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Turret Balance, "Nuclear Energy" and More


r_Nives5
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1) I agree with your assessment. As before (but even more now) you should never move from cover until you are shooting...3-4 seconds spin up instead if 1-1.5 seconds...

 

2) The extended shooting time is huge...I killed 3 tanks (lower ranks) w/DD going strong before hitting overheat:) Never have done that before.

 

3) With the turret drastically slowing up on shooting you must learn to rotate turret and hull at same time...it will work. I just did it. Not pretty at all, but I survived a circling freeze regardless.

 

I have been finishing nicely in all battles this evening. Fun stuff! Over 2k crystals on the last battle

That circling freeze must have been a complete noob - no way a freeze can't circle and kill a vulcan after these updates...

 

Try using it in Iran, or Sandal, or any map that has short distances between cover.

You have to spin up every3-4 seconds or you will never hit a target as they disappear before your bullets fly.

This then reduces your firing time and lets anyone with sound know what you are doing.

 

They've made this turret useless on many maps - and that is contrary to what Match-Maker is about - dumping you on random maps where every combo should be fine.

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You are obviously being sarcastic.

the only sarcastic part is cluster of tanks

from what i see, i see no one gives a damn about box so i pick it up almost every time (even in high ranks)

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Vulcan:

I'm getting used to it again.

 

It is okay. It is still a bit slow in the kill, but sustained fire on a group of enemy can be very effective. DPS may still be a little low, but it is probably about right for overall game play.

 

The overheat is still a bummer, but it is easier to deal with. I'll get used to it.

 

The slow tracking is crazy. I don't want to buy the alteration. It will cripple the firing angle.

 

The barrel spin-up makes the turret totally unresponsive in any tight circumstance. Again, I don't want the alteration. The faster spin-up and slower heating would maybe work, but the reduced dps would make it too slow to matter anyway.

(Not to mention that the two alterations total 150k crystals.)

 

Mostly, I want my gyro back. I don't want most shots from all turrets knocking off the aim. It is extreme. Slow turn rate makes targeting impossible. A good Smoky with perfect aim should knock me, but not a typical Smoky shot (without assault amo alteration). Especially, Ricochet should not be able to knock the aim of a Vulcan. Steady aim with the gyro was the whole point of the initial turret. It is why I saved in my garage and bought it. It is why I started my Sarek_V account. Neither is what is used to be. They are not the turret I wanted.

As a long time Vulcan user I can see where you are coming from. I wouldn't, however, sell the alteration for  quicker turret rotation short. I love it, and with the higher damage and slower burn effect it makes Vulcan a truly  deadly weapon again. Yeah the wait to start firing sucks, but once it gets going you are a force to be reckoned with. The loss of angle isn't that big of a deal when using it at medium and long distance, and when you're in close quarter fighting that quickness in the turret rotation is a life saver. Plus you are usually on the same level when it's close in fighting so the loss of angle doesn't matter much. I'm just tickled pink that they gave it a little buff finally. So I'm not a fan of the firing rate mod. I think it just negates the gain that we got from the buff in damage. with very little benefit.

Edited by Dliver
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As a long time Vulcan user I can see where you are coming from. I wouldn't, however, sell the alteration for  quicker turret rotation short. I love it, and with the higher damage and slower burn effect it makes Vulcan a truly  deadly weapon again. Yeah the wait to start firing sucks, but once it gets going you are a force to be reckoned with. The loss of angle isn't that big of a deal when using it at medium and long distance, and when you're in close quarter fighting that quickness in the turret rotation is a life saver. Plus you are usually on the same level when it's close in fighting so the loss of angle doesn't matter much. I'm just tickled pink that they gave it a little buff finally. So I'm not a fan of the firing rate mod. I think it just negates the gain that we got from the buff in damage. with very little benefit.

The ~ 3 second spin-up delay just cripples Vulcan against enemies that have any cover or any speed at all.  They are "in it's face" before 1 bullet leaves the gun - has no time to soften them up as they approach. Once in close-quarters Vulcan is very vulnerable.

 

The Devs with this last update have reduced the flexibility of Vulcan use by a lot.

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only issue i find with these power level is that when your ready to power level on your account and you also pick up the box power level . you have no indication or are allowed to use the second one  when needed. it shows only one star  to be activated ..  would like to have it be used just like the drug box's when you have more then one in garage you hit the activation button to turn it on.

 

but at the end of the game these would be removed and not be able to be carried on to another battle. this way if you do reach max power level and you have more then one in reserve  box then you can turn it on when needed .

Edited by Bydo

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The Vulcan buff needs a change. I understand the extended amount of time before shooting, but if you spawn next to someone (depending on what hull you use) by the time you get to shoot half to no health is left.

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I gave up on Vulcan already...it can be used effectively on certain maps, but why bother, other turrets are even more effective.  I did find that if you don't care about K/D at all, you can spawn in and start firing until you explode...this does rack up kills quickly, but you don't make many crys or place very high in the results even though you are a major thorn in the oppositions side.

