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
When it comes to tank warfare, the anti-tank rocket is often considered the greatest menace. The «Striker» anti-tank complex has a rich tradition of delivering punishment to enemy lines over long distances. A targeting system enhanced by an «artificial brain» for aiming assistance, makes this turret more accurate and deadlier than ever. The turret's unusual design, featring side-mounted barrels, can make it slightly more challenging to calculate the line of fire, and the inattentive tanker might suffer a few unfortunate incidents due to splash damage from misplaced shots bouncing into nearby obstacles. Many tankers distrust this armored box stuffed with microchips and artificial inteligence. They claim it looks like the severed head of some robot from the future, which might one day go nuts and start destroying everyone in its path.
|Price of Modification|
|Min damage (HP)|
|Max damage (HP)|
|Min damage per salvo (HP)|
|Max damage per salvo (HP)|
|Reload time (sec)|
|Aiming time (sec)|
|Rotation speed (deg/sec)|
|Rotation acceleration (deg/sec²)|
|Max projectile speed (m/sec)|
|Shells per salvo|
|Pause between salvo rockets (sec)|
|Shell angular velocity (deg/sec)|
|Aiming recovery time (sec)|
|Min projectile speed (m/sec)|
|Shell acceleration time (sec)|
|Projectile radius (m)|
|Radius of max splash damage (m)|
|Radius of min splash damage (m)|
|Weak splash damage (%)|
|Auto-aim upwards (deg)|
|Auto-aim downwards (deg)|
- Min damage (HP) — The minimum amount of damage dealt to an enemy tank per one rocket hitting a single tank.
- Max damage (HP) — The maximum amount of damage dealt to an enemy tank per one rocket hitting a single tank.
- Min damage per salvo (HP) — The minimum amount of damage that can be dealt to one enemy tank upon being struck by a full salvo of four missiles.
- Max damage per salvo (HP) — The maximum 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 — 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.
- Reload time (sec) — The pause required between shots to prepare the rockets for launch. This time remains the same regardless 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.
- Range (m) — The maximum distance that the rocket can reach. Rockets explode when they reach their maximum range.
- Max projectile speed — The top speed that a launched rocket can move at.
- Shells 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.
- 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.
- 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.
- 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 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.
- 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.
- 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 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.
- 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.