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Any reason to make Striker by far the best medium range turret in the game? Just because something is underused doesn't mean it needs changes.

1 hour ago, Tanker-Arthur said:

I don’t get why Blunderbuss for Hammer was nerfed…...and not things like Gauss EMP Salvo?

Was it really nerfed?

Edited by ThirdOnion

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Just now, The_Voltage said:

Was it? Reload is faster now. And bigger horizontal spread now let hit multiple tanks with critical damage (this is the reason behind this aug in the first plase, i think). When in was introduced it looks like strange copy of the Slugger (wich reload between shots needs to be longer due to its Rare rarity). Salvo... rrr... 

 

Just now, TheCongoSpider said:

Sounds like the reload will be slower. 

 

Just now, ThirdOnion said:

Was it really nerfed?

According to the following patch notes:

  • Hammer’s «Blunderbuss» augment now increases vertical scatter angle by 200% and clip reload by 25%.

I don't care about the vertical scatter angle but I believe the reload duration is gonna be 25% longer now, based on how they worded it.

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1 minute ago, Tanker-Arthur said:

I don't care about the vertical scatter angle but I believe the reload duration is gonna be 25% longer now, based on how they worded it.

I feel like the massive increase to scatter angle is a major buff that far outweighs the reload penalty.

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Just now, ThirdOnion said:

Any reason to make Striker by far the best medium range turret in the game? Just because something is underused doesn't mean it needs changes.

If you play Clash Royale, they always love buffing stuff that is underused and nerfing overused things, even if they're balanced. Which is kinda annoying tbh.
But yeah, I agree. Just because players don't find Striker to be fun or hard to use, doesn't mean they should buff it.

Just now, ThirdOnion said:

I feel like the massive increase to scatter angle is a major buff that far outweighs the reload penalty.

I get that it can do massive damage to multiple enemies at once.....

But in a 1v1 scenario, a Default Hammer has the upper hand against an equally leveled Blunderbuss Hammer to be honest.

At Mk0:

Default Hammers can fire a shot once every 2.5 seconds.

Blunderbuss Hammers can fire a shot once every 5 seconds. (When the 25% nerf is applied)

 

Thus...

Default Hammers can kill a medium hull in 7.5 seconds at max efficiency (3 shots with 2.5 second reload)

Blunderbuss Hammers can kill a medium hull in 10 seconds at max efficiency (2 shots with 5 second reload)

 

 

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Just now, Tanker-Arthur said:

But in a 1v1 scenario, a Default Hammer has the upper hand against an equally leveled Blunderbuss Hammer to be honest.

Blunderbuss is not intended to be effective in 1v1.

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Blunderbuss has been very strong since its release.  I've played with it almost exclusively since its release. 

I read the update as making it take longer between shots which would of course be a nerf.  The vertical spread increase will generally be a nerf for non-critical shots but may be a buff for critical shots because a single pellet will cause full damage.  How the spread affects the surprisingly long effective range remains to be seen.

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11 hours ago, Tanker-Arthur said:

Striker reload time has been decreased from 2.2s to 1.7s and from 2.0s to 1.6s.

That part is fine. Well sort of.

11 hours ago, Tanker-Arthur said:

Striker now deals twice as much damage on critical shots than on normal shots.

This I agree. Imagine fully-boosted Adrenaline + Brutus (let alone Booster) + Hornet OD + Double Power + 4 rocket salvo -> Over 20k damage per salvo. #RIPJuggernautMode

11 hours ago, Tanker-Arthur said:

Striker was honestly very balanced. It didn't need a buff - AT ALL. Players only complain because it was hard to use. But once you could learn, than a Striker even before this buff was already far superior to it's cousin, Thunder, in terms of overall damage per second and total damage output.

If I buff Striker, I would say at the most swap the aiming recovery time from Gauss.

11 hours ago, Tanker-Arthur said:

Why don't you guys NERF Gauss, Railgun, Magnum, Shaft, and Isida instead??????????

I say rebalance Gauss by having min damage radius to 10 meters. Nerf its aiming recovery to 1 second and increase the aiming time by 50%.

For Railgun, revert its damage back to 1,200 standard and Critical damage, and decrease its Crit rate to 10%.  Revert LCR's nerf. 

