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Changes in the balance of Vulcan, some Drones and Alterations


theFiringHand
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you dont go overtime, you gain an extra 50% more time too shoot lol that makes up for the minor 20% damage loss

Sigh,

 

Firstly...

20% is NOT minor.  To put it in perspective, that is greater than the difference between m3 & m4.  Digest that.

 

Secondly...

Maybe you are really, really lucky and end up playing noobs - a LOT.

I'm not so lucky, and the tanks I play against actually move when being targeted - usually out of sight behind something.

 

In most cases that extra "50% more time to shoot" never comes into play because target is no longer there.

 

So no - the 20% damage nerf far outweighs any of the benefits.  The Alteration is garbage.

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Sigh,

 

Firstly...

20% is NOT minor.  To put it in perspective, that is greater than the difference between m3 & m4.  Digest that.

 

Secondly...

Maybe you are really, really lucky and end up playing noobs - a LOT.

I'm not so lucky, and the tanks I play against actually move when being targeted - usually out of sight behind something.

 

In most cases that extra "50% more time to shoot" never comes into play because target is no longer there.

 

So no - the 20% damage nerf far outweighs any of the benefits.  The Alteration is garbage.

Once again, players are looking and judging the effects of alterations as they appear on paper and not applying them to practical use (MM in particular). 

 

you dont go overtime, you gain an extra 50% more time too shoot lol that makes up for the minor 20% damage loss

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Frankly I'm glad I'm not the only Vulcan fun. I'm even more happy how many are complaining about continuous nerfing of our beloved turret!

Search my comments and you will see how many times I've criticised developers' bad decisions regarding vulcan.

Here in tanki on line as well as in tanki x devs have huge problem with vulcan's mechanics.

Once there was gyroscope, they removed it. Overheat and turning while firing were increased.

When they saw noone was playing with vulcan they tried to promote incediary band alteration. Until that time we as Vulcans had sacrificed SO MUCH with all those nerfs but I said to myself "what the heck let's try it".

As soon as devs saw vulcan to be used again by more players than "it should" they decided to scrap it once more.

So let's congratulate them for their bad decision once again and let's encourage them for more bad decisions in the future.

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Frankly I'm glad I'm not the only Vulcan fun. I'm even more happy how many are complaining about continuous nerfing of our beloved turret!

Search my comments and you will see how many times I've criticised developers' bad decisions regarding vulcan.

Here in tanki on line as well as in tanki x devs have huge problem with vulcan's mechanics.

Once there was gyroscope, they removed it. Overheat and turning while firing were increased.

When they saw noone was playing with vulcan they tried to promote incediary band alteration. Until that time we as Vulcans had sacrificed SO MUCH with all those nerfs but I said to myself "what the heck let's try it".

As soon as devs saw vulcan to be used again by more players than "it should" they decided to scrap it once more.

So let's congratulate them for their bad decision once again and let's encourage them for more bad decisions in the future.

They really do treat it like the "red-headed step-child" don't they...

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Reducing the afterburn damage would mainly affect Incendiary Band users. Other Vulcans are able to overheat and are sometimes put in situations where overheating is the only choice you know. 

 

Far less interesting? What was interesting about dying while shooting? The only way I see that being interesting is if you''re using Incendiary Band. Other than that, it isn't interesting. 

 

MM battles are frantic. Sometimes, as stated in the first paragraph, in order to survive, you can't stop and then start shooting again. You can die in that time. You're already getting 300 damage per second of afterburn damage for overheating. Why decrease your damage while overheating by a WHOPPING 70% on top of that? You also can't look at this from a high-rank perspective. Think about the low-ranks. 300 damage per second of afterburn is dreadful down there. Kills M0 light hulls in 4 seconds, mediums in 5 and heavy hulls in 7. For M0 Vulcan, just two seconds of shooting after your energy is depleted results in 6 ticks of afterburn damage. That's enough to kill a medium hull. It is also worth noting that protections are rare down there as they're expensive. So you're going to see them taking the full brink of the afterburn damage.

