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Everything posted by DestrotankAI9
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The buffed Blaster Drone is ridiculously overpowered against Mammoths or Melee turret users - nothing should ever be buffed by a magnitude of over 10 times (the reload on Blaster). If it needed a buff OK, but this is wayyyy too far. Now every time a Mammoth uses its overdrive it dies after killing one Blaster user, just totally unfair. With the amount of Blaster users increasing after this change Mammoth is fast becoming unusable, having been a fun hull to use recently. Hornet nerf is also crazy, that is a really weird way to nerf it that makes it very weak for ranged turrets (and Hornet Railgun/Shaft are the classic combos with Hornet???) - just why would you want to make Hornet require short range for its overdrive to be effective? It wasn't OP anyway, apart from with Autocannon, so I don't understand why it has been hit with such an absurd nerf.
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valid Cheetah Drone / Trickster Drone.
DestrotankAI9 replied to DestrotankAI9 in Ideas and Suggestions
Sprinter definitely would be a better candidate than Trickster to be replaced by this new speed increasing drone - it is much less useful and much less used, and yes it has the perfect name. The current Sprinter is an interesting drone, but yes only usable in certain modes - and it has the disadvantage of putting you repair kit on cooldown when you pick up flags and balls for a short time - which can make it counterproductive at certain times. Replacing Sprinter would be another possibility, and I don't think many players would be annoyed. -
valid Cheetah Drone / Trickster Drone.
DestrotankAI9 replied to DestrotankAI9 in Ideas and Suggestions
Sure if there is a better name then Cheetah, feel free to suggest - I didn't put a lot of thought into it, just as long as we have both drones still in the game that is what is important. Cheetahs are the fastest living land animals, so it makes a lot more sense for a speed boosting drone to be called Cheetah than Trickster, surely. Nitro Drone is certainly a possibility too, although AFAIK I thought speed boosts are sometimes nicknamed "Nitro boosts" so that might be a little confusing - perhaps not. Well, from your first sentence here you are talking about players who purchased Vulcan - are you implying there should be some form of compensation given changes to Vulcan? If so, I think this is a totally different scenario, as if developers did implement the suggestion I propose here then effectively the old and new versions of Trickster would both the in the game - an older version of Vulcan has never been introduced alongside a newer version. I'm not proposing any compensation, but instead a swap, which would be fair given that many players will have recently invested a significant amount of crystals (and possibly real money to acquire those crystals) MU-ing the 'new' Trickster drone, given the recent changes making 20/20 drones much more essential, and because they chose to invest in the new Trickster as they wanted a speed increasing drone. However, it would not be fair if their drone was changed to the old Trickster (which they would not have wanted to MU) - and the same drone they had just invested in was re-introduced to the game requiring to be re-purchased and MU-ed again. That would be something that hasn't happened in Tanki before, and it would only happen since both Trickster and Cheetah have been at one time the same drone. The only similar scenario was with the XT and non-XT versions of hulls, in which case Tanki offered a swap for Parkour players - and I think a similar thing would be right to do here. As for past changes that could be looked at again - I think it is always good to raise them if you think it would be better if old mechanisms be brought back. They have done that with Isida self-healing with the new augment, and (to some extent) crystals boxes, so it seems they are sometimes willing to re-introduce old mechanics. -
Well, if you want criticals removed from all Striker augments and the default turret - then that certainly shouldn't happen unless, as you also suggest, all turrets other than Smoky also getting their critical hits removed - it certainly would not be fair to remove critical hits for Striker only. However, I wish the critical damage change had never happened (or that critical hits did not ignore modules) - and that we still had the damage spread as we had before. But having no damage spread and no critical damage shots would, in my opinion, be pretty dull. So in the present state of the game, unless they are willing to go back to the damage spread that we had before (unlikely) I think critical hits need to stay. Critical hits no longer ignoring modules (and a nerf to the crazy 2x damage that they gave Striker crits, for some reason) I could definitely agree with. As for Uranium going back to a 2 rocket salvo - wow, I couldn't disagree more. Uranium having a 2 rocket salvo totally sucked - the originally 4 rocket salvo was very OP, certainly, but it should in my opinion have always been 3 rockets. Now the salvo mode is useful, as well as the Arcade mode - useful but not OP, which is nice because using just the Arcade mode shots was very boring imo. Perhaps, Uranium could lose its faster rocket after the salvo - but other than that the 3 rockets should definitely stay. It currently deals 112.5% of normal Striker salvo damage BEFORE taking crits into account [( 3 x 50% / 4) = 112.5% ] however when you do take crits into account that gives an additional 10% damage on average to regular Striker - so it ends up being approximately the same damage per Salvo as regular Striker. Once you take the extra fast rocket into account, then it gains more DPS. However - if you are using Striker Adrenaline, or firing during supercharge - then it no longer has the advantage. So the Uranium 3 rocket salvo is definitely fine and balanced - the extra rocket afterwards possibly could be nerfed, but in no way should it ever go back to just 2.