For Magnum, I say at the most the increase reload time to 3 seconds, decrease the mininum damage radius to 10 meters and that's good? I tried Maggy on Test Server and yep, it's the splash radius needs a nerf.

I am going to be biased here but Shaft is fine as it is NGL. As even before June 2020 buff, Griffon T-A (which was today's equivalent of Eagle, Falcon and Grizzly) was commonly used. The current buff allows me to guarantee 2 hit KO (using HC + Brutus) a Medium/Heavy hull who uses full 50% Eagle module. Two shotting a Hunter/Titan (but not Light Hulls because it gets OHKO) itself is strong enough to counteract Shaft's OHKO ability. The last time I saw your module setup, you have approx. 40% Eagle which means you can survive a Mk8 HC shot with your Hunter.

For Isida, revert its buff back to 1k DPS. IDK, anything else?

And um any other turrets needs nerf?

11 hours ago, Tanker-Arthur said:

I'd rather have them get nerfed than having balanced turrets get buffed to compete against the overpowered turrets.

  1. It would make balance less confusing.
  2. Turrets that still aren't buffed (like Freeze and Firebird and Twins) will suffer even more cause of more overpowered threats they have now.

Yeah, the Cold (I call it Frost) and Heat Immunities needs to go, they P2W. IDK how to buff Twin though, but I say increase Twin's firerate to 0.2 second when reached to Mk8?

11 hours ago, Tanker-Arthur said:

Either nerf all the turrets back down.....or give every hull a free health buff or something or else gameplay in Tanki will become stale cause all we can do is just shoot and kill tanks and that's it.

That point you made is similar to the module vs turret situation before Critical Damage was introduced. Either modules are too overpowered in certain cases or turrets being too weak in the 1st place. I do want to see 5 * 30% modules (more than just the current 3 * 50%), meaning modules are not overpowered yet making sure turrets are not too weak either when facing their respective protections.

11 hours ago, Tanker-Arthur said:

Only those with Crisis drones or OP buyer stuff can do things such as capture flags and balls and capture points and such.

This I can agree. Sick of Crisis being superpowered and being paywall-exclusive. Even if you got Crisis as F2P,  you gonna be real lucky as it will take hundreds or perhaps thousands of Ultra Containers and eats up your manual supplies real fast if using it.

Edited by FrozenRailgun
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I freaken knew it. I knew that the 4th slot was gonna be so damn expensive. really 5k tankoins ,man this must have been a really desperate move if ya ask me. Holy Hell.

Edited by MysticBlood
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so 2 month saving for 500 coins,

so 5000 coins for 20 month, if tanki is mercy enough to give discount during Xmas, that still is 2500 coin for 10 month,
 

means 10 month, that is 20 challenge (or 20 month = almost 2yr / 40 challenge), you can forget battle pass, saving for that 4th module.

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Blunderbuss for Hammer reload was exactly 3 seconds prior to today's update. Now, it's 3.80 seconds (I timed it multiple times with a stopwatch for both tests)

edit:

ugh they utterly butchered Blunderbuss.

  • Vertical scatter angle: +200%     
  • Horizontal spread angle: +50%

Both of these changes heavily spread out the pellets therefore dealing a significantly lower damage in most cases unless you're shooting the enemy that's directly in front of you. No thank you I will be using AP Hammer from now on this augment sucks

Edited by Alklines
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5000 tankoins for a fourth slot is really too high. Please make it available in containers and sometimes as a reward in challenges, or lower the price.

Edited by YauChiHim
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Just now, FrozenRailgun said:

That part is fine. Well sort of.

I honestly think Striker was better before lol. Before, Striker and Thunder did the exact same damage, but Striker has faster reload in exchange for poorer accuracy compared to Thunder.

However now, the gap between reload and accuracy is a bit too far for it to be considered "equal".

Just now, FrozenRailgun said:

This I agree. Imagine fully-boosted Adrenaline + Brutus (let alone Booster) + Hornet OD + Double Power + 4 rocket salvo -> Over 20k damage per salvo. #RIPJuggernautMode

And Viking's overdrive >:(

Just now, FrozenRailgun said:

If I buff Striker, I would say at the most swap the aiming recovery time from Gauss.

Agreed.

Just now, FrozenRailgun said:

I say rebalance Gauss by having min damage radius to 10 meters. Nerf its aiming recovery to 1 second and increase the aiming time by 50%.

