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7 minutes ago, Tanker-Arthur said:

To have a decent healing without needing to pay 245,000 crystals.

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

 

Not sure what your definition of "decent healing" is, but the above does not seem even remotely worth the trade-off in damage. 

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Just now, wolverine848 said:

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

 

Not sure what your definition of "decent healing" is, but the above does not seem even remotely worth the trade-off in damage. 

Basically revert the healing back to the 2018 version or something like that.

I believe it was double than what it is now.

But since it got nerfed for a reason, I'd figure the energy consumption while healing should be reduced instead of the actual healing.

So when healing teammates, you'd actually be able to heal them a substantial amount of health in a short period of time....
But you can't keep healing them forever.

 

And 800 DPS is really good lol. It's the same DPS as Vulcan and Isida will still have the third highest DPS in the game.
Also, it was ironic that the only healer turret also did the most damage.

Edited by Tanker-Arthur
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2 minutes ago, Tanker-Arthur said:

Basically revert the healing back to the 2018 version or something like that.

I believe it was double than what it is now.

But since it got nerfed for a reason, I'd figure the energy consumption while healing should be reduced instead of the actual healing.

So when healing teammates, you'd actually be able to heal them a substantial amount of health in a short period of time....
But you can't keep healing them forever.

 

And 800 DPS is really good lol. It's the same DPS as Vulcan and Isida will still have the third highest DPS in the game.
Also, it was ironic that the only healer turret also did the most damage.

Well, you said "a bit" and thus gave us no idea how much...  a bit sounds like << than the drop to 800 damage.

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Just now, wolverine848 said:

Well, you said "a bit" and thus gave us no idea how much...  a bit sounds like << than the drop to 800 damage.

XD

Yeah, I myself don't know exactly how much. All I know is I want it to be higher than it is now so the healing actually does something.

Otherwise no reason to get Isida. In fact it's cheaper just to buy a 20,000 Mechanic Drone and use free repair kits and batteries on teammates than pay 245,000 cryatals for support nanorobots.

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Interesting to see how everyone was seemingly okay with Triple prots until now that they added 4th slot...What happened?

Edited by Serene.Soul
Minor spelling mistake meow meow
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2 hours ago, Serene.Soul said:

Interesting to see how everyone was seemingly okay with Triple prots until now that they added 4th slot...What happened?

What do you mean?

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18 hours ago, Alklines said:

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

Played with this last night and it was surprisingly terrible.   You only get critical hits every 5 shots or so and non-critical damage is greatly reduced because of scatter.  The 25% reload nerf was especially painful and completely changes how you have to play with the turret.  It now requires a much more timid hide/shoot strategy rather than how I was able to use it previously.  Before you could be aggressive, hitting a long range shot on the approach, a 2nd at close range, and a 3rd on the way out.  Now the delay is too great.

Facing a dozen heavy hulls (thx awesome missions) did not help matters.

 

18 hours ago, Tanker-Arthur said:

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

If you have millions of crystals to upgrade Crisis or Armadillo then yes.  If not, I certify you normal.

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12 hours ago, wolverine848 said:

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.

You aren't supposed to rely on standard damage with Blunderbuss. The point of the augment is getting critical hits on multiple enemies at once, since with Hammer if even a single critical pellet hits a target, it will do as much damage as all nine pellets combined. That's what the large spread and increased critical chance are for. It's a "shoot at a group of enemies and roll the dice" sort of augment, a bit similar to Destabilized Rounds in the sense that it either does a massive amount of damage or very little.

Certainly a situational augment not always suited for general play. May be effective in SGE or CP but not particularly good elsewhere.

Edited by ThirdOnion
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By the way, I find it really strange that the whole of promotional materials for Striker Ultra consist of . . . one image. What is the point of adding a detailed skin with new effects and animations if you are not going to give players a preview of it? If anything, you'd want to convince players of how "cool" the skin is so they run to buy ultra containers . . .

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5 hours ago, ThirdOnion said:

You aren't supposed to rely on standard damage with Blunderbuss. The point of the augment is getting critical hits on multiple enemies at once, since with Hammer if even a single critical pellet hits a target, it will do as much damage as all nine pellets combined. That's what the large spread and increased critical chance are for. It's a "shoot at a group of enemies and roll the dice" sort of augment, a bit similar to Destabilized Rounds in the sense that it either does a massive amount of damage or very little.

Certainly a situational augment not always suited for general play. May be effective in SGE or CP but not particularly good elsewhere.