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valid Cheetah Drone / Trickster Drone.
DestrotankAI9 replied to DestrotankAI9 in Ideas and Suggestions
OK, thanks for taking this idea into consideration :) . I hope the devs will do something like this, because it would please many players who were disappointed with this change while annoying no-one, and offer a wider variety of gameplay. There are now so few true support drones in the game, this is very disappointing. As a player who likes to play support, often with the one healing turret and augment in the game (Nanobots Isida) I notice this a lot as Trickster was one of the few good drones for Isida - drones such as Driver/Assault are totally useless for Nanobots players. Now the choice of drones for Isida players is very bland - I don't want to be another Mechanic drone user, Defender is boring, and Supplier sucks. Not only was it awesome for Isida - it was also really good for almost any combo and made gameplay more fun, and there is no other drone with a similar play style to replace it. So its removal sucks on many levels. -
I wouldn't say Uranium is OP really - if Uranium is OP then the problem would be the buffed Striker reload speed, in which case Striker in general is OP (and it might be a little right now). Uranium was OP before they removed critical damage from it, but now that it has no critical damage it has some substantial disadvantages compared to all other Striker augments, and even to stock Striker. During supercharge it deals a lot less damage than other Striker augments, and it also loses out on "burst" damage, which you can get a lot of from those module-ignoring super criticals that Striker has these days. The only possible "nerf" it could possibly have is that the additional rocket should not fire faster perhaps after the salvo - but honestly given the fact that it is the only Striker augment with no critical damage I feel this is justified. Its great that they have now given it 3 rockets instead of 2 - this is the exact change I wanted for Uranium (one of the most fun augments in the game IMO) for some time. Now you the salvo mode is useful, as well as the arcade firing mode which is great, and makes it much more interesting to play. In summary : the loss of critical damage for Uranium is very significant. And it is great that Striker is strong and interesting to play again, because it is a cool and fun turret so let's not think of nerfing it too fast. But Uranium has just received a nerf, and I think that's enough for now.
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Alrighttt, 100 tankoins is a pretty decent reward I have to say. Hope these folks are not tooooo difficult to find/kill - found this kind of event pretty fun the last time, so looking forward to it :) Or maybe I'm a little biased as I got EMP Gauss from the Snowman event Ultra containers, lol.
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The augment Missile launcher "Uranium" for Striker underwent some changes in the most recent patch - it is no longer able to get critical strikes (or therefore to benefit from supercharge), and it also gained 3 rockets instead of 2 in its salvo mode. While I understand why critical strikes were removed from Uranium (the damage it dealt was too high), I think totally removing the crits leaves it at too much of a disadvantage compared to other Striker augments, or even stock Striker, against protection modules and also when using hulls with supercharge. So I propose the following compromise: Missile launcher "Uranium" can now once again deal critical strikes. However, the disadvantage that it has now is that its critical strikes only deal 100% damage (rather than 200% as Striker normally does). This would mean that at least, some shots from Uranium can ignore Striker protection / take advantage of the superior splash damage on criticals - and that Uranium would once again be somewhat useful with supercharge - rather than supercharge offering no benefit at all for it as is the case currently. However, we would not have the situation that it deals insane damage on criticals as we had before.