 

It is MM, there are 8 enemies. Enemies will be coming after us. It's not like we can't be touched by the enemy team you know. Factor that in with the fact that the afterburn damage is huge, it means we're not gonna be performing that well come the times when drastic measures (overheating) needs to take place. 

 

The spin-up time decrease is negligible in the low ranks. By the M2 ranks, then there would be a noticeable difference. It doesn't compensate for your DPS dropping to 30% of whatever damage you were doing at that range. 

I must be using it wrong because I don't camp with it. So what if light hulls using Vulcan have to overheat in order to finish off this pesky enemy who is doing your team dirty? You want them to suffer as well? Vulcan's gyroscopic feature is hard to get accustomed to. Plus, you need your bullets to hit. You wouldn't want a Smoky knocking your light hull's aim all over the place now would you? Heavy hulls can stay stable and deal the proper damage to enemies. Why do you think people don't like Wasp + Vulcan combos on their team? 

 

Hopefully the intended effect satisfied them because Vulcan doesn't seem to be a worthy pick over any other turret right now. 

No, reducing afterburn damage only affects the alteration users. Without that alteration Vulcan inflicts no afterburn to other tanks, just normal damage. This is not about the overheating damage done to the Vulcan user, it's about the burn damage from an overheating Vulcan the tanks on the receiving end suffer from.

 

But that's the thing, many Vulcan users did not die despite overheating (Isida, overdrive, repair kits, Firebird module etc.), which made it no problem for them to keep shooting, thus more interesting to continue firing than to stop firing and avoid overheating. With this change, they can still do it, but it's a less attractive option now. I agree with you though, often in the heat of a battle you can either stop shooting and get destroyed by an enemy, or you can keep shooting while burning and doing less damage. At least with the second option, you're still doing some damage to the opponent.

 

 

CooperO, I take your point that this will mean Vulcan is more equal in power with all hulls... but why does non - Incendiary brand Vulcan need to be nerfed at all??? 

That I do not know, from my experience stock Vulcan wasn't a big threat, but then again, I rarely faced one. In most cases they were equipped with the alteration. 

 

"This makes Vulcan a viable option on any hull."

 

I love when Tanki nerfs a turret and tries to convince you it's a buff.

They stated that Vulcan was causing issues, so they reduced the damage when overheating. That hardly sounds like they're selling it as a buff. 

The part where they say that Vulcan is now a viable option on any hull is only one of the reason why the decided to nerf the turret the way they have.

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But that's the thing, many Vulcan users did not die despite overheating (Isida, overdrive, repair kits, Firebird module etc.), which made it no problem for them to keep shooting, thus more interesting to continue firing than to stop firing and avoid overheating. With this change, they can still do it, but it's a less attractive option now. I agree with you though, often in the heat of a battle you can either stop shooting and get destroyed by an enemy, or you can keep shooting while burning and doing less damage. At least with the second option, you're still doing some damage to the opponent.

 

This is such a myth.  RKs are temp solution.  Firebird module reduces overheat, not prevent.  And... KILL THE ISIDA.

 

If players can't figure out how to battle a vulcan-Isida pairing, it's not the vulcan that's the issue. It's the players.

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No, reducing afterburn damage only affects the alteration users. Without that alteration Vulcan inflicts no afterburn to other tanks, just normal damage. This is not about the overheating damage done to the Vulcan user, it's about the burn damage from an overheating Vulcan the tanks on the receiving end suffer from.

 

But that's the thing, many Vulcan users did not die despite overheating (Isida, overdrive, repair kits, Firebird module etc.), which made it no problem for them to keep shooting, thus more interesting to continue firing than to stop firing and avoid overheating. With this change, they can still do it, but it's a less attractive option now. I agree with you though, often in the heat of a battle you can either stop shooting and get destroyed by an enemy, or you can keep shooting while burning and doing less damage. At least with the second option, you're still doing some damage to the opponent.

 

 

That I do not know, from my experience stock Vulcan wasn't a big threat, but then again, I rarely faced one. In most cases they were equipped with the alteration. 

 

The part where they say that Vulcan is now a viable option on any hull is only one of the reason why the decided to nerf the turret the way they have.