You run at a group of enemies in CP or Seige for ~20% chance of doing critical damage against them all and you die at least 4 out of 5 times because you can't even get a 2nd shot off.  Doesn't seem like a good strategy.  There is a big difference between having a long range turret like destabilized rail and short range turret like Blunderbuss that can cause wildly variable damage.  Plus, the 3.75s between shots now is excruciatingly long, even longer than stock rail.

I've been trying to find a place where this alt as it now is will shine but they are few and far between. 

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14 hours ago, wolverine848 said:

What do you mean?

They explained it even in VideoBlog, Protections stayed 3 (or 4 if you consider LGC and old prots) meanwhile they added many turrets lol

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4 hours ago, Serene.Soul said:

They explained it even in VideoBlog, Protections stayed 3 (or 4 if you consider LGC and old prots) meanwhile they added many turrets lol

I understand that.

Trying to figure out what you mean - or what you are asking...

"Interesting to see how everyone was seemingly okay with Triple prots until now that they added 4th slot...What happened?"

"Everyone was seemingly okay..."

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On 4/22/2021 at 12:13 PM, Spy said:

Probably 1,000 tankoins, if it's the same as it was in the test server.

So... only 5x what some were guessing.  Bleccchhh.  Not a chance I spend 5000TK for that.

And how does TO expect ANY player to join the attacker side in Assault when the Striker-with-Stun will make the player drop the flag with every single shot?

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2 hours ago, wolverine848 said:

I understand that.

Trying to figure out what you mean - or what you are asking...

"Interesting to see how everyone was seemingly okay with Triple prots until now that they added 4th slot...What happened?"

"Everyone was seemingly okay..."

Nobody cared (seemingly) that there are just 3 prots meanwhile more and more turrets lol

 

 

But players will complain no matter what devs do (especially the nonsense about animated paints in challenge, i remember times when there was NO animated paint)

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43 minutes ago, Serene.Soul said:

Nobody cared (seemingly) that there are just 3 prots meanwhile more and more turrets lol

 

 

But players will complain no matter what devs do (especially the nonsense about animated paints in challenge, i remember times when there was NO animated paint)

There have always been some players that wanted 4 module slots once a bunch of turrets were added to the game.  I was one of them - though not 4x50.  Each protection loaded should have a nerf if 4 slots are used.

That is not the issue.  When there were only 3 slots available, everyone was equal - you could choose to buy protections for crystals and equip them in the 3 slots available.
But now it's not equal.  We can't buy the 4th slot for crystals. Only TKs.  Which we all know buyers have way more of.  So this change favors Buyers in a big way.

That's why players are unhappy about the 4th module.

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4 minutes ago, wolverine848 said:

There have always been some players that wanted 4 module slots once a bunch of turrets were added to the game.  I was one of them - though not 4x50.  Each protection loaded should have a nerf if 4 slots are used.

That is not the issue.  When there were only 3 slots available, everyone was equal - you could choose to buy protections for crystals and equip them in the 3 slots available.
But now it's not equal.  We can't buy the 4th slot for crystals. Only TKs.  Which we all know buyers have way more of.  So this change favors Buyers in a big way.

That's why players are unhappy about the 4th module.

I brought the 4th module and i aint happy about it.

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9 minutes ago, cmirotomill said:

well, its because my GS went way down after the update.

So did everybody else who did not buy a 4th module.  They recalibrated because 3 is no longer the max.

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46 minutes ago, MrCruise said:

I actually did not have a problem with the number of turrets and slots available! When bigger maps were added though with a bigger number of players, well, that was a problem to all of us!

The word ''equal'' does not exist in Tanki Online (not until they remove the ''P2W'' system, which they are most possibly not going to do). There are buyers and non-buyers which is fine. I mean NEW players are going to know that and if they are non-buyers and start playing this game having the knowledge that this game is ''P2W'' they won't really be able to complain about it because.., well, that would be their problem!

Serene asked why people have a problem with 4 modules now. I answered by explaining it's not the 4th module specifically - it's HOW you acquire that 4th module that players are upset about.

As for new players - good luck to TO for retaining any new players they get - it's gonne be much worse for new players than when I first joined. A lot worse.

Edited by wolverine848

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12 hours ago, MrCruise said:

Many players wanted that to happen! Especially after bigger maps were added in MM. Everyone who can think, had seen that coming (it had been expected for a while now).

You remember wrong.., No, scratch that! You don't remember at all. That was just a guess. There were ALWAYS animated paints as rewards for completing challenges, from the very start. Plus, the fact that players (those who own every single paint, at least) want something NEW is totally normal and expected! Why do you think the developers always add NEW skins, and paints. We want NEW. The ''how'' we can get that NEW item though is a whole different thing!

And you visibly don't bother reading the post

 

I said when there was NO animated paints and not in challenge. But challenge is whole different story.

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