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wolverine848

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Everything posted by wolverine848

  1. wolverine848

    Ideas for Maps!

    Nah - it's one of the few maps that the "new" Vulcan still excels on. B)
  2. wolverine848

    Complaint Book

    Depends on how they are "passing their time"... If a player is chatting more than they are playing, or only collecting supplies, then they are not contributing to the team. They are, for all intents-and-purposes... a "mult".
  3. wolverine848

    What to buy? Which is better?

    You already have 4 m1 turrets - any more is a waste. And of all the turrets to "waste" more money on you're gonna pick Striker? :wacko: If you really want striker buy it at m2. (until they modify I would not buy it at any m-level)
  4. wolverine848

    Thunder vs. Vulcan

    Vulcan M3 before "buff" (LMAO)... 476 DPS and spin-up of 1 after "buff" ................. 529 DPS and spin-up of 2.74 Some people say ... "all you have to do is spend 100k (50k on sale) and get the MFR Alteration". Let's see... Spin-up -50%, time-to-overheat +50%, and -25% damage. 529-25% = 529-132 = 397. Spin-up = 2.74/2 = 1.37 It may take longer to overheat, but net effect is less damage than before the change and still has longer spin-up. I don't recall seeing many complaints about Vulcan doing too much damage before this change was implemented... These changes were designed to sell more alterations - but in the end you are no better off than before the "buff" (LMAO)
  5. wolverine848

    Let's Discuss Vulcan!

    If you want to sit there in the open for that long - and assuming you are not destroyed during that time. My m2.5 Vulcan never had a problem destroying enemies with the original stats. It is now a camping weapon for heavy hulls. Boring...
  6. wolverine848

    Let's Discuss Vulcan!

    I'm not even sure Vulcan needed much in the way of increased DPS. I wouldn't say no to a 10%-15% boost, but 25% might have been too much. All it really needed was a fix for the overheating. But Devs can't seem to address the actual problems - they need to re-vamp everything every time they touch an item. Me-thinks they did this to sell more Alterations. Unfortunately, to (partially) get back the spin-up (alt only reduces by 50%) I think the Vulcan will lose some DPS as net compared to before the "buff" (only M4s with better spin-up consider this a buff). M4 before "buff" was 540 DPS. After was 600 DPS. With MFR Alt it's 600-25% = 600-150 = 450. So after alteration Vulcan has less damage than before, and still as longer spin-up. = a NET LOSS overall.
  7. wolverine848

    Turret Balance, "Nuclear Energy" and More

    Why did the Devs not just lower the overheating when Vulcan is being fired? The extensive changes were not asked for, nor needed. How do bullets 2-4 even coincide with making Vulcan more useful on light and medium hulls? Firing distance and damage have nothing to do with hull-size.
  8. wolverine848

    Thunder vs. Vulcan

    There's a difference between "long range" and large maps. Players have the ability to reduce that "long range" to short range via movement. Of course freeze can't damage a rail or shaft from the other side of Kunger or Highways. And yet that freeze can use cover and RKs and work it's way over to where the shaft is camping, and has the possibility of killing it. My point is when a Vulcan spawns and an enemy is near (maybe due to map-size, or whatever reason) the possibility of that Vulcan fighting back is close to zero - due to the fact it cant even begin to fire for 3 seconds. Even though shaft is not as good as smoky up close it can fight back. Arcade shot doing 600+ damage and 2 seconds later another. And please stick to match-making (no space mode) since in Pro-Battles I can actually pick a vulcan-friendly map. My point is not about Vulcan be terrible on every map. It's about Vulcan being crippled completely at close range.
  9. wolverine848

    What to buy? Which is better?

    Nope. That was changed a while ago. MU-ing an item all the way costs same (not including sales) as buying the next m-level. MU-ing an m1 toward m2 as early as possible makes a huge difference in your battle results.
  10. wolverine848

    Thunder vs. Vulcan

    You don't seem to understand the difference between "useless" and "advantage". I'm not going to explain it to you - just go google it.
  11. wolverine848

    What to buy? Which is better?

