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Open testing of Vulcan!


semyonkirov
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Another tidbit: First, most have figured out the yellow bar indicates when the overheat starts. At any point before the yellow is all gone, let up and push back down on the space bar, and cool down is complete before the bullets start again. 

 

It seems once the tank is red, you are gonna die unless you can find (or activate) a repair kit. However, there is no drawback to continuous fire if you are willing to take the self destruct. That is, the gun can fire for a very long time counting the overheat. It makes for a very effective way to stop a runner with the flag. Very effective tactic if repair kits are available. 

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Semyon i shall pm you with my feedback

but so far

Vulcan has many mistakes i`m sorry to say -_-

For one, don't be sorry about giving your honest opinion. Second, a new turret is bound to have its strengths and weaknesses against each hull and turret. If your in a death match, wasp is not the tank to put under Vulcan. Wasp is not the tank to fight Vulcan. The correct combo is dictator or viking or mammoth with firebird or hammer or thunder or freeze. In large open maps, Vulcan rules. In large maps with many i obstecles, rail rules. In small maps like island Vulcan will be murdered by fire and freeze, unless you are very good with it. The point is, don't jump to conclusions on Vulcan until you've use it and fought it on different maps, and with different combos. EVERY combo has its strengths and weaknesses. Vulcan is a supremely fun turret (more fun than the glorified thunder:hammer:). It is only right that in certain situations, this gun should rule!

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Lol. Its just a Turrent in Test server and surely it will have mistakes right then why did they put it on test they could have just launched in real servers. Just test it and put reviews about it in forum they will check out and try to change it,

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The aiming is pretty funky. When I was firing, I tried turning my turret and my hull, and the Vulcan just didn't want to turn. I'm pretty sure it's the gyroscopic effect not letting you turn the turret while firing. 

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The gun is excellent for the owner, and terrible for the opponents. It is entirely too far over-powered. It's high impact force and unceasing firing rate completely tromp on every other gun. This turret will need to be turned down quiet a bit before it hits the battle field, unless they want Tanki Online to become a completely 100% Vulcan game.

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Its a very weird turret, over powered yet underpowered at the same time. But the feel of it is very strange, its not like any other turret. It is like pointing a laser beam at enemies. A slow turning laser beam with extreme pushing power. I think that the auto aim up/down is a bit over powered. If you drive a railgun, and hit a viking/vulcan shooting at you directly from the front, they will flip backwards. When you try to turn while one is shooting at you, it is a very strange feeling. It is like your are swimming but caught in a riptide. It is really scary to be caught between three of them...

If you catch a vulcan from behind, it is fairly vulnerable, similar to shaft. It is also extremely vulnerable to peek a boom tactics. But its sheer damage per second is great, along with its range. The warm up could be cut down a bit, I would say. 

They are fairly easy to kill. Charge them with a hornet/wasp while they are warming up, and get behind their turret and stay there, until they are dead. If they manage to turn and start hitting you, just go back and forth in front of them. If they aren't very good, only about half their bullets will hit you. 

It seems to me that these are not offensive turrets. It really depends on the map, but in fast paced and close quarters maps, they do not preform very well unless they are on defense.

In maps like stadium, they are deadly. A mammoth/vulcan camping in stadium is almost invincible, because any shaft pointed at it will easily be knocked off and kill shortly. 

A vulcan is deadly to a turret like smoky: Smokies high impact force is useless against the gyroscope effect, and vulcan's damage per second will wipe out a smoky's. It would be very hard for a smoky to kill it unless they use the circle of death tactic, or get lucky with crits.

A vulcan camping in the following position in polygon would be extremely deadly, they would have direct fire at the 'death pit' of Point A, and it would be very hard to hit it back. 

 

 yXYynV.jpg

 

 

 

To improve this turret:

-Cut down on the damage per minute

-Increase turret turning speed

-Cut down on warm up time

-Increase the time it takes to overheat, but decrease the burning's damage.

