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Striker needs improvement


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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.

3.118 --> 3.0 seconds... you may be right. Improvement on lock-on time is almost negligible from M3 to M4. < 4% difference.

That is surprising. and disappointing.

 

How does Shaft "charge up" improvement from M3 to M4 compare?

 

Poly CP - yes - big factor there is you have targets congregating at 1 central point and they need to remain stationary.

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You can estimate the effectivity increase if you consider the DPM (damage per minute).

It's not only the lockon time, but also the damage that increases.. and so you gain more then 4% (same logic - but different numbers - for arcade shots).

 

Poly CP is really a good map for Striker. On Maps like Rio I kept failing using it.. the distances are too large and the tanks too fast. But I've to admit, I did not practice very long there with Striker.

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Thinking back to when I first bought Striker .... I was able to shoot well with it almost from the beginning.  So maybe I am just one of those people who have a knack for that turret. But also back when I was newer I was looking at Twins as a possible turret.  I had spent cosiderable time pracicing with Twins. I would shoot at trees or sighs while on the move. And when fighting tanks I almost always tried moving at tangential angles to the target. That means you have to lead your target much like with Striker. 

 

So maybe some practice with Twins might help? When you think about it, Striker is a lot like twins. Slower rate of fire, longer range, faster (?) projectiles, but on the basic level they have a lot of similarities.

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Thinking back to when I first bought Striker .... I was able to shoot well with it almost from the beginning.  So maybe I am just one of those people who have a knack for that turret. But also back when I was newer I was looking at Twins as a possible turret.  I had spent cosiderable time pracicing with Twins. I would shoot at trees or sighs while on the move. And when fighting tanks I almost always tried moving at tangential angles to the target. That means you have to lead your target much like with Striker. 

 

So maybe some practice with Twins might help? When you think about it, Striker is a lot like twins. Slower rate of fire, longer range, faster (?) projectiles, but on the basic level they have a lot of similarities.

I use Ricco a lot, so I get the concept of "leading the target".  Thing is with striker is you don't get many do-overs.  Miss with the missile and you have to wait much longer to adjust than with twins or Ricco.

 

Finally bought a protection module on the sale last night and tried it out more - the module certainly makes a difference.

 

Some observations...

- Striker not great on uneven terrain - since it has no "auto-aim" the slightest lump on ground can make you shoot high or too low. Massacre was not good - but - did not help that our team was outmatched and they had twins running around our base spawn killing

- Works better on maps with lots of roads - especially when you have high ground like Serpuhov red.

- Was super in Polygon CP - no-supplies.  Titan hull, used 60% unguided 40% salvos. High score on winning team. Didn't hurt that other teams Isida was an easy-target mammoth.

- This turret (for me) is more strategic - needs time to set up. So on bad teams it did not perform well at all (unlike say... Ricco)

 

Still wish the lock-on was dropped a bit though.  Many times I was just about to launch salvo but either had someone knock off aim or kill me.

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I think striker is fine as it is.

They need to fix the lock on feature, it should work only when tank is visible and the memory should be shorter.

 

To compensate the lock on time could be a little shorter and they should add a feature that allows to should one rocket directly to where you pointed while holding the spacebar, this could allow shots with larger vertical and horizontal aim.

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the striker is very weak for the big ranks, we can avoid it easily 

I suggest replace laser with the following 

 

1- warning (only the target knows that there is a striker aim but he does't know where is it) other players don't know 

 

2- the striker has less than 1.5 second to aim away from the target, if the striker keep aiming>> the laser shows up for all players,

 

3- after the striker aims away from target in less than 1.5 second, he has 5 seconds to aim again to the same target invisibly.

 

I think that will be fair for the target, he knows about striker and can escape

and the one who has the striker, if he knows how to use it, he will be invisible,

 

 

 

 

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I play Striker myself.  The single shot being the main mode of fire, every moment of play I think to myself, "I could be doing so much better with a Thunder."  The issue is not that I'm performing badly, just that Thunder seems so much easier.

 

See, a turret is considered weak when another is pretty much "plain better" than it in most respects.

 

Sure, Striker's got the Salvo.  And I actually think firing non-stop, straight Salvos have around the highest DPM in the game, right alongside Twins.  This is clearly meant to be its redeeming point.