    It is not pointless to MU items. You get results quickly instead of waiting for next m-level. Consider smoky... from m1 to m2 it improves by 30% on damage. That's quite a bit. But to get to m2 you have to wait for Colonel, or get a kit that unlocks ~ captain. But in kits you also pay for useless paint, and they are not always available when you want them. If you start upgrading smoky as soon as you get it at... Staff Sergeant? You will get m2 way sooner than Colonel, or even Captain. Even a smoky m1.5 will wreck Warrant Officers because it is half-way to m2 - one of the best m2 turrets in the game. This is just one example of why MUs are good.
  12. wolverine848

    Thunder vs. Vulcan

    Shaft almost useless at long range... becuase every time you shoot you think it should be a kill? :o Never mind...
  13. wolverine848

    Thunder vs. Vulcan

    I don't use Shaft, but if you're in close-combat, trying to get off a shot "at full strength" and you die, that's on you. The Shaft has an arcade shot that does almost as much damage as a smoky, but you choose to ignore that? In close quarters, for the time it's takes Vulcan to spin-up... 1) The Vulcan is often killed before shooting 1 bullet 2) an m3 Shaft clan flip on a DD and do over 2000 damage. Some turrets are worse than others in close-combat. Shaft can at least function with Arcade while Vulcan has been crippled.
  14. wolverine848

    Thunder vs. Vulcan

    Doesn't take you 3 seconds to get off your first shot though does it. ;) At least Shaft has a secondary fire mode.
  15. wolverine848

    Star Week begins August 21st

    During the summer? 20 hours on any day is not healthy...
  16. wolverine848

    Turret Balance, "Nuclear Energy" and More

    Spin-up rate is certainly better at m4 compared to M2... but how well you doing in Sandal?
  17. wolverine848

    Turret Balance, "Nuclear Energy" and More

    There's no way match-maker assigns you to battles based on what you have equipped. It either does not use GS at all, or uses it based on your highest-graded equipment in your garage. GS is likely just for in-battle information purposes.
  18. wolverine848

    Episode 181 of the V-LOG has rolled out!

    Maybe they will finally make Striker & Smoky playable... And tweak the Vulcan spin-up so it's consistent across all m-levels... like maybe 2.0 seconds. Instead of 3.5 seconds at m0 :lol: :lol: :lol: Anyone buying m0 Vulcan and experiencing 3.5 second spin-up must just cry.
  19. wolverine848

    Let's Discuss Viking!

    Has not been stable since they swapped Hunter and Viking stats ~ 1.5 yrs ago. Either equip Viking with turrets that don't rely so much on stability, or switch to Hunter before you invest too much into Viking. It does not get any more stable at m3.
  20. wolverine848

    Thunder vs. Vulcan

    Thing is, I never had issues using Vulcan at long distance - the 50% "weak" damage ensured it did well even on the longest maps. And problem with close encounters is - we can't choose our maps. Get placed in IZ, Iran or Sandal and Vulcan will struggle greatly. The longer overheat time serves no purpose when targets can disappear in a couple of seconds. I don't understand why they made such drastic changes to Vulcan - this was unnecessary. All it needed was a tweak for overheating. But then maybe they did it so we would be "encouraged" to spend more crystals on the alterations. Sure Vulcan can work great on wider-open maps. But it lost a lot of flexibility IMO. Especially at lower ranks where spin-up is crippling and players can't afford to get alteration due to rank or funds.
  21. wolverine848

    Turret Balance, "Nuclear Energy" and More

    Nuclear energy drop give you 100% on OD. If you already have 100% picking it up is a waste. (OD will not "stock up") If you already have 100% either let a team-mate pick it up, or hit shift first (to activate) then pick it up to get 100% again.
  22. wolverine848

    Thunder vs. Vulcan

    Hold on... You did well on maps with open spaces and average on maps that were not so open, so you conclude it is "borderline OP"? <_< I noticed updated WIKI has spin-up numbers, and they decrease as M-level goes up. Would love to see results of an m0 in DM against peers
  23. wolverine848

    Thunder vs. Vulcan

    It just seems that way. With freeze and fire buffs recently you have lots of players equipping those modules. Magnum on almost evey map and everyone (not using it) hates it - so equip the module. Smaller maps... Twins module or you die quickly very large maps always have Shafts. Who like to get one-shotted? With ability to equip only 3 modules, and an abundance of "OP" turrets, Thunder protection is no longer a must-have. And since the modules are flexible, the original purchases of paints with Thunder have almost no impact. Of course if there are 3-4 thunders on enemy team, players will equip thunder module. But that's playing the percentages. Same would go if there were 4 Firebirds on a small-med map.
  24. wolverine848

    What to buy? Which is better?

    Not Vulcan, that's for sure. I can just picture an m0 Vulcan, in DM, with that 3.5 second spin-up. On a map like Sandal, it will keep dying, re-spawning, dying... before it ever does any damage to any target. :D :lol: Ends the battle with a score of BIG FAT ZERO. :ph34r: And since Vulcan M1 is not available until the kit Harvester at Master Sergeant, those upgraded smokys and Fire M1s will just feast on it.
  25. wolverine848

    ★ Tanki Online Wiki Hub ★

    So M1 "barrel start-up" is 3.18 at m1 0/10 and m1 10/10? Yikes... Good luck to m0 Vulcans with that 3.5 second delay. That's just brutal. Can you imagine them in DM :D :lol:
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