I'm sorry if you misunderstood what I was saying or I didn't say it correctly but what I meant by "afterburn" was the self-damage, not the ignition damage done to the enemy. 

 

But WHICH TYPE of Vulcans were the ones whom were shooting constantly while overheating? What about Non-Incendiary Band Vulcans overheating and shooting is interesting huh?!?! The only type of Vulcan that applies to what you're saying is INCENDIARY BAND Vulcans. The entire pro of Incendiary Band results from shooting while being overheated. What about a Stock Vulcan huh? What do they have to gain from overheating? Nothing! Overheating while shooting with a Stock Vulcan only has a downside. With the change, Stock Vulcan now has TWO downsides while overheating and both are heavy in the low ranks while only one is potentially heavy in the high ranks. 

 

"At least with the second option, you're still doing some damage to the opponent". Yeah, while making it soooo much easier for them to kill you faster. Not only are the Vulcans preparing themselves on a dinner plate for you, but they're also being less feisty than before. 

 

That!

 Right-There.jpg

 

 

That RIGHT THERE is the problem you're not seeing or refusing to admit. You're constantly facing, I repeat again, INCENDIARY BAND VULCANS. They are expected to overheat because that's what their alteration was made to do. It changes your playstyle to being dangerous while reaping the nice reward that is heavily increased damage that is inconvenient to the targets because they have to equip a module two modules for one turret. With Stock Vulcan, it's not a good thing to overheat. With Shooting Speed Regulator, it gives you extra time to AVOID overheating. You see the pattern here? For Non-Incendiary Band Vulcans, the thing to AVOID is overheating. You don't avoid overheating with Incendiary Band Vulcan unless you want to make your team less powerful with that 10% damage decrease. If you're planning to avoid overheating for the entirety of the battle, DON"T USE INCENDIARY BAND. 

 

And do you understand how that makes sense or are you just seemingly following blindly without saying how you truly feel about it? How does decreasing the damage when overheating make it better to use Vulcan on Wasp or Hornet huh? 

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Hmm, if it was minor, then why isn't it being used instead of Stock Vulcan? That barrel spin-up and slowdown times are gorgeous, aren't they? Don't forget that now you can shoot for at least 14 seconds before overheating. That definitely makes up for a 20% damage decrease in MM battles. 

 

You don't even use Vulcan (according to the account that you're posting on's stats). When was the last time you've seen a Non-Incendiary Band Vulcan in MM? If you've been seeing them around, how well do they do? Chances are, they did pretty poorly compared to Incendiary Band Vulcans.  

 

For M4 Vulcan, a Stock Vulcan can do at most 7,200 damage before beginning to overheat. A Shooting Speed Regulator Vulcan can deal at most 8,640 damage before beginning to overheat. MM battles are fast-paced. Many maps contain lots of cover for enemies to hide behind. People would prefer to use the version of a turret that deals the most damage in the least amount of time because anyone can hide. 10 seconds is pretty good for that as you can expel a few seconds of bullets onto the enemy and catch them right as they get behind cover with Stock Vulcan. With Shooting Speed Regulator Vulcan, you wouldn't kill them because that 20% damage reduction would not allow you to deal the finishing blow in time. Then there are the situations where an enemy is coming and you need to take them out as fast as possible. You can do that with Stock Vulcan but you may suffer damage from them using SSR Vulcan.

 

In maps that don't have much cover, Shooting Speed Regulator can do well. I'm not saying it's useless, I'm just saying that it's better to use Stock Vulcan than regular Vulcan in most if not all MM battles. I like the pros of Shooting Speed Regulator. It's just that I like to keep my damage high at all times since my team needs to secure victory. It's overpriced at the moment which is a deterring factor for anyone interested in it. However, Incendiary Band is right there for less than half of the cost of SSR and could have dominated battles with it. Alterations bring too much disequilibrium to whatever balance we had before.

im just going to assume that by "stock vulcan" your referring to vulcan with no alterations. I do have vulcan with speed regulator on alt accounts (why would you even bring up the fact I dont own a vulcan on this account when you dont have it either???) and I have played around with incinerator bands on test servers.