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valid Cheetah Drone / Trickster Drone.
DestrotankAI9 replied to DestrotankAI9 in Cheetah Drone / Trickster Drone. Ideas and Suggestions
Many of us were very annoyed that following the most recent patch, Trickster Drone has been changed so dramatically that it no longer resembles its former function in almost any way. Never in the history of Tanki has a drone been changed so radically - yes there is a drone called 'Trickster' still in the game, but apart from the fact that it uses additional speed boosts it bears basically no resemblance to Trickster drone at all - Trickster has effectively been removed from the game, and what we have now is a new drone that is not Trickster. The new Trickster ISN'T EVEN a support drone - it is another ASSAULT drone - and there are already too many assault type drones and too few support drones - now all we have for those of us that like the support drone playstyle is Mechanic/Engineer/Supplier, which sucks. This is very disappointing, because while the new drone is cool and useful in many ways, for myself and a lot of others Trickster was our favourite drone which offered a unique playstyle not offered by other drones, and we are disappointed that this gameplay is now gone - and also this is not the drone we paid for. So what I propose is the following (which I feel should have been the case from the beginning with the new patch) - the introduction of a new drone, the Cheetah Drone. Cheetah Drone: Available at: Commander (no drones currently available at Commander) Price: 200,000 crystals (same price as other drones at this rank) Function: Exactly the same as the current Trickster Drone. And along with this, Trickster Drone is returned back to its previous form before the patch. IF the developers were unhappy that Trickster was overpowered in terms of giving bonus score - then nerf the bonus score per ally to 5 score instead of 10, but at least - give us Trickster drone back, please. At the time of the Mk conversion, Tanki offered parkour players a chance to revert their wasp hull to Mk1 if they filled in a special form by a certain deadline, to solve a unique problem created by that update. If the following change is made, then I think Tanki should offer players a chance to ask to have their Trickster Drone converted to the new Cheetah drone instead (at the same MU level) by a certain deadline - this would be necessary to account for those players who recently MU'ed Trickster as they wanted the new form of the drone. So following these changes, we could have the following consequences: 1) Trickster Drone is back in the game, and the new Drone is here too - those that liked and used Trickster will now be happy, and those that wanted to use the new drone will now be happy. There is an increased speed drone in the garage to help non-buyers have a chance against Crisis players, as the new drone offers - but not at the cost of the loss of Trickster from the game. 2) There is a new drone players have to potentially buy and MU (developers like this sort of thing, as it keeps players playing more). 3) The name 'Trickster' does not make sense for a drone which increases speed, Cheetah or another suitable name would be much better - now sorted. 4) There are once again more support drones in the game for those that like to play support - as there should be - and not an excess of assault drones as we have now. 5) If the developers felt that the old Trickster was overpowered, score gained from allies is now reduced to 5 rather than 10 - so it is now surely not more powerful than Mechanic drone for gaining additional score. So this balance issue is solved - if that was any reason for the recent change. I know that suggestions for the reversion of updates are commonly not accepted - but I also know that ideas which are good ideas, as I believe this one is, are sometimes accepted even if they go against the typical rules. Many players are annoyed about this, and it is a good solution which would please everyone. Additionally - I am not entirely suggesting the reversion of an update, I am suggesting the implementation of a totally new drone - which the new Trickster effectively is anyway, so this would be much better than the current situation. -
At the very least, to make this update slightly more palatable - they should allow all drones to grant the boost to supply power level even when out of batteries (although of course the other benefits are lost). And with this, Brutus would need to return to giving a 1-5% bonus to overall damage and armor as it did before the update - and return to using batteries again. This would at least mean players are not forced to spend a very significant amount of crystals on upgrading Brutus just for when they run out of batteries. However, maybe even this wouldn't work since a lot of players just spent a huge amount on Brutus and they would be very angry - so really we probably have to keep this mess the way it is sadly.
