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Let's Discuss Game Balance


Maf
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I think the jamming period is too long... but I like the principle of the idea.

 

One of the reasons why fighting an Vulcan is so hard, is the constant stream of impact force, that it delivers to it's enemies.

If the turret would jam if a certain temperature is reached, then you can place some shots at the Vulcan.

But I would keep it jammed only for 1 seconds, then it should start to spin up again (additional second) and then it keeps devestating ;)

 

So maybe just

Jam = spin down > spin up > contiune fire

Edited by BlackWasp777
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I've got an idea for a new Vulcan feature!

Alright, so real-life machine guns obviously can't fire forever, right?

Neither should Vulcan, I'm suggesting a "jamming" feature.

Every time you drain your ammo, the chance ticks up to "1", every five seconds you keep firing it goes up by one, until fifty is reached.

If the Vulcan hasn't jammed by then (Unlikely), it is assured a jam and cannot fire for at least thirty seconds.

A small timer will appear next to the ammo bar, visible only to you. Once the timer reaches zero, the chance drops back to zero and you can continue your attack.

I do like this idea. It would stop it constantly firing and getting healed by Isdias for sure. +1

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Reducing Vulcan 's impact force would be an easier and more effective solution.

It would especially mean that light hulls would get a fair chance to fight back.

 

You can 't do anything if you are being spun around like some sort of tumbleweed.

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Reducing Vulcan 's impact force would be an easier and more effective solution.

It would especially mean that light hulls would get a fair chance to fight back.

 

You can 't do anything if you are being spun around like some sort of tumbleweed.

Very true, but the impact force should stay the same in at m0(and maybe m1, but i havent started using m1 ye. im working on a vulcan account so ill know more about ti)

I think the jamming period is too long... but I like the principle of the idea.

 

One of the reasons why fighting an Vulcan is so hard, is the constant stream of impact force, that it delivers to it's enemies.

If the turret would jam if a certain temperature is reached, then you can place some shots at the Vulcan.

But I would keep it jammed only for 1 seconds, then it should start to spin up again (additional second) and then it keeps devestating ;)

 

So maybe just

Jam = spin down > spin up > contiune fire

This is more or less a summary of when i typed out a response. Not quite the same, but pretty close. I do like that much better than being jammed for an entire 30 seconds.  Even 15 seconds is a dangerous amount of time to k=not be able to shoot....whats why shaft has an arcade mode too where it doesent need to fully reload

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Well, whatever you guys would like. .-.

It's not us Vulcans' say in what's OP about our weapon.

I was just thinking about what people have said, "It fires so constantly and has so much support you can't even TOUCH it!", and came up with a mechanic.

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What if the impact force was reduced heavily over time, as long as they keep firing, so that they have to rev back up and begin firing again?

Along with the jamming feature this would give you multiple chances to attack. It would also make firing forever a thing of the past, because it just wouldn't be beneficial.

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All good, but if anything I'd like to add the jamming feature.

So we need to pick out one or two of the others to add as well.

My vote goes for lowering the heating speed/raising the cooldown time.

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How about this..... Isidas and Health Kits do NOT affect the self damage a vulcan user gets.

That's basically the idea that I was trying to get across, I think it would be a better solution than a gun jamming system. Although I think the repair kits should be able to fix overheating.

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That's basically the idea that I was trying to get across, I think it would be a better solution than a gun jamming system. Although I think the repair kits should be able to fix overheating.

True, but i kinda think repair kits shouldent do anything to over heating

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To be honest, the firebird is WAY too over powered. I mean, even with a mammoth im dead in three seconds. This includes the attacker's firebird being an M0 without double damage. Plus the afterburn affect. They REALLY need to halve the damage it does, shorten it's distance since it's a short range gun but fires quite a far distance! My last game the person had a wasp and an m1 firebird. NOBODY could kill him! I don't know the persons name, btu if you can run around effortlessly with a wasp just because of an over powered gun, it's a problem. The damage it deals at least needs to be halved in order to be fair to others, because I think it's a rather cheap way to win. I dont mean cheap as in the gun being cheap, I just mean the gun makes it a walk in the park to get kills! It's so stupid! HALVE THE DAMAGE!!!!

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Either way, it's too powerful

They already affected the Firebird in the rebalancing they did last year. The burning has been changed,and m0 and m1 damage has been lowered.

 

See here and here for more information. Firebird M3 is OP. M0 is not. You can buy a firebird protection paint for 500 crystals, move on to storm, and/or later on get Zeus for protection.

 

Also, profane abbreviations are not allowed on the forum or the game.

Edited by Rico_Viking_9000
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