 

stop equating popularity to subjective usefulness. Yes, many vulcan users use incinary bands, but they mount it on a heavy hull with high firebird protection and sit somewhere open in the map and just set everyone on fire. Although it is rather fun, and a popular strategy with vulcan, Its not always because its good, but because thats easy to do, and rather nubby. using shooting regulators on a MEDIUM HULL (Wow! now your argument of "players will just hide" is invalid because i can chase them!!!) and now I can use others protections besides firebird if necessary, because there is no reason to go overtime, which means I have a higher chance of surviving one on one confrontations. also, you can take advantage of the fact that nobody uses vulcan protection anymore in MM because firebird protection is the new vulcan protection thanks too incendiary rounds alt.

 

If you're SO concerned about "muh 20% damage gone" look at it this way, all of your enemy's are now wearing 20% vulcan protection. thats really not that bad right? considering firebird users have to go up against everyone using 35%+ protection against them. also, get through your thick skull that initial damage is not everything. If it was, why are you even using vulcan? go use smoky with autocannon, or uranium striker. Look at nanobots for isida. thats -50% damage, yet you would target that player first on the other team if you could, right? stop belittling other peoples builds because they arnt popular or dont do the most damage per second. on my alt acc with SSR on my hunter and the right protections, easy first place in MM. Yes, it is a rather expensive build, and yes, I have not seen others take advantage of it, but no, that does mean its invalid or your better off using standard vulcan.

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Sigh,

 

Firstly...

20% is NOT minor.  To put it in perspective, that is greater than the difference between m3 & m4.  Digest that.

 

Secondly...

Maybe you are really, really lucky and end up playing noobs - a LOT.

I'm not so lucky, and the tanks I play against actually move when being targeted - usually out of sight behind something.

 

In most cases that extra "50% more time to shoot" never comes into play because target is no longer there.

 

So no - the 20% damage nerf far outweighs any of the benefits.  The Alteration is garbage.

"""dAMaGE iS EveRYtHInG""" oh my god, just read my above post im not gonna explain myself again

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too much starch!

plz use consider using a color like the one i am using as it rly hurts ppl's eyes

thx

let the light of my text of truth blind the nonbelievers

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if you want ppl to read what u r saying, then do not use white text

no one ever reads it - unless they r in an argument and badly wanna win, in that case ppl will read any form of text rip

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im just going to assume that by "stock vulcan" your referring to vulcan with no alterations. I do have vulcan with speed regulator on alt accounts (why would you even bring up the fact I dont own a vulcan on this account when you dont have it either???) and I have played around with incinerator bands on test servers.

 

stop equating popularity to subjective usefulness. Yes, many vulcan users use incinary bands, but they mount it on a heavy hull with high firebird protection and sit somewhere open in the map and just set everyone on fire. Although it is rather fun, and a popular strategy with vulcan, Its not always because its good, but because thats easy to do, and rather nubby. using shooting regulators on a MEDIUM HULL (Wow! now your argument of "players will just hide" is invalid because i can chase them!!!) and now I can use others protections besides firebird if necessary, because there is no reason to go overtime, which means I have a higher chance of surviving one on one confrontations. also, you can take advantage of the fact that nobody uses vulcan protection anymore in MM because firebird protection is the new vulcan protection thanks too incendiary rounds alt.

 

If you're SO concerned about "muh 20% damage gone" look at it this way, all of your enemy's are now wearing 20% vulcan protection. thats really not that bad right? considering firebird users have to go up against everyone using 35%+ protection against them. also, get through your thick skull that initial damage is not everything. If it was, why are you even using vulcan? go use smoky with autocannon, or uranium striker. Look at nanobots for isida. thats -50% damage, yet you would target that player first on the other team if you could, right? stop belittling other peoples builds because they arnt popular or dont do the most damage per second. on my alt acc with SSR on my hunter and the right protections, easy first place in MM. Yes, it is a rather expensive build, and yes, I have not seen others take advantage of it, but no, that does mean its invalid or your better off using standard vulcan.