-This turret should have very low impact force, as it is a machine gun... it is fairly intuitive to understand that it should have a lower impact force. We don't need another new turret with over powered impact force.

 

I would say that this turret is too similar to twins; Vulcan is to Twins as Hammer is to Thunder. 

Vulcan is a twin gun, mixed up with a firebird and a railgun.

Hammer is a thunder, mixed up with a Railgun and a smoky.

 

If you want this gun to be more unique and balanced, I would suggest doing this:

 

Currently the vulcan has a warm up before it can shoot. Why not have it's warm up be cut down to about 1 second. But the barrels will still be turning slower, thereby making the gun shoot slower (decreasing damage per second) after the warm up ends. The longer you keep it shooting, the faster the gun will shoot, increasing damage per second, until it gets to a 'terminal velocity'. When it reaches terminal velocity, it will be very close to over heating. 

At its slowest velocity, the damage per second is lower than twins. But at terminal velocity, it is very powerful, close to a short range gun's damage per second.

Have the impact force decrease by a lot at long distances. 

The overheating is supposed to be a disadvantage, but currently it is rare to ever overheat in this turret. That is why these changes need to take place. 

 

The way vulcan is now, no one will get twins if vulcan is out there. That is my primary concern with this turret, that it will drive twins to extinction.

Edited by S.C.Y.T.H.E
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A couple issues with that snakey. The changes you suggest will essentially turn Vulcan into twins, and another copy cat turret is the last thing tanki needs. Vulcan is unique in its strengths and weaknesses, and it is truly awesome when a tanker learns to use the strengths of his turret. The changes you suggest are to radically different from what the developers have come up with. Delay in firing is important to limit deadly return fire from peek a boomers. Burning damage delay gives Vulcan a chance to beat large tanks, and who wants to constantly overheat when shooting a flag snatcher. The other thing I will point out is that twins has never been a popular turret. It is used primarily by "in your face" flag snatchers, something Vulcan will never be able to do unless your changes are put into effect. As is, the two turrets are actually so different that twins place can't be stolen by Vulcan. The turret is fine, and only SMALL ADJUSTMENTS are needed, if any.

Edited by chiddychiddy
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I think vulcan is overpowered. the lag b4 atking is probably one of it's handicap, but once it starts spinning, it can wrack havoc.

Now i dont even know whether vulcan is considered a mid/long range gun now o.O, cus of it's versatility.

The gyroscope wasn't much useful(if not, actually made it even more difficult to control), as our targets are always moving, unless, of cus, playing with low rankers, it will be a great advantage.

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I think vulcan is overpowered. the lag b4 atking is probably one of it's handicap, but once it starts spinning, it can wrack havoc.

Now i dont even know whether vulcan is considered a mid/long range gun now o.O, cus of it's versatility.

The gyroscope wasn't much useful(if not, actually made it even more difficult to control), as our targets are always moving, unless, of cus, playing with low rankers, it will be a great advantage.

ya

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Try add some spread into the projectiles, one continuous line of bullets that goes anywhere within range with pinpoint accuracy is a bit much following the Smoky, Railgun, and Ricochet knock back nerfs.

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@Mikuru: But giving it a slight "spread" would actually give it an advantage.

Look, currently it's almost a straight line. So in order to hit the target, you must be spot on, which gives you a chance to miss at longer-range, although IMO it's still pretty easy to aim with.

Giving it a slight spread is like the transition from Smoky to Thunder. The shots will still hit the target, but it will give you "options." You won't have to be that spot on to hit the target. Furthermore, it'll be literally like a "spray," enabling you to hit multiple targets all at once. An advantage, no?

 

@CorpseCrusher: I know right?! It can be used at literally ANY range. It makes your enemies crumble to dust at close range, and liquidizes them at long range. A weapon to be feared.

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Hard to defend against. Most definetly good strictly for defending. Most users are immediately thrown off by gyro controls.

 

It will take for skills hopefully, we don't want another ricochet they are already over powered and take little skill, well at least at low lvl. players.

Edited by bossdan09

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