An excellent defensive and supportive weapon, Striker lives up to its name through its primary function: missile dispensing. The projectiles, sporting splash damage mechanics akin to Thunder's, move at an exponentially increasing rate to target their opponents instead of impacting a target the moment the spacebar is pressed. One can choose to launch a singular rocket to hit quicker targets, similar to how arcade mode of Shaft works, or hold the spacebar to initialize a laser targeting system. A target must remain in the sight of this laser until the targeting reticle is fully locked, upon which a cluster of four missiles is automatically launched in rapid succession. The benefit of this variant of targeting system is the lack of movement restriction, meaning it is possible to drive and lock on to targets simultaneously.
Description in Garage
Missile launcher with medium range. Holding down the firing button will capture a target and launch a barrage of guided missiles at the enemy.
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.
- Damage per rocket (hp) — The amount of damage dealt to an enemy tank per one rocket hitting a single tank.
- Critical damage per rocket (hp) — The amount of critical damage dealt to an enemy tank per one rocket hitting a single tank.
- Regular damage per salvo (hp) — The amount of damage that can be death to one enemy tank upon being struck by a full salvo of four missiles.
- Impact force — The physical impact of a turret's projectile on enemy tanks upon contacting them.
- Explosion impact force — The physical impact on enemy tanks in the damage radius from rocket's impact point.
- Recoil — The physical impact of the turret upon its own tank when shooting.
- Salvo reload time (sec) — The pause required between shots to prepare the rockets for launch. This time remains the same regardless of whether a single rocket or a salvo was fired last.
- Single reload time (sec) — The pause required between shots to prepare the rockets for launch. This time remains the same regardless of whether a single rocket or a salvo was fired last.
- Aiming time (sec) — The amount of time required for the targeting laser to be pointed at another tank in order to lock on and launch a full salvo of missiles. If the circular green reticle disappears, but the red, box-like reticle stays active, the aiming time is paused. If the red, box-like reticle disappears, then the target is lost and the aiming time resets.
- Rotation speed (deg/sec) — This is the maximum speed that the turret can rotate at.
- Rotation acceleration (deg/sec²) — The acceleration of the turret reaching its maximum rotation speed.
- Min projectile speed (m/sec) — The initial, slow speed which a rocked has right at the moment it is launched. This increases rapidly and steadily after being fired until it reaches the maximum projectile speed.
- Shell angular velocity (deg/sec) — This is the turning speed at which the salvo rockets are able to change direction in order to keep pointed on the target they were locked onto.
- Max critical chance (%) - The highest possible chance of a critical hit on a shot.
- Critical chance step (%) - The amount the chance to land a critical increases with each regular damage-dealing shot. Becomes 0% once the max critical chance is reached.
- Rockets per salvo — The number of rockets that can be fired with one salvo.
- Pause between salvo rockets — The required time between each rocket's launch to eject another during a full salvo launch.
- Aiming recovery time (sec) — The amount of time, if the circular green reticle is removed due to losing sight of a target, that the second red reticle will remain on-screen to maintain lock-on progress.
- Max projectile speed — The top speed that a launched rocket can move at.
- Shell acceleration time (sec) — The amount of time in seconds it takes to reach the max projectile speed from the min projectile speed (i.e. the moment it launches).
- Projectile radius (m) — The invariable radius of the rocket from its core to its outer surface.
- Range (m) — The maximum distance that the rocket can reach. Rockets explode when they reach their maximum range.
- Radius of critical splash damage (m) — Radius from the point of impact of the projectile up to which the damage of the shot is caused as critical area damage in the event of a critical hit. In addition, no area damage is caused.
- Radius of maximum splash damage (m) — The distance from the projectile's impact point at which enemy receives maximum splash damage. If the distance to the target is greater, the damage constantly decreases until the Radius of min splash damage.
- Radius of average splash damage (m) — The average radius of the splash damage for every shot.
- Radius of minimum splash damage (m) — The distance from projectile's impact point at which enemy receives minimum splash damage. If the distance from the impact point to the target is greater, splash damage will not be dealt.
- Average splash damage (%) — The percentage of normal damage dealt when a tank is within the Maximum damage radius but does not hit the projectile.
- Weak splash damage (%) — This is the minimum amount of splash damage that can be dealt. It will be dealt to a target at the end of the Radius of min splash damage.
- Auto-aim upwards (deg) — The angle range that auto-aim will effect if a target is above the turret's horizontal plane.
- Auto-aim downwards (deg) — The angle range that auto-aim will effect if a target is below the turret's horizontal plane.
- AP duration - The number of seconds the AP status effect is active to an enemy after a critical shot.
- Stun duration - The number of seconds the Stun status effect is active to an enemy after a critical shot.
|Standard||Remote rocket explosives||Missile launcher "Hunter"||Missile launcher "Cyclone"||Missile launcher "Uranium"||Armor-Piercing Missiles|
|Striker Standard||Striker XT||Striker Ultra|
- Between 15/12/2016 - 23/12/2016, only one person in the entire world had the Striker turret in their Garage - it was Semyon Strizhak (Opex-Rah) who used it for testing on the main servers.
- The turret was then added into the game on December 23, 2016.
- Together with its release, the developers hosted a cool contest that went on for five days. If you got five hundred kills on a specific day, you'd be entered into a special Striker giveaway. When the results came out, five lucky people had won the new gun for free.