Alright, let's do this:

 

And it's a good thing that I didn't say you didn't use Vulcan on a whole. I put in brackets that I was going off specifically your account. I have made it known in other parts of the forum that I main Vulcan on my M0 account. I was also considering buying the Vesuvius Kit during the April Fool's celebrations but I decided against it because Vulcan wouldn't be effective with the players I'm constantly being put against. I'd need to upgrade it but I'd rather put those crystals to my Shaft and Hunter. 

 

 

I somewhat agree but you have to know that a lot of players in the playerbase are power hungry and would naturally flock to what's better (by "better", I mean what gives them kills and a butt load of score even when they're being blown out). In this age of Tanki, it's 'do as much damage as possible before I die'. I use Adaptive Reload on my Commander account but I do almost half as well as how a Duplet does. Adaptive Reload is an upgrade to Hammer yet so many players use Duplet over it. Duplet gets better scores and more kills. 

 

I think it's understandable to equate the popularity of an alteration to objective (not subjective) usefulness. How useful would Reinforced Aiming Transmission be to a Railgun's team compared to Round Destabilisation or Large Calibre Ammo? In modern Tanki, more damage trumps faster turret rotation. The same thing for Incendiary Band vs Reinforced Aiming Transmission (before the nerf). More damage (after overheating) is better than increased turret rotation. It also doesn't help that it decreases your vertical auto-aim which is a huge detriment to Vulcan. It isn't that huge for Railgun. 

 

Yes, being an Incendiary Band Vulcan and dominating in MM is easy while SSR in MM would make you go out and earn your kills. While you can chase them, that may not always be a good idea. It can sometimes not be a good idea because there are also circular props and that's one of the pet peeves I have when playing Vulcan - enemies would just circle around it and you just can't fight them. For SSR, it may be easier to do this as the barrel start-up time is decreased but it would still hamper you as you'd be doing 20% less damage for whatever damage you barely hit them with before they get to exactly 180 degrees away from you. 

That's another benefit of SSR; you wouldn't really need to equip Firebird protection. Firebirds are pretty common anyways and I would still equip them because they're just too powerful. I've seen a good set of Vulcan protection in the high-rank. They are almost always combined with Firebird protection. 

 

I don't like the idea of every enemy wearing at least 20% protection against me. When I'm overheating, they'll have at least 76% protection against me and that doesn't look good to me. Of course, the alteration decreases your chances of needing to increase to 76% but it doesn't really stop them from putting protection against you if they have it. You wouldn't put protection for a turret that is rare or relatively underpowered. I've been seeing more Shaft protection than Vulcan protection. Perhaps it's because players see Vulcan as less of a threat than Shaft. Perhaps they're right. I don't see why they had to nerf Non-Incendiary Band Vulcans. 

 

While direct damage may not be everything, it's the heavy majority. I don't have M3 Smoky and I would rather not use Autocannon (doesn't fit my playstyle and preferences with Smoky). I use Uranium Striker on my Commander account but I've been getting into using Missile Launcher "Hunter" again after the buff. It was really needed. I also use Support Nanobots on that account but I often end up with 0 kills and about 7 deaths on average every battle. My damage on that isn't good enough to defend myself. 

I wouldn't target the Support Nanobots Isida "first" on the enemy team just because it does low damage. I would target it because of what makes up for that low damage. If the Isida has someone there, then that person could just block all the shots I'm sending its way and the Isida would be healing the player for double what it would do without the alteration. 

 

I'm comparing builds to others. Because in MM, some builds, on average, are just more efficient than other builds. If you're dominating with that build, good for you. I'm content with other builds and some builds just don't work out for me. 

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I guess they are using the "sports" definition (like in tennis) since the traditional definition ("a number of bullets, arrows, or other projectiles discharged at one time.") would not apply to one missile...

In the case of Striker Hunter the one guided missile is it's equivalent to the standard volley, and they use this term to describe that guided shot to differentiate it from the single shot.

 

Yeah i'm also confused by "Vulcan will deal 70% less damage when overheating due to prolonged firing."

It will burn less or do less damage?

