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Open testing of Vulcan!


semyonkirov
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I need to thank you guys.

 

Frankly speaking, I had a vague idea on how this turret should be balanced. There were some thoughts and ideas, but none of them were solid. You've shown what you like to see as the vulcan cannon, so there are clear ways to make it happen.

 

Plans are follow:

 

- DPS goes down.

Overkill with 80. Time to kill should be around 4 seconds for light hulls next time.

 

- Impact and knockback goes down.

Idea with huge feedback of a gun didn't go too well.

 

- Gyroscope.

This one will remain. This is a unique feature in our game. We like unique guns :) Though, I will concider making the turret less slow when you shoot.

 

- Overheat.

This one definitely needs to be changed. More damage, slower heat up, faster cool down. This will have a certain impact on Firebird as long as it uses same temperature mechanic, but it will be alright. Firebird users will like it.

 

- Reload.

This is not a 'reload' at all. It's a spin up and spin down time. I see you would like to swap them and I can see why. But most likely I won't. This gun is suppose to be vulnerable in close range. Will look into it for you, but...

 

- Time to overheat.

This one need to go down a bit as well.

 

- Hit animation.

We need them huge sparkles, aren't we? :D

 

Please note that none of this is final. Changes might be different, dramatic maybe or none at all. Thanks again for valuable feedback.

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I need to thank you guys.

 

Frankly speaking, I had a vague idea on how this turret should be balanced. There were some thoughts and ideas, but none of them were solid. You've shown what you like to see as the vulcan cannon, so there are clear ways to make it happen.

 

Plans are follow:

 

- DPS goes down.

Overkill with 80. Time to kill should be around 4 seconds for light hulls next time.

 

- Impact and knockback goes down.

Idea with huge feedback of a gun didn't go too well.

 

- Gyroscope.

This one will remain. This is a unique feature in our game. We like unique guns :) Though, I will concider making the turret less slow when you shoot.

 

- Overheat.

This one definitely needs to be changed. More damage, slower heat up, faster cool down. This will have a certain impact on Firebird as long as it uses same temperature mechanic, but it will be alright. Firebird users will like it.

 

- Reload.

This is not a 'reload' at all. It's a spin up and spin down time. I see you would like to swap them and I can see why. But most likely I won't. This gun is suppose to be vulnerable in close range. Will look into it for you, but...

 

- Time to overheat.

This one need to go down a bit as well.

 

- Hit animation.

We need them huge sparkles, aren't we? :D

 

Please note that none of this is final. Changes might be different, dramatic maybe or none at all. Thanks again for valuable feedback.

it is good to know that devs really listen to us. is it true what was said about it coming to real tanki only couple days after testing?

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I did some parkour with it, the fire rate allows climbing cliffs alone! Though it's not that easy I guess, because I showed it to a few players and none of them managed to climb a cliff successfully the way I did it. Anyway, this turret with Wasp M0 allows doing some crazy stuff that looks like breaking the physics... I will upload a video of me doing some stuff with it and you'll see that it doesn't really make sense that such things are possible. For example, being flipped upside down in the air next to a house and shooting towards the house will get you on your wheels and on the house you were shooting at!

As for gameplay, the impact force is way too strong for light tanks, Wasp users must push the wall behind them to not get flipped while shooting. Players can flip heavy tanks with some skill too (a bit more than the skill you showed in the VLOG as an example of how to flip a hornet with rail, but it is possible.) Players can easily throw light hulls around and rotate them to make them lose their way.

In minigames, this turret is great! It could be a great tower defence turret and we also played a minigame in which there is a viking with vulcan and there are a bunch of wasps with smoky that try to reach the player with Vulcan or pass a gate he's guarding. Was very fun!

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I need to thank you guys! ( I just like the edited exclamation mark :) )

 

Frankly speaking, I had a vague idea on how this turret should be balanced. There were some thoughts and ideas, but none of them were solid. You've shown what you like to see as the vulcan cannon, so there are clear ways to make it happen.