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If supplies were a problem, then that would have been a better solution. Although low ranks are already at disadvantage enough against high ranks (which this current update adds to) and the same problem would be present with this change - although it would be better than what we have currently. If supplies are too strong for low rankers then either have them increase in power up until a certain rank (such as Major, where everyone has effectively infinite supplies), or have them depend on the average rank of players in the battle so that lower rank players are not disadvantaged. Or, have supplies at 50% power during all battles with crystal boxes (which are low rank battles by default) and have them at full power in other matches. But of course, those changes wouldn't have handed a large advantage to buyers with a 20/20 drone at low ranks - or given them the advantage of having a wider variety of drones at high ranks. Messing free players around this much though, is just taking things too far in the pay to win direction and may backfire strongly.
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I definitely think that this pay to win update could backfire on Tanki - now many free players are disincentivised to play more. Before the update I might have enjoyed a few casual games with no drone after missions are done (since using drones costs batteries which I will run out of quickly if I play beyond regular or special missions). Now, if I do that I'll get wrecked, as I don't have a maxed out Brutus Drone. Anyone without a maxed out Brutus Drone will now be highly ineffective in high-ranked matches once they run out of batteries, so now many players will be truly forced to play missions only which will decrease playing time and lengthen queues. So this update could be a bad thing all round - as well as making players without a 20/20 drone fodder at low and high ranks, it may not increase revenues by giving buyers a greater advantage as they may have planned - it could instead increase queues and hasten the end of Tanki.
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You hope they keep it as it is??? Are you for real? So you think it is OK that an augment can literally stun a player to death from beginning to end, not on a special chance based shot but literally reliably - every time? Once you get the first volley there is literally nothing a Railgun/Vulcan or Melee turret user can do, and the most any other turret can do is get off an intermittent shot in the tiny window between stuns (actually they probably can't do anything if you move behind their barrel). Unless of course they are wearing stun immunity - but with so many other status effects very commonly found in battle stun immunity can't be equipped often. There is no way you can possibly enjoy using an augment like that, even EMP Gauss and other broken augments have more counterplay - there is literally no way to counter a Stunning missiles striker in 1v1 when not wearing Stun immunity. Every player that gets their hands on this augment will make battles that bit more unplayable. The devs do seem to have been nerfing Ultra Container augments shortly after release as you say, although I don't think any of the recent ones were as broken as this. It needs to be fixed - nerf is not even an appropriate term, but literally fixed - as soon as possible. There would be ways to change Stunning missiles that would have much more interesting gameplay, as well as being more balanced.
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I really dislike that Trickster, which was my favourite drone & useful for almost all combos, has been changed into a totally different drone - I really wish Alternativa made a new Garage drone (something like Cheetah) instead and kept Trickster as it was, which would surely have been the better decision. Personally I found the old Trickster fun and a very interesting drone to play in different ways, there is no other drone with a similar play style and I'm sad that that is now gone. However I must say, the new Trickster is very fun in different ways - my new favourite hull/drone combo is also definitely Mammoth/Trickster. With Trickster Mammoth is now acceptably fast, with the overdrive it is very fast - you are truly a speeding ball of doom lol. Also very nice with melee turrets, definitely with medium hulls (although I haven't tested with light). Tried it with Isida/Viking and that is a pretty dangerous combo with Trickster. Unlike Crisis you can keep your DA/DD up while getting extra speed - so I think for these purposes it is a better drone. Also, it is of course very good for capture modes and large maps (unless you are under heavy fire) - however my Trickster is only 6/20 so I am pretty fragile, so I am not sure where it or Defender is the better option for CTF/RGB now when maxed out as I can't really test fairly.
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The Striker augment "Stunning missiles" needs to be re-worked, it is utterly broken in its current state. It has a 2 second stun with only 2.5 seconds effective reload on its secondary mode, this means there is only 0.5sec of time in between volleys that an enemy tank will not be stunned. This means that a railgun/Vulcan won't even be able to get a shot off, and a melee turret user can be killed without being able to touch the striker user. This is beyond overpowered, and simply breaks the game utterly. This augment should be re-worked significantly, either a maximum 1 second stun in its current form, or perhaps 2 second stun on critical damage with 20% chance (50% less damage on critical) and normal 4 rocket volley, or a 2 second stun on volley but with the normal Striker aiming time and reload. Something needs to be done about that - it is not even fun to use augment which kills enemies without them literally being able to do anything whatsoever - and not even on a cooldown but constantly.