YES ?

Just now, FrozenRailgun said:

For Railgun, revert its damage back to 1,200 standard and Critical damage, and decrease its Crit rate to 10%.  Revert LCR's nerf.

YES ?
Although, I would personally remove critical hit from all turrets except Smoky.

Just now, FrozenRailgun said:

For Magnum, I say at the most the increase reload time to 3 seconds, decrease the mininum damage radius to 10 meters and that's good? I tried Maggy on Test Server and yep, it's the splash radius needs a nerf.

YES ?
Splash radius seems a bit much though to be honest.....but Magnum does need a nerf for it's abusive reload.

Just now, FrozenRailgun said:

I am going to be biased here but Shaft is fine as it is NGL. As even before June 2020 buff, Griffon T-A (which was today's equivalent of Eagle, Falcon and Grizzly) was commonly used. The current buff allows me to guarantee 2 hit KO (using HC + Brutus) a Medium/Heavy hull who uses full 50% Eagle module. Two shotting a Hunter/Titan (but not Light Hulls because it gets OHKO) itself is strong enough to counteract Shaft's OHKO ability. The last time I saw your module setup, you have approx. 40% Eagle which means you can survive a Mk8 HC shot with your Hunter.

True.
But Shaft is mainly annoying because without if the victim doesn't have any protective module, overdrive, or drone boosts, a Shaft player can one-shot any medium hull even if the opponent is like 2000 GS points higher than they are, which is really confusing and misleading to the victim (they think they can rush across the laser and survive the shot, but they don't).

Just now, FrozenRailgun said:

For Isida, revert its buff back to 1k DPS. IDK, anything else?

Reduce damage down to 800 DPS.
Buff healing "a little bit".
Reduce healing ammo from 10 seconds down to 7.5 seconds.

And add a new alteration for Isida called "Assault Nanorobots" that increases damage by 50% but completely removes the healing ability. 

Just now, FrozenRailgun said:

And um any other turrets needs nerf?

Hammer needs a clip reload nerf. The last update basically reduced all clip reloads by 2 seconds.

Now I honestly think it needs the clip reload increased by just 1 second (half as much as it was buffed previously) and Hammer would be good and it's alts (mainly High Capacity Ammo) wouldn't be so abusable (literally gives the turret infinite shots) and Adaptive Reload won't be as useless as it is now.

Just now, FrozenRailgun said:

Yeah, the Cold (I call it Frost) and Heat Immunities needs to go, they P2W. IDK how to buff Twin though, but I say increase Twin's firerate to 0.2 second when reached to Mk8?

Twins just needs a projectile speed buff to be honest....
But if that doesn't work out, then yeah, I guess firing rate buff is good too.
 

Just now, FrozenRailgun said:

That point you made is similar to the module vs turret situation before Critical Damage was introduced. Either modules are too overpowered in certain cases or turrets being too weak in the 1st place. I do want to see 5 * 30% modules (more than just the current 3 * 50%), meaning modules are not overpowered yet making sure turrets are not too weak either when facing their respective protections.

So the more modules you equip, the less effective each singular module is? 

Yeah, it's a pretty good idea XD

Just now, FrozenRailgun said:

This I can agree. Sick of Crisis being superpowered and being paywall-exclusive. Even if you got Crisis as F2P,  you gonna be real lucky as it will take hundreds or perhaps thousands of Ultra Containers and eats up your manual supplies real fast if using it.

Yeah, I don't even care about Crisis.

Is it weird that I want Striker Ultra more than I want Crisis? Or more than I want the Armadillo Module? XD

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?????????

5000 tankoins for the fourth slot!

Wow, just wow, loool! Well 1000 tankoins would be bad, but 5000 is deliberately priced out of the reach of free-to-play players. So for something as fundamental as protection modules, we now have a giant straight pay to win advantage.

It would seem the developers are basically saying free to play players are no longer welcome in this game, interesting. Even if I was a buyer I would be pretty concerned by this, as they are not advertising, and Tanki doesn't really have the players to cope once all the F2P players leave - so this could lead the the death of the game. I can't be a buyer right now, so looks like I may finish a few things on my accounts I planned to, and move on from the game asap.

