Ah, I love these threads. It's not OP in any way, shape or form. It's easy to abuse the missiles lock-on paths and all you need is counter-measures to negate it. It's not even more effective in large groups as the other launchers.
I don't see them as being OP, but the prevalence of yet another lock on rocket is starting to make ECM/Flares almost a requirement to move near the TR, which dulls the game another fraction imo. Not your fault guys... just another step towards us all using the same everything.
At least you have a way to counter the Striker. Its not like Phoenix who can shoot from cover and deal damage to any ground taget with ease
I got a striker to farm XP with when I am too tired to play properly. I think it's great that SOE cater to small children, OAPs, alcoholics, and me when I am tired... Actually no, it sucks, I'm just glad the enemy doesn't have it.
The Lancer is a decent weapon for tank battle stand off more than AV destruction. You rarely destroy anything with the Lancer unless it has already been taken down by some other method. Its good for keeping 1 or tanks from coming close to a base. Needs a better scope badly though.
Cert flares, fly down (rockets will hit the ground), after burn and fly up (you will outrun the rockets), fly behind a hill (rockets will hit the ground). The thing ESF pilots have a problem with is that they either have to bail on their lolpods hover spam, or take the hits and possibly die. Most choose to die to get that 1 extra infantry kill, or just run into the ground to get a suicide kill (funny). Hope that exp was worth it! It was certainly worth 700 SC for me! despite 40% of the rockets missing the target.
I was amazed that the development team managed to balance the three as well as they did. I know the Phoenix was immediately vilified, but it could have been much worse. Most likely there will be at least one more ballance pass after they pull the data following a few weeks of play time. As well as the hard numbers, SOE also seems to look at "Frustration Factor" or in other words; Does "X" game mechanic cause enough of the player base dissatisfaction to warrant a change regardless of hard numbers churned out by their reporting system.
you obviously cant add, before the nerf the phoenix did around 16kph, and the striker was at around 9 iirc 100%, not 1000% that needed to change, i agree.
That sounds like a dodgy stat to me; I would bet that the number of Phoenix users easily outweighs the number of striker users in which case you're just citing volume of use. It might be that the same number of kills could be achieved by a similar or slightly smaller number of striker users. If there was such a thing, kills per reload would be a better tracker. Hitting a target and destroying a target are where the empire's Damage per second and Damage per shot philosophies collide. The Phoenix was always fine at finishing a target on its last legs, or annoying tanks in to retreating... but it was fairly rubbish in dealing regular damage, or stacking well when used in numbers. You can repair your tank through a phoenix users entire ammo reserve, then go hunt him/her down. Also: 5 striker users on a hill > 5 phoenix users on a hill.