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Removal of Striker


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Petition to Remove Striker from the game  

66 members have voted

  1. 1. Should Striker just be removed from the game and we should receive compensation for it?

    • Yes
      14
    • No
      52


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7 hours ago, SporkZilla said:

I've reached the rank where I can buy a Mk6 Striker / Hornet kit, have encountered a few players that are very good at "hide > shoot > hide > enemy doesn't know where the rocket has come from" with that combo, and that difficulty level is tempting

I don't want an easy life in Tanki, even though I only use Smoky (easy in some ways, not in others)

Believe or not, using thunder is easy in some ways, and not so much in others, just like smoky.

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While the point has been already been made numerous times, I will add some of my completly unbiased opinion as a Striker player. Where I stand, it is a totally valid turret, a replacement for Thunder at high ranks (50% prots to the infinity...), and a very fun and satisfying turret once you master it. Striker's efficiency depends on rank, combo, alteration, and map. But that's not surprising, all turrets have that (Firebird on Massacre will not be your easiest win). 

Rank:

Spoiler

In low-ranks I find striker to be very hard to handle. As players are slower the lock-on can sometimes be useful. Otherwise, with arcade shots, it is basically Thunder with a delay (I would not recommend it at that point). Something I find very revealing is that even hackers with the permanant lock-on hack still barely cut up to first place (except in JGR).

In mid-ranks, Striker begins to show power with its faster reload and abundance of thunder combo. However, as tanks are faster, you need to either be very good at predicting the path of your target. The Striker/Hunter combo's effectivity starts to be felt here. For me, it the only combo which effciently utilize the lock on ability while staying competitive. 

In high-ranks, Striker is uncomon and people equipped with Striker protections are even rarer. It is because of that that I swiched from Thunder to Striker. In nearly all maps and in all gamemodes, I am able to consistently finish in the top 3. At this point Striker is polyvalent and can be used on all hulls, although I prefer using it with Viking for stability to better aim arcade shots and with Hornet for speed and... well its overdrive (I'm not sorry)... 

Lock-on ability and arcade shots:

Spoiler

Is the lock-on ability useful? In my opinion, no. Except if you have the hunter hull in JGR. If you buy Striker for this ability, you should get Gauss. It is very hard to use. The lock on takes time to establish and is associated to a very obvious laser to produce fairly fast homing missles, but that is not the problem. In all alterations, the lock-on is lost after less than a second. To be put in context, you just need to be knock off once to lose your progress. If you compare that to the 1-2 seconds given to Gauss and its instantaneous shot, I feel like the choice should be obvious. Moreover, teammates are a major issue as you can easely kill yourself when an unexpecting teammate gets in front of you (purposefully not).

Because the lock-on ability is so poor, I would recommend to not even try to use it. Most often by the time you acheive a complete lock-on, you could have shot 2-3 arcade rocket which would have been almost guaranteed hits.

Alterations:

Spoiler

Uranium. Power, do I need to say more? This is my go-to alteration. It has the ability to one shot small tanks, the expanded splash is worth the slower rockets and slower reload. For the 3 rockets in the lock-on, as I said, they are useless anyway. This alteration transforms Striker into a short-mid range turret. To use this alteration effectively you need to very lead the target constantly, which may or not be an issue depending on your skill. My perspective on this alteration is that it trasforms every single rocket into Gauss' lock-on shot.
Hunter. A good alteration when learning to lead the target. Can also be useful in large maps like Berlin or Highways.

Cyclone. The JGR alteration. I deeply associated this alteration with the Hunter hull because of the overdrive. It is better than the base Striker as Cyclone's lock-on can actually almost guarantee a kill on medium hulls and most heavy hulls. That is if you are able to establish a lock-on.

Base Striker. Not very powerful arcade shots, can be used as a Thunder with more misses.

Remote rocket explosives. Dunno, never used it. It seems interesting, but I don't think it would fit my playing style.

 

Ok, this rant is too long. Bottom line:

Striker is cool once you get used to it. Never use the lock on ability. Uranium is awesome and is an unsung gem. Striker in low ranks is underpowered. And I will be sad if ever striker is removed. Everyone should try it sometimes, I swear it is worth it!

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32 minutes ago, Pilot_KingBird said:

Uranium. Power, do I need to say more? This is my go-to alteration. It has the ability to one shot small tanks, the expanded splash is worth the slower rockets and slower reload. For the 3 rockets in the lock-on, as I said, they are useless anyway. This alteration transforms Striker into a short-mid range turret. To use this alteration effectively you need to very lead the target constantly, which may or not be an issue depending on your skill. My perspective on this alteration is that it trasforms every single rocket into Gauss' lock-on shot.