 

Plans are follow:

 

- DPS goes down.

Overkill with 80. Time to kill should be around 4 seconds for light hulls next time. + ...a chance to escape...

 

- Impact and knockback goes down.

Idea with huge feedback of a gun didn't go too well. + + + + + etc.

 

- Gyroscope.

This one will remain. This is a unique feature in our game. We like unique guns :) Though, I will concider making the turret less slow when you shoot. + + removing it would make it an OP far range twins (ok, this one luckily overheats...;-), but the slow turret rotation is IMO indeed a reason that would refrain a lot of skilled players from getting the Vulcan. Plz. make it less slow!

 

- Overheat.

This one definitely needs to be changed. More damage, slower heat up, faster cool down. This will have a certain impact on Firebird as long as it uses same temperature mechanic, but it will be alright. Firebird users will like it. +/- don 't know about the slower heat up...but I agree with more damage to the hull and certainly the faster cool down: did it even cool down...?

 

- Reload.

This is not a 'reload' at all. It's a spin up and spin down time. I see you would like to swap them and I can see why. But most likely I won't. This gun is suppose to be vulnerable in close range. Will look into it for you, but...

+ makes sense, you just need to time your spin-up carefully. (also a reason why the turret rotation while firing is too slow: you can 't

afford to stop firing and wait for another spin up. Close-rangers must be able to defeat you, but not that easy...)

 

- Time to overheat.

This one need to go down a bit as well. - It takes quite some time to overheat IMO.

(edit: +/- could make sense with the other stats lowered down)

 

- Hit animation.

We need them huge sparkles, aren't we? :D + the bigger, the better! ;)

 

Please note that none of this is final. Changes might be different, dramatic maybe or none at all. Thanks again!! for valuable feedback.

Edited by Lord-of-the-Snipers

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i think it is very great gun,maybe to overpowered..and i think you should remove gyroscope effect definetly.Gun is great as it is.And when i tested it i had problems evading shots and shooting opponent which i do with Rico,Thunder...so the gyroscope is a downside to the gun.It makes it harder to use.And when switching guns you must play at least 5-7mins to be able to aim good with vulcan and that is not good!So please remove gyroscope

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I need to thank you guys.

 

Frankly speaking, I had a vague idea on how this turret should be balanced. There were some thoughts and ideas, but none of them were solid. You've shown what you like to see as the vulcan cannon, so there are clear ways to make it happen.

 

Plans are follow:

 

- DPS goes down.

Overkill with 80. Time to kill should be around 4 seconds for light hulls next time.

 

- Impact and knockback goes down.

Idea with huge feedback of a gun didn't go too well.

 

- Gyroscope.

This one will remain. This is a unique feature in our game. We like unique guns :) Though, I will concider making the turret less slow when you shoot.

 

- Overheat.

This one definitely needs to be changed. More damage, slower heat up, faster cool down. This will have a certain impact on Firebird as long as it uses same temperature mechanic, but it will be alright. Firebird users will like it.

 

- Reload.

This is not a 'reload' at all. It's a spin up and spin down time. I see you would like to swap them and I can see why. But most likely I won't. This gun is suppose to be vulnerable in close range. Will look into it for you, but...

 

- Time to overheat.

This one need to go down a bit as well.

 

- Hit animation.

We need them huge sparkles, aren't we? :D

 

Please note that none of this is final. Changes might be different, dramatic maybe or none at all. Thanks again for valuable feedback.

Looks good - pretty much addresses all of the problems I have encountered.

Edited by Reeco9

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- Reload.

This is not a 'reload' at all. It's a spin up and spin down time. I see you would like to swap them and I can see why. But most likely I won't. This gun is suppose to be vulnerable in close range. Will look into it for you, but...

I would like to suggest for you, when you stop firing with it, and want to start again, you need to wait to stop and wait to start spinning again. You could make it like that, if you stop firing, and start again while it's stopping, it starts spinning again with the speed that it had while stopping. 

 

Hope you understood what i said. :)

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