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DestrotankAI9

Tanker
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Everything posted by DestrotankAI9

  1. CooperO, I take your point that this will mean Vulcan is more equal in power with all hulls... but why does non - Incendiary brand Vulcan need to be nerfed at all??? Vulcan without alterations is, and was arguably the weakest turret as it stands, before this nerf, and yes the Incendiary brand was strong but there is absolutely no need to nerf other Vulcans. This change makes absolutely no sense, why not just get rid of being able to fire when overheating all together? With such an insane damage reduction, 70%, it is literally counter-productive to continue firing after you start overheating in almost any situation, you do more damage to yourself than to the enemy. Why have a whole mechanic of a turret destroyed? If they wanted to make Vulcan equal across all hulls they should do something like change the overheating damage to a PERCENTAGE of hull health per tick, and not have nerfed the damage of regular Vulcans whatsoever. Lets say it reduces by 3-4% per tick, then it can fire for an equally long length of time with wasp or with Titan - problem solved without nerfing an already weak turret. If they wanted to nerf Incendiary brand Vulcan damage they should have done just that, fine make it -70% Vulcan damage when overheating, but only for that alteration. Really though, that is too much, 50% would have been enough. The best change of all would have been to have Vulcan heating on the enemy count as Vulcan and not Fire damage, as it always should have been, and then it could be dealt with separately and reduced in damage without affecting Firebird, and also reduced by Vulcan module, not requiring two modules. But if that's too complicated to code a flat Vulcan damage reduction when overheating would have sufficed. A reduction in charge - up time is something but that means very little for decent Vulcan players who would always pre - charge the turret and keep the barrels spinning before engaging an enemy, it does not at all compensate for such a huge damage penalty when overheating, and this completely destroys one of the turrets key mechanics. Vulcan should have had the buff of the reduced charge - up time without the damage penalty, as it was already too weak.
  2. Sorry, the damage is nerfed by 70% when overheating, thought it was reduced to 70% damage (i.e 30% nerf) but it is actually a full 70%. Wow. I have no idea how the balance team operate nerfing the weakest turret (without alteration) by that much.
  3. I think this change is very, very strange. Why nerf all Vulcans damage by 30%? This is ridiculous, Vulcan was weak without alterations as it was, easily in the bottom 2 weakest turrets, and now it is nerfed more??? The tiny reduction in time-to-fire does not make up for it at all, it is now pointless to keep firing once the overheating starts. Why not just nerf the damage for Incendiary brand Vulcan only by 30% when it starts to fire, if that is what is really desired? A nerf to Incendiary brand was necessary but this is stupid, to nerf all the other already weak Vulcans at the same time. Please revert this change, or apply the damage penalty only to an overheating Incendiary brand Vulcan. Edit: Damage reduced by 70% when overheating, I was wrong. Even worse! Wow...
  4. DestrotankAI9

    World UFO Day comes to Tanki!

    Wow this is awesome! 10x Golds and meteorites, and sales even on drones? This is great, looks fun, thanks Tanki devs!
  5. DestrotankAI9

    Where is world UFO day? SO FUNNY

    Almost certainly because of the World Cup result last night with Russia's win
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