At best, uranium, can be a useful suicide bomber type playstyle. At worst its a worthless piece of tin can that'll just sit in players garages collecting rust.

 

Personally I bought it on a couple accounts when it was only 90k and instantly regretted it. The rockets are just way too slow. A wasp from 15m away could dodge it with ease, so can a dictator that is 50m away.

The extra damage is nice, but being able to actually hit the target is even better.

46 minutes ago, Pilot_KingBird said:

Striker in low ranks is underpowered.

I disagree, beginner and low ranks is where it truly shines. The high ranks is where it's really underpowered.

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1 hour ago, Pilot_KingBird said:

Uranium is awesome and is an unsung gem.

What do you mean unsung gem? That's the most used augment for Striker that I encounter. Remote Rocket Explosives is the unsung gem. 

 

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4 minutes ago, TheCongoSpider said:

What do you mean unsung gem? That's the most used augment for Striker that I encounter. Remote Rocket Explosives is the unsung gem. 

 

i got that out of a cont and can barely use it .tho i once saw a guy in wolfstein dominating with that .he'd get up on a ramp and release rockets exploding them above peoples  head and the splash would damage them while he was out of harms way

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1 hour ago, Pilot_KingBird said:

Cyclone. The JGR alteration. I deeply associated this alteration with the Hunter hull because of the overdrive. It is better than the base Striker as Cyclone's lock-on can actually almost guarantee a kill on medium hulls and most heavy hulls. That is if you are able to establish a lock-on.

What else, it can be treated as anti-Orka alternation because one Cyclone salvo can eat away 88% HP from a Heavy Hull + 50% Orka (that's in average damage). Pair that with Brutus, you will have a chance to one barrage KO that Heavy hull (but in average damage, a massive 96.8% of HP will be lost). It's OP but balanced, not like the old Uranium that caused armies of Orkas back then.

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6 hours ago, sharifsahaf said:

i got that out of a cont and can barely use it

Its very fun to play with. And is one of the most difficult alterations to master imo. I'm still trying to learn to use it. You need real time depth perception and be very accurate while blasting the rockets.

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On 6/21/2020 at 12:22 AM, DeathIsImminent said:

Striker needs a boost in projectile speed and damage and Gauss needs removing because it's Striker, just OP. Need I say more?

i would say increase of fire and damage. gauss should have lower rate of fire and less dammage. i prefer the removal of gaus as it is more like thunder and striker in one turret while striker is completely new

Edited by yasgfgfffgf

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5 hours ago, yasgfgfffgf said:

i would also say increase damage of twins because it is UP. how many twins do you see in a day??

That wouldn’t be much liked by twins players I think. As they like playing in close quarters the fear of self damage would increase idk.

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3 hours ago, E_polypterus said:

That wouldn’t be much liked by twins players I think. As they like playing in close quarters the fear of self damage would increase idk.

MM batles are almost never close quarters or small maps. hm then maybe an increase of range

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Striker seems to be a pretty well balanced turret, though it requires more skill to play well then some other turrets such as smoky, especially with the autocannon augment. Striker isn't really that bad, because the recharge after the laser shot is quick enough for you to sneak in another arcade shot, but it isn't op because of it's self damage and inaccuracy.  

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6 hours ago, Slayer244 said:

Striker seems to be a pretty well balanced turret, though it requires more skill to play well then some other turrets such as smoky, especially with the autocannon augment. Striker isn't really that bad, because the recharge after the laser shot is quick enough for you to sneak in another arcade shot, but it isn't op because of it's self damage and inaccuracy.  

Well you see, this topic was made way before the release of hovering hulls and the series of buffs that striker got.

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In PRO, without OD, it's doing fine. Since I play mostly PRO, I say leave it alone. Definitely buff the splash and the target lock.

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17 hours ago, Crossbone said:

Well you see, this topic was made way before the release of hovering hulls and the series of buffs that striker got.

Ahh....

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I love Striker, especially with the Uranium and Cyclone Augment!

When we get lucky, we can defeat Juggernaut with Cyclone!

Uranium is very powerful and we can destroy a lot of opponents with it.

It's actually very similar in damage to Thunder.

Plus, it feels very nice when the rocket hits the enemy. That means we aimed well and are improving in it!

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2 minutes ago, thunderhunter123 said:

I love Striker, especially with the Uranium and Cyclone Augment!

When we get lucky, we can defeat Juggernaut with Cyclone!

Uranium is very powerful and we can destroy a lot of opponents with it.

