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Striker's Uranium Augment Change (Maybe?)


thunderhunter123

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Striker Mk8 does an average 880 damage. With the Uranium Augment, it is +50% which is now 1320 per missile. With double damage, each rocket is 2640 damage.

However with this augment, we are only able to launch a max of 2 rockets on the enemy tank. Even though each rocket is good to shoot individually, when the time comes for aiming and shooting more than one, it is weak for enemies.

     -Current Uranium augment: 880 + 50% * 2 (DD) * 2 (rockets) = 5,280 damage.

Can we increase the maximum rockets launched to 3?

 

I have another reason why we should change this:

     -Regular Striker Mk8 launches 4 rockets. 880 * 2 (DD) * 4 (rockets) = 7,040 damage.

     -One of the augments launch 1 rocket, but aims really quick each time. 880 * 2 (DD) = 1,760 damage.

     -Another augment launches 8 rockets but takes time to aim. 880 * 2 (DD) * 8 (rockets) = 14,080 damage.

Since the Uranium rockets travel really slow and do less damage altogether than the cyclone augment, we should make uranium launch a max of 3 rockets.

What do you guys think?

(P.S. if we were to have 3 max rockets for Uranium, then we could do: 880 + 50% * 2 (DD) * 3 = 7,920 damage!!!)

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Declined.

 

The number of rockets fired in a single salvo with the Uranium augment used to be four rockets, but the Developers felt this was much too overpowered, and thus changed it to its current value, two rockets. Increasing the number of rockets in the salvo would cause this augment to increase in effectiveness, and ultimately become overpowered when compared to other augments, which is not intended. Two rockets is the perfect number currently, and it most likely won't be changed to be any higher or lower.

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38 minutes ago, Mr.Nibbles said:

Declined.

 

The number of rockets fired in a single salvo with the Uranium augment used to be four rockets, but the Developers felt this was much too overpowered, and thus changed it to its current value, two rockets. Increasing the number of rockets in the salvo would cause this augment to increase in effectiveness, and ultimately become overpowered when compared to other augments, which is not intended. Two rockets is the perfect number currently, and it most likely won't be changed to be any higher or lower.

At first - a few days ago - I also had the thought that one could increase the dmg buff from +50% to 70%, but tbh it seems quite fine actually as it is right now (after doing some more tests in the Test Server). ??

Edit: Although, I have to admit that Uranium suffers a lot from Protection Modules and Double Armor (Which turret doesn't ?). But... let's say there are at least two setups which still allow to do sufficient damage, which is why buffs shouldn't be necessary at the moment

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9 minutes ago, T879 said:

 

You could possibly try using the Uranium augment with Hornet...Hornet's Overdrive will ignore the protections, so the turret will be pretty powerful. I've played with this combo lots of times, and getting First Place every battle is a simple task with it.

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2 minutes ago, Mr.Nibbles said:

You could possibly try using the Uranium augment with Hornet...Hornet's Overdrive will ignore the protections, so the turret will be pretty powerful. I've played with this combo lots of times, and getting First Place every battle is a simple task with it.

Yes. That was in fact one of the two "setups" I had in mind - the other being Hunter ?

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20 hours ago, Mr.Nibbles said:

Declined.

 

The number of rockets fired in a single salvo with the Uranium augment used to be four rockets, but the Developers felt this was much too overpowered, and thus changed it to its current value, two rockets. 

Thank you. If Alternativa did not rework Uranium, we will still have armies of Orkas everywhere! I also saw other tankers complaining that it was overpowered, as if it is an upgrade from Cyclone.

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21 hours ago, DieselPlatinum said:

The biggest problem I have with uranium alteration is that the rockets are too Damn slow.

Each rocket does significantly more damage though, so it balances out. If the rockets were the same speed as the no-augment Striker, it would be much more overpowered, so that's why Developers slowed the travel time of the rockets.

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20 minutes ago, Mr.Nibbles said:

Each rocket does significantly more damage though, so it balances out. If the rockets were the same speed as the no-augment Striker, it would be much more overpowered, so that's why Developers slowed the travel time of the rockets.

They could've slowed it down from stock a bit like 30%. But making it 1/7 of its stock speed is too harsh.

 

It's like saying that an alteration for smoky gives a 10% damage boost, but it's reload time is practically doubled.

Same thing.

On my colonel account, I bought it for 70k when it was still cheaper, and boy do I wish I bought something else instead. A wasp from 15m away and a dictator from 50m away can dodge it with ease.

 

The damage buff is nice, but what's even better is being able to actually hit the target.

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