my Striker. The something clicked.  

 

Striker rockets actually are not inaccurate or unreliable once you have reached the epiphany point on the learning curve. Once you do you reach this point shooting and hitting is easy I know this from both the giving and receiving end. U've run into a couple good Striker players lately. Raise Striker's power too much and it will be the next hated Magnum. 

 

Striker does not need added power so much as it needs a way to help players get past the very long learning curve w/o getting frustrated and quitting. 

So do you suggest to make striker easier to use or what would you propose?

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So do you suggest to make striker easier to use or what would you propose?

Some sort of adjustment that makes it easier for new users w/o just adding to its raw firepower.  As to how to accomplish that ... I am not going to spend a lot of time trying to come up with something that will never be read or considered by the TO people.  They obviously are not going to fix any of the imbalance problems. So why waste our time?

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I now I am a broken record and many do not believe me. I would not have believe me six  months ago. I was ready to retire my Striker. The something clicked.  

 

Striker rockets actually are not inaccurate or unreliable once you have reached the epiphany point on the learning curve. Once you do you reach this point shooting and hitting is easy I know this from both the giving and receiving end. U've run into a couple good Striker players lately. Raise Striker's power too much and it will be the next hated Magnum. 

 

 

 

Striker does not need added power so much as it needs a way to help players get past the very long learning curve w/o getting frustrated and quitting. 

"not need added power..." most likely refers to damage or splash or both?  If so - I agree those parameters do not need any buff.

If other positive changes are implemented that solve issue below these parameters could even be nerfed slightly in compensation.

 

One way to make this enigma of a turret more useful/popular would be making the salvo mode easier to apply.  Currently it is not.

Shaft has two modes - though (aside from specialists) Scope mode is primary, the arcade is simple and easy to use.

Striker has two modes, but it's "second" mode - the salvo - is not easy to use at all.

 

One way or the other Devs need to tweak the mechanics of salvo so it gets used more than it does now - which is quite rare.

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An indicator only for the Striker user would help, and then a little nerf to the lock on memory time is needed.

 

The idea of shooting 1 or 2 guided rockets with less than 100% lock is bad, unless the rockets are not guided.

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I agree with most you say here... except maybe the 3.1 sec lock-ons... sure they are possible - but - very, very rare.

 

I was under impression you thought the 2 missiles for 2 sec was OP.  Half the damage for many more instances o lock-on are a trade-off I would gladly make, but I don't think it's really OP.  It is after all, half the damage - assuming both missiles even hit.

I do have the impression that the 2 missiles for 2sec is more powerfull then today's modes.

 

 

Today I use striker mainly in arcade mode; prefferable vs. medium+heavies on mid distance.

 

With that mode I could lockon in 2sec and shoot 2 misslies that home. I assume the 2sec lockon is possible very often (as reaction time + decision + try to evade takes time if caught off guard).

 

Therefore I think this mode will deliver mode damage then today; as the 3,1sec lockon is rare today.

 

 

 

I can't tell for sure it it's OP.. but striker will become more of a threat by adding such an alteration.

And as far as I understand the system, alterations should not make a turret "stronger" (damage over time) but "different" (even rail M3 + high caliber has a comparable damage-over-time to the base rail M3)

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I do have the impression that the 2 missiles for 2sec is more powerfull then today's modes.

 

 

Today I use striker mainly in arcade mode; prefferable vs. medium+heavies on mid distance.

 

With that mode I could lockon in 2sec and shoot 2 misslies that home. I assume the 2sec lockon is possible very often (as reaction time + decision + try to evade takes time if caught off guard).

 

Therefore I think this mode will deliver mode damage then today; as the 3,1sec lockon is rare today.

 

 

 

I can't tell for sure it it's OP.. but striker will become more of a threat by adding such an alteration.

And as far as I understand the system, alterations should not make a turret "stronger" (damage over time) but "different" (even rail M3 + high caliber has a comparable damage-over-time to the base rail M3)

Well I hope any tweaks they implement make it "more of a threat" cuz... it is not much of a threat now.  Else you'd see more of them.

 

Wells there's two different discussions...

1) Re-balancing ... ie changing something so it is better than current   ( IMO right now it sucks )

2) Alteration - changing it so it is different than current.

 

Before alterations are considered the turret needs re-balancing.

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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.

that's a good idea, it'll make it better

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...

Lmao they must definitely "love" their job

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I was under impression you thought the 2 missiles for 2 sec was OP.  Half the damage for many more instances o lock-on are a trade-off I would gladly make, but I don't think it's really OP.  It is after all, half the damage - assuming both missiles even hit.

If there was a salvo with 2 missiles available after 50 % lockon time compared to now, I would consider it as OP - at least as imbalanced compared to the arcade mode. The salvo is then faster available than the single rockets. Even less players would use the arcade mode. The disadvantage of the laser is less relevant with shorter aiming time and the smaller volley is good vs light hulls, especially since the rockets are guided. As Hammer is good vs light hulls, Striker is kinda good vs medium/heavy hulls, so both have their pros and cons. With the charge-dependent salvo it would be a lot more versatile turret. The risk with Striker is that it can easily turn around to being OP if it gets a lot easier to use, because it has such a high damage.

One way to compensate shorter lock-on times could be longer reload phases.

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I don't know if someone has already suggested this but considering right now single use rocket is the main vaible choice in battles, there are too many missed shots. Especially when being on different elevaltions, the rockets will just fly over the enemy tank unless the tank is still. So I thought that implementing a proximity homing rocket system would be ideal for not just these but many situations. This system is where your rockets when fired will act like normal rockets flying in a straight line. But once it is in the proximity of a tank within,lets say 5 metres, the rocket will lock onto the tank causing the rocket to take a homing path similar to the lock on salvo. This would mean there is still a chance for the enemy to dodge but Striker playes have more chance to actually cause damage and not just shoot at the surrounding environment of the enemy to cause splash damage or hope for lucky shots when trying to lead

This would mean that if the tanker can have a good grasp at leading shots on targets and can calculate roughly where the enemy will be in the next few moments they can get a more decent output on damage.

What are your thoughts on this?

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Please buff Striker.  It is a good turret, but very very slow.  It would also help to have some sort of indicator as to which part of the turret will fire next, left or right.

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Please buff Striker.  It is a good turret, but very very slow.  It would also help to have some sort of indicator as to which part of the turret will fire next, left or right.

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