It's actually very similar in damage to Thunder.

Plus, it feels very nice when the rocket hits the enemy. That means we aimed well and are improving in it!

Never tried the cyclone augment. But the uranium augment is a big dud for me. Too slow for my tastes.

The hunter augment just feels boring to me, but I'm sure its good.

 

However I do love the remote rocket explosives augment, really fun to use, has a nice leverage over those who think they can hide from me when their health is low.

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On 6/14/2020 at 6:45 PM, yellowghetto said:

In my opinion, Striker serves no purpose in the game but to waste game space, other's players time, and kill stealing. It has 0 potential in the line up of turrets and it literally a trash version of Gauss. If we are all to just accept Gauss in the game. Striker has to go? Here are some reasons. I will only take stock Striker as an example. After a year and a half with no serious Striker changes, this turret honestly has no hope.

Cons:

  • The Developers hate this turret. Besides its Augments, which are all pretty bad, they will never buff or nerf this turret.
  • It has a laser, why on earth would we use a turret with a less damage potential then Gauss
  • Aiming Recovery is slim to none 
  • Missiles are insanely easy to dodge
  • A full lock on almost never has a chance of even destroying a medium hull
  • A Missile Launcher does less damage than Thunder
  • It is weaker than Thunder, Magnum, and Gauss
  • It is awkwardly built. Missiles autoaiming like to fly randomly sometimes on HTML5
  • It has great self damage potential
  • Hull specific (In a "dynamic" game we have to think which hull fits best on Striker?)
  • Map specific (In a "dynamic" game, we have to worry which map we play on, in an RNG MMS?)
  • Slim to none impact force to flip over hulls.
  • Missiles are tiny, less splash than Thunder 
  • Wiki lies about player opinions. Correction: Worst Option for a Defensive and Offensive weapon. Ability to inflict splash damage to multiple enemies or an enemy while always being in sight.
  • No skill based. Just drive shoot in one space, pray it hits or even kills someone.
  • Augments do not do much but in certain game modes. You could argue, "Well Striker can do well there!" No, there are always better options. Just use Hornet Magnum. Easily replaces this trash.
  • Waste of game space.
  • Useless when ODs are taking place.
  • Useless when Drones are taking place. You can argue, that Drones can be nerfed. This is Alternativa, do you think they are smart enough to nerf Drones that actually impact the game?
  • Modules give Striker nearly a 0% chance of destroying anybody.
  • Maxing it out has almost no noticeable differences.

Pros:

  • This turret is only useful in parkour. Like, wtf.

Here is the description for Striker. 

Since the dawn of warfare, the biggest threat to a tank was an anti-tank missile. That beastie could carefully deliver an explosive package to its target from a very long distance. Anti-tank complex “Striker” continues a century old tradition of express explosion delivery to the tank and its armor. Target capturing system with a pre-installed AI will use spectral analysis to allow maximum precision when firing the missiles. For dynamic battles an option to directly shoot the rockets is also included. Tankers don’t show much affection for this armored box of microchips, suspecting it’s actually a severed head of a cleaning robot, which can short out at any minute and decide to “clean” all of the tankers from the battle.

Now, here is the corrected version of it.

Since the dawn of warfare, the biggest threat to a tank was Gauss' accelerated caliber or a Submachine Gun that can destroy faster than Striker's laser lock on. That mentioned "Striker" of a turret could carefully deliver an explosive package to its target from a very long distance, of course, if they don't move. An attempt for an Anti-tank complex “Striker” continues a century old tradition of express explosion delivery to the tank and its armor. Target capturing system with a pre-installed AI will use spectral analysis to allow minimum precision when firing the missiles as they usually even miss. For dynamic battles an option to directly shoot the rockets is also included. Tankers don’t show much affection for this armored box of microchips, suspecting it’s actually a crap version of Gauss, which can short out at any minute and decide to “clean” destroy your own tank from the battle.
 

I'm serious about this topic and I think Striker should just be removed from the game. If it does, I hope we get some sort of compensation for it.

It's a mess, I'm offended that this still exists, I can't really say much cons about other turrets compared to this junk.

Okay, this is old. I am very happy that Tanki Online finally noticed how trash Striker WAS.

I say its a worthy Turret of being crowned #1 or at least Top 3. 

 

Tesla may change it though. Depending on what Augments we may see for it in the future.

Edited by yellowghetto
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On 7/8/2021 at 5:34 PM, Crossbone said:

Well you see, this topic was made way before the release of hovering hulls and the series of buffs that striker got.

Well at least someone has eyes to check the dates.

But bro. Striker was hot garbage back then. 

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