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I had another idea:

Hammer, double barrel:

- you fire two shots in very, very fast sequence, and have a reload thereafter (it would limit the magazine to 2 shots, but give almost no reload beween those two shots).

 

Hammer, fire-amo:

Here I simply wonder why the depict a small and a large shell next to each other. Hmm..

 

Twins, the twin-turret pictogram:

- maybe it fires two bullets simultaniously.

but imho this would be a nerv, as the DPS would stay constant but you loose 2 bullets if you miss, and loose the chance to correct your aim in between.

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I think they took my thermobaric magnum alt idea  <_< basically using flammable gas explosion, so a firebomb

..and some say, the dev's never listen :p

Be happy about it, maybe it truly was your idea that inspired this alteration :)

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Admittedly, Vulcan is one of my least favourite turrets (not because it's weak, but because I don't really like its mechanics), so obviously I don't play much with it. Used it in a few battles after the balance update and was extremely impressed with the results, which is why I claim that it got a "crazy buff".

 

Your post got me interested though, so I decided to try it out in again. Here's the results from 7 battles, in all of which I played with Vulcan from start to finish:

 

 

I think this makes a pretty good point. I didn't play TDM, CTF or JGR, but it's highly unlikely that there will be a significant difference.

 

Yes, it's definitely challenging when you have to face enemies up close, but using hull rotation as well as turret rotation allows for some pretty effective turning speeds. As for the long wind-up time, I almost always started spinning up the barrels even if I didn't have direct line of sight of the enemy. So the key is to always spin-up before you fight, even if you don't know when exactly you'll need to shoot.

Play it at m1 or m2 with < 30% fire protection and tell us how "balanced" or even "great" it is.

The spin-up and rotation is just awful - far behind abilities of the competition. 

 

Sure it can score well in some battles, especially with a strong team. I have experienced this.

But end up on a weak team where enemies are camped in your base, or on small maps with lost of cover - might as well switch turrets because the Vulcan is so weak in those situations you become a handi-cap to your team.

 

The only advantage Vulcan has is lack of protections being equipped - due to it's rarity.

Judging a turrets "balance" based on equipped protections is a huge mistake - since anyone can quickly go to garage and make it instantly weaker by 25% or 35% or even 50%.

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magnum.png

 

Look at the 4th alteration of magnum. It appears that Magnum will be given firebird's afterburn. OP. 

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magnum.png

 

Look at the 4th alteration of magnum. It appears that Magnum will be given firebird's afterburn. OP. 

Topic merged

 

It won't be just given the afterburn. There will be a disadvantage too, such as lower damage or lower blast radius.

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