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Wow, what??? There is a 2 second stun with Stunning missiles on 2.5 sec cooldown? That's beyond broken, they need to fix that immediately. Like, that is not even overpowered it is simply broken. If you are fighting a railgun or Vulcan then, they will simply be stunned until dead without even being able to get a shot off - or a melee turret user, they will die without being able to get close. Needs to be significantly reworked - maybe a 1 second stun, only stuns on critical damage (with slightly higher chance and reduced damage on crit), or it has the same charging time and 4 rocket volley as normal striker, with a 2 second stun on volley or a chance to stun on each rocket. Something like that, but the current design is just wrong.
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The special DM mode with no overdrives and drones is pretty good and fun, glad that the developers have implemented this after a lot of players including myself suggested it - and it is especially good as it is a refuge from the terrible drone/supply linkage update since no-one has drones there. I do wish the developers would also listen to our feedback on the more important issues, and not just on event modes - such as last week when myself and others expressed major concerns about the proposed (and now implemented) drone/supply power linkage. We now see the problems we all raised appear in the game, with obviously none of our feedback taken into account. Yes the special mode is good, it is a start that the developers listen on this - just a shame that they don't also for the bigger things however.
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Brutus never truly had a 10% bonus at max, in effect, as all other drones gave 5% damage and armor at 20/20. Brutus' advantage was that it gave you 5% extra passive damage and armor at times, beyond what other drones gave. That was its "special effect" which you were paying the batteries for, which it no longer has - and that is why it now doesn't cost batteries. Also of course, it did have the advantage of being cheaper and faster to upgrade than the other drones, reaching higher passive bonuses faster and at less cost - but at the endgame you care about the maxed out bonuses, so ultimately it gave a flat 5% damage and armor. So what I am suggesting here is that ALL DRONES give the passive bonus, so that players are not forced to spend 500-850k on Brutus just to get supplies back, and that they can also use other drones instead when they run of batteries - which would be somewhat more fair/logical than the present situation. The developers saying "Brutus no longer cost batteries" is actually a total scam, because in effect a maxed out 20/20 Brutus now gives us WHAT WE ALREADY HAD FOR FREE, when no drone was equipped which was full power supplies, equally as powerful as those with 20/20 drones and infinite batteries. But NOW, for those of us that don't have Brutus (because we had no need to have it, as we were levelling up other more powerful end-game drones) we are now effectively forced to buy a new drone that costs either: 1) 500k Crystals and 3 months to upgrade, 2) 850k crystals to buy and upgrade on a 30%/50% MU/Speed-up sale, or, 3) wait for the Tanki Birthday in 1 1/2 months, or other 50% sale and pay 750k crystals on the 50%/50% MU/Speed-up sale. And we have to pay this much/wait this long just to get back what we already had for free, and until we get that, we will be getting smashed by 20/20 drone users who still have full power supplies, in a long and painful grind. This is a TRULY RIDICULOUS situation that the developers have put myself and other non-buyers in. When players ran out of batteries, and were fighting in a match without a drone they were already at a disadvantage, now unless you have a maxed Brutus drone you can't even use proper supplies against 20/20 drone players! As if they didn't already have advantage enough??? The power difference is now a total joke. For the record, I currently have 50k crystals - so I will face a long and painful grind just to get back to the same supplies as I had, until I pay up that 500-850k - which of course I will not be able to spend on anything else. And many other players will be in a similar position. This is such an insult to players, I feel that I would be frankly disrespecting myself to even continue playing, and I am sure that many others will feel the same. It is a shame as Tanki is in many ways such an interesting and unique game, but this is a total disrespect and scam move from the devs - truly low on many levels. If you already happened to have a maxed out Brutus, consider yourself lucky - for those of us that don't, and are without an infinite supply of batteries - we are now in truly idiotic position.