 

I looked at the GS info at  https://en.tankiwiki.com/Gear_Score   Get this...PAINT effects the GS rating  :)

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I don't have a Vulcan account to test the new Update in live battle, but after trying it with with an M0 in Parkour, I think the update introduces new ideas for the turret, although they have overdone it.

What they can do is shorten the spin time one second, maybe even let it start firing from the beggining very slowly, reduce damage and cut the overheat damage in half, or make it so that it cools faster when tank moves fast, this to help light hulls, and make rotation a little faster, just a little. I can rotate well with M0 by turning a Light and Medium Hull or even conduct pretend chases, it must be hard for Heavy Hull users.

About the new score, I think they did this thinking on the mobile version and maybe even to hide tanks modification levels because of the balance mess and the mismatches. It's is not helpful.

There could be a simpler way to tell us how strong equipments are in battles. Modifications could tell the MU level and be shown like this:

45 | 42 | 25

(hull/turret/drone)

Edited by r_Issimo2

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I am guessing that we will have the long awaited new overdrives per hull.. the new nuclear supply will be more balanced then as the effect of it will differ a lot.

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I am guessing that we will have the long awaited new overdrives per hull.. the new nuclear supply will be more balanced then as the effect of it will differ a lot.

Sure, Hunters will rush to the nuclear drops then ask the enemies to come closer so it can use it's Overdrive.

 

Overdrives will ruin Tanki. I know many legends want new things, but they should think twice about Overdrives.

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Can someone compare all the stock turret and hull GSes from M0, M1, M2, M3, and M4?

 

Then again if Tanki could provide this info it'd be a lot better.

Really, where are the patch notes???

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Initially, Vulcan was great because of the gyroscope effect and infinite ammo. Vulcan's time to overheat was fine before but also the overheat mechanic was less severe. It makes more sense to fix Vulcan's heating mechanic instead of making these other unnecessary changes. The turret takes too long to shoot making it virtually useless in DM and small maps. It seems everytime the devs attempt a rebalance, they screw up something else. How many rebalances a year have already occurred from their careless releases? Last time it was freeze's damage, then isida's healing score mechanic, then firebird's damage at low ranks... when will they act as a competent team. No wonder Seymon left.

 

There is a huge issue with the gear score. Before, we could easily see the MU of equipment and the degree of protection for modules. Now, we have to estimate MU and drone MU from a number. It does not make any sense. I don't think anyone has complained about finding the 'strength' of someone's tank and this certainly makes me complain now. I also cannot figure out a reason as to why paint rarity has any contribution to the 'strength' of a tank. Just another useless update.

Edited by muffinman360
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Can anyone tell me what this power level indicator is good for that just replaced the efficiency rating on our tool bar. I go by a persons efficiency and kill death ratio more than by what equipment they have. I've seen guys who are more deadly with just plain m3 equipment than many with fully m4'd equipment. Oh,well I guess a few totally useless updates are bound to slip in.

 

All I've got to say is that since the update to Vulcan my K/D ratio has shot through the roof. Going from around 3 to 1 to over 6 to 1+.

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I wouldn't really call this a buff for Vulcan. The turret turns so slow you can't do any quick maneuvers with it if you're driving around or someone's dancing around you. It'll be even harder to capture flags with it now.

 

I would say put the turret turning speed back like it was. To compensate, put the time-until-burn back as well.

 

Vulcan was never supposed to be used with light hulls. Remember when it first came out? The recoil made it impossible to use with Wasp. I've always loved Vulcan, and I love Wasp too, but Vulcan has always been too much gun for Wasp, and I've always been fine with that.

 

I agree with the longer spinup time... the way it used to be. That's a proper nerf.

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Nuclear energy could be obtained in the garage as a rare item like gold boxes. Also containers could randomly give out nuclear energy boxes rarely from time to time.

 


Can you please explain to me what will happen if I pick two of more nuclear energy boxes in the same battle. Will the number of overdrives stock up?

 

What I mean is, for example, if I pick up 2 nuclear energy boxes will I get 2 overdrives in the current battle?

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Screenshot_167.jpg

 

please fix the barrel spinning rate of Vulcan.

 

yes the increase in damage of Vulcan is good, and decent


but the barrel spinning is longer, which makes it really bad, as it makes Vulcan cant even defend itself, as it takes too long to even start shooting,


[as in the picture above, an m2 freezer/hornet killed me Vulcan/titan m4, without me having the chance to shoot,


or a hammer m4 can shoots 2 shots to Vulcan, before Vulcan can even start shooting]

 

the time to Overheat is decent- i got no complains for now.

 

what can be added is, some impact force to Vulcan for


e.g @ m4, impact force 300 to impact force 350

 

thank you.!



You have to now be a psychic to play successfully with the Vulcan...predict accurately the enemy around the corner or die before one bullet leaves your slowly spinning barrells:( :wacko:

 

 

Is it my imagination or is the vulcan barrel load up over 3 seconds? I swear I counted to 4 seconds before it started shooting. But maybe it was 3.

 

What weapon can I let shoot at me for 3-4 seconds before doing any damage to it and win in a shoot off?

 

Vulcan is worse off.


I think it is closer to 4.5 to 5...almost unusable.
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