I think this marks the beginning of the end, and more p2w updates (such as the one where f2p players lose access even to full power supplies until they get a 20/20 drone) are planned, and there are surely more to come. Really Tanki should just start charging a subscription already, or at least do an announcement that free to play players have been a great part of the game for some time,  but now they are no longer welcome - so don't waste your time playing any more and wind up your account.

Also: It is truly hilarious how new players have to pay quite a substantial amount of Tankoins (50 for the second slot, who knows how much for the third) for the same 3 protection modules that we had for free in the game for years. This is realllly going to encourage new players to get started - and not make them in the least annoyed when they find out the truth. Lol.... genius moves all round by the devs I must say.

"Welcome to Tanki Online, to help get you started we are going to charge you a substantial amount of hard-to-acquire currency to get something that we had for free in the game for years. Best Wishes from us!"

Edited by DestrotankAI9
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Just now, DestrotankAI9 said:

?????????

5000 tankoins for the fourth slot!

Wow, just wow, loool! Well 1000 tankoins would be bad, but 5000 is deliberately priced out of the reach of free-to-play players. So for something as fundamental as protection modules, we now have a giant straight pay to win advantage.

It would seem the developers are basically saying free to play players are no longer welcome in this game, interesting. Even if I was a buyer I would be pretty concerned by this, as they are not advertising, and Tanki doesn't really have the players to cope once all the F2P players leave - so this could lead the the death of the game. I can't be a buyer right now, so looks like I may finish a few things on my accounts I planned to, and move on from the game asap.

I think this marks the beginning of the end, and more p2w updates (such as the one where f2p players lose access even to full power supplies until they get a 20/20 drone) are planned, and there are surely more to come. Really Tanki should just start charging a subscription already, or at least do an announcement that free to play players have been a great part of the game for some time,  but now they are no longer welcome - so don't waste your time playing any more and wind up your account.

There are three things they can choose to do:

  1. Make the fourth module slot cost crystals.
  2. Make the fourth module slot free.
    1. Same goes with the second and third slots.
  3. Add tankcoins to regular containers.
    1. Drops can be as follows:
      1. Common - 10 tankcoins
      2. Uncommon - 50 Tankcoins
      3. Rare - 100 Tankcoins
      4. Epic - 250 Tankcoins
      5. Legendary - 1,000 Tankcoins
      6. Exotic - 10,000 Tankcoins
    2. If it were like that, the common containers alone should give us an extra 10-100 tankcoins per week, depending on how lucky we are.
    3. The drop amounts above can be increased without any objection from me :)

 

Otherwise, yeah. New players won't stay at all if they find out half of the game is behind a next-to-impossible-to-break paywall.

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This is actually so stupid I swear, either lower the price down to atleast 2000 tankoins or make the 4th slot available for crystals (even 300k is fine). Something as fundamental as protections shouldn't be just straight away made unavailable to the majority of the game...

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5 hours ago, Alklines said:

Both of these changes heavily spread out the pellets therefore dealing a significantly lower damage in most cases unless you're shooting the enemy that's directly in front of you. No thank you I will be using AP Hammer from now on this augment sucks

The entire point of Blunderbuss is to hit multiple targets with one shot, since on a critical hit, all targets will receive full damage regardless of how many pellets they were individually hit by. Thus a greater spread benefits Blunderbuss. It's an augment designed for amusing multi-kills, not one on one combat.

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11 hours ago, Rutgers said:

5k tankoins is a bit steep if ya ask me. more expensive than a hull augment. prolly gonna wait till may holidays or tanki birthday to buy it :(

"A bit steep"?    A BIT?    LOL

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16 hours ago, ThirdOnion said:

I feel like the massive increase to scatter angle is a major buff that far outweighs the reload penalty.

Unless you are point-blank you are going to do a lot less damage to the target.

But then again - it killed 5 hornets and was not "point blank range" so... now I don't know.

Edited by wolverine848

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11 hours ago, Tanker-Arthur said:

Reduce damage down to 800 DPS.
Buff healing "a little bit".
Reduce healing ammo from 10 seconds down to 7.5 seconds.

Why would anyone use Isida in this case?   I barely use it NOW.

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Just now, Rutgers said:

Of course I won't buy it right now. 50% sale in June most likely, so should prolly cost around 25$ or so. 

 

but just looking at the price without the discount, yes it is overpriced

I notice you use $ for when you are gonna buy it.   Another Pay-To-Win layer.    It's ridiculous.

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