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ALL DRONES and not just Brutus, when no batteries are present, should give the passive increase to "Boosted Damage" and "Boosted Armor" supplies. To balance this, the Brutus drone should still consume batteries, and give an additional 1-5% damage/armour bonus like it did before. But that would just be damage limitation - nothing like this update should ever have been implemented. It is ridiculous that Alternativa are asking free-to-play players to pay up 500k crystals for a new drone AND wait 3 months to MU it (or actually pay more than that on 30/50 MU sale, or wait 1 1/2 months until Tanki birthday) just to get the same supply power back as they had before, when they run out of batteries. In the meantime, most players who never needed to level a Brutus Drone will get crushed during the many times that they inevitably run out of batteries. This has rendered the game virtually unplayable for free-to-play players (unless they just so happen to have a well MU-ed Brutus lying about), just one of the many bad outcomes of this update - hard to know where to start, but the fun factor for non-buyers and the balance between free-to-play and buying players has taken such a dramatic nosedive, it is easy to think that many free players will simply quit at this point. I could try to mention some positives from this such as how the new Trickster drone is fun to use (however even this has been done in the wrong way, this should have been a new drone altogether), but the negatives are so overwhelming it is hard to focus on anything else. This is definitely the update that brings me closest to quitting of any in the last 2 years. I could explain all the things that are wrong with it, but feedback is never taken into account here (apart from on comparatively insignificant matters such as event modes), and I think the reasons are obvious. Make your own decisions on whether to stay or quit people, it seems free players are no longer welcome in Tanki - that is clear from the last few updates. And for any mods who try to put a positive spin on this - go into battle and fight without a Brutus drone at Legend vs 20/20 drone players, and see how you find it. A lot of fun... that's for sure.
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Just wanted to check, cheers. That would be quite a bit of Tankoins if we could get those rewards at the end of the event.
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At the end of the event, will we get the rewards that we have accumulated "along the way" to a planet that we have not yet reached? Or will we only get any of those rewards if we reach a certain planet? What I'm effectively asking is if there is any point in continuing to do the special missions, if it is clear that you will not reach the next planet even if you did them all.
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Well explained ? I think I originally learned about this though one of your posts, was quite disappointed after buying Adrenaline on a few of my alts. Things are never as they seem in Tanki - devs should really fix this.
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Unfortunately Adrenaline only gives its full bonus damage to the base damage of the turret, not taking into account modifiers such as Double Damage (as far as I'm aware). So instead of Adrenaline for Thunder or Gauss giving 0-33% bonus damage as stated, with double damage they only give effectively 0-16.5% extra. Still a substantial increase though. I have to say Adrenaline would probably be OP if it did give its full stated bonus, it is still pretty good for most turrets right now. I think they should change it to actually give the full increase with double damage active that it should, but maybe decrease the stated effect to something like 0-20% for instance.
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Grats :) Yes it is a solid combo, have got it on an alt account and it does shred. The nice thing about Adrenaline is that you can also use it with other augments if you need to put on EMP Immunity or AP Immunity for instance, not so with IB. Abuse while you can xD. Grats on being OP for now. Even Orka won't help against the criticals, if you use Dictator or Hornet you'll be getting plenty of those.
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There was a nerf to Vulcan before where Vulcan only dealt 30% of its standard damage when overheating, so during that time Incendiary Brand did for sure suck as it had a further damage penalty in addition to that, and the small amount of burning damage wasn't enough to make up for it - especially when you were also taking self-damage. However Vulcan was then changed in the most recent Vulcan buff to no longer have a damage penalty when overheating, and then after that Heat Immunity hull augment was released - and we then had the situation we have today with Vulcans which fire infinitely. Vulcan + Heat Immunity is very strong especially with those augments - I really wish Heat Immunity was never released however as I find it so dull, compared to Vulcan gameplay without. Powerful, but dull to play when you no longer even have to think about timing your barrel charge-up, or cooling down.
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