 

Salvo's just need to be more common- there are many ways to do that.   An option for a "3/4" Salvo with 3/4 the missiles and the time would be much appreciated IMO. Or perhaps fix the targeting system to go around the barrier and inflict splash rather than smash right into it, in the case where an enemy retreats behind cover.  We can't have a simply weaker version of Thunder, that players wish would not join their teams. ;)

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Personally I feel striker does need a buff. I have m3 and NEVER use it, I always find  something better then it I can use. I remember back in the day when it first came out you couldn't hide cause the rockets followed you soooooooooooo much. I feel the rockets should follow enemies in arcade mode a bit and when shooting a whole round of 4 the rockets should curve alot more like the old striker.

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Good point by DragonOfStorms.

 

I do agree that Striker is a bit underpowered when shooting in both arcade mode and salvo mode. In arcade mode, Striker fires one rocket at a time, and each of the rockets should deal a bit more damage so that it can be more effective and give more chances to destroy enemies with individual rocket firing.

 

In salvo mode, Striker locks on to enemies and fires all its 4 rockets at once. Striker's salvo mode locking loading must load faster so that players can lock on and destroy their enemies, before their enemies does. What I mean is that the salvo mode locking time must load faster to avoid enemies knocking your aim off.

 

I do agree that Striker is underpowered, and I admit it. Striker for me, is by far the most difficult turret to use at the moment because its too weak to kill enemies with one firing shot in salvo mode like, (Magnum with double damage) supplies.

 

Striker needs guided rockets.

 

What striker needs is to have guided rockets that seek and follows its target for both arcade mode and salvo mode. I think that this turret lacks accuracy as well because when using Striker at long range shots, it can miss enemy targets by having 2 to 3 of its rockets miss in salvo mode.

 

I have M3 Striker myself and I am micro upgrading it all the way to M4, but that does not help making it a better turret after all. What the developers need to do is to buff up Striker so that it is effective in both arcade mode and salvo mode, just like Magnum is now. The power of Striker must be between the power of Shaft and Magnum.

 

Thank you so much DragonOfStorms for pointing this out to me. However, I have noticed that Striker was underpowered, but I wasn't sure if it was the way I'm using it, or the turret itself. Now that DragonOfStorms has spoken out, I am 100% sure that Striker is underpowered, lack accuracy, so it definitely needs a buff in its damage parameter and accuracy.

 

Thank you all for understanding.

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Guided rockets in single shot would be a mistake IMO. I shoot at terrain as often as I shoot at tanks.  How is the player to know if the software has locked on to an enemy tank (curved flight) or not (flat flight that hits intended terrain)?  

 

How would it be coded into software? That is the function of the laser ... it illuminates on enemy tank so the system knows what the player want to do.  The software will not know player intent w/o the laser designation step.

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I pretty much agree what you're saying here because on my although account,, I have striker and I sometimes miss my targets as well (unless they let their guard down) or hide behind obstacles

So I would make a suggestion: whenever a tank hides behind an obstacle, the missiles can go around it and still get him but since it can have this ability, the damage has to be reduced by... IDK... maybe 30% for min DMG and Max DMG. I would call this: Target Hit

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If I had to come up with one idea right now to boost striker I would go with a faster reload rate for solo shots and proportionally shorter lock-on time for slavos. The issue of missing is less severe if you can take a follow-up shot sooner.

 

Aiming the single shots well is what makes Striker both fun and highly skill-dependent. I hope it stays that way. 

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If I had to come up with one idea right now to boost striker I would go with a faster reload rate for solo shots and proportionally shorter lock-on time for slavos. The issue of missing is less severe if you can take a follow-up shot sooner.

 

Aiming the single shots well is what makes Striker both fun and highly skill-dependent. I hope it stays that way.

 

That would certainly be a satisfactory solution. I think Striker's problem may not be one glaring error, but rather small deficiencies in several areas.

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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 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.

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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.

Actually the newest model ATGM are designed to fly a couple feet above the targeted tank and detonate in mid-air. This attacks the very weak top armor and hatches.. So this would indeed be realistic. The 1st minute shows the Swedish BILL system doing just that.

 

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I don't like the long memory and the proximity kill. Some are learning how to use the long memory to expose themselves less and still launch a salvo. Very annoying.

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1 second is "long"? 

In tense battle situations, yes - it is. For instance, the difference between Thunder M0 and Thunder M4 reload times is just 0.7s.

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ikr you can sometimes Dodge those missiles even tho they are launching towards you (low chance)

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.

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