Imagine each of your bullets deals 100 damage. With this nerf, if your turret is causing you to overheat, each bullet deals 30 damage but keeps the exact same heating effect.

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Alright, let's do this:

 

And it's a good thing that I didn't say you didn't use Vulcan on a whole. I put in brackets that I was going off specifically your account. I have made it known in other parts of the forum that I main Vulcan on my M0 account. I was also considering buying the Vesuvius Kit during the April Fool's celebrations but I decided against it because Vulcan wouldn't be effective with the players I'm constantly being put against. I'd need to upgrade it but I'd rather put those crystals to my Shaft and Hunter. 

 

 

I somewhat agree but you have to know that a lot of players in the playerbase are power hungry and would naturally flock to what's better (by "better", I mean what gives them kills and a butt load of score even when they're being blown out). In this age of Tanki, it's 'do as much damage as possible before I die'. I use Adaptive Reload on my Commander account but I do almost half as well as how a Duplet does. Adaptive Reload is an upgrade to Hammer yet so many players use Duplet over it. Duplet gets better scores and more kills. 

 

I think it's understandable to equate the popularity of an alteration to objective (not subjective) usefulness. How useful would Reinforced Aiming Transmission be to a Railgun's team compared to Round Destabilisation or Large Calibre Ammo? In modern Tanki, more damage trumps faster turret rotation. The same thing for Incendiary Band vs Reinforced Aiming Transmission (before the nerf). More damage (after overheating) is better than increased turret rotation. It also doesn't help that it decreases your vertical auto-aim which is a huge detriment to Vulcan. It isn't that huge for Railgun. 

 

Yes, being an Incendiary Band Vulcan and dominating in MM is easy while SSR in MM would make you go out and earn your kills. While you can chase them, that may not always be a good idea. It can sometimes not be a good idea because there are also circular props and that's one of the pet peeves I have when playing Vulcan - enemies would just circle around it and you just can't fight them. For SSR, it may be easier to do this as the barrel start-up time is decreased but it would still hamper you as you'd be doing 20% less damage for whatever damage you barely hit them with before they get to exactly 180 degrees away from you. 

That's another benefit of SSR; you wouldn't really need to equip Firebird protection. Firebirds are pretty common anyways and I would still equip them because they're just too powerful. I've seen a good set of Vulcan protection in the high-rank. They are almost always combined with Firebird protection. 

 

I don't like the idea of every enemy wearing at least 20% protection against me. When I'm overheating, they'll have at least 76% protection against me and that doesn't look good to me. Of course, the alteration decreases your chances of needing to increase to 76% but it doesn't really stop them from putting protection against you if they have it. You wouldn't put protection for a turret that is rare or relatively underpowered. I've been seeing more Shaft protection than Vulcan protection. Perhaps it's because players see Vulcan as less of a threat than Shaft. Perhaps they're right. I don't see why they had to nerf Non-Incendiary Band Vulcans. 

 

While direct damage may not be everything, it's the heavy majority. I don't have M3 Smoky and I would rather not use Autocannon (doesn't fit my playstyle and preferences with Smoky). I use Uranium Striker on my Commander account but I've been getting into using Missile Launcher "Hunter" again after the buff. It was really needed. I also use Support Nanobots on that account but I often end up with 0 kills and about 7 deaths on average every battle. My damage on that isn't good enough to defend myself. 

I wouldn't target the Support Nanobots Isida "first" on the enemy team just because it does low damage. I would target it because of what makes up for that low damage. If the Isida has someone there, then that person could just block all the shots I'm sending its way and the Isida would be healing the player for double what it would do without the alteration. 

 

I'm comparing builds to others. Because in MM, some builds, on average, are just more efficient than other builds. If you're dominating with that build, good for you. I'm content with other builds and some builds just don't work out for me. 

Im actually glad were mostly on the same page, you don't instantly judge based on a players respective build, even I am somewhat guilty of that, and we seem to come from a common background of using underrated combinations.

 

granted popularity maybe a sign of how significantly more useful the item is, but its can also be interpreted as to how easy something is to be successful with, my point being how noob and cancerous the turret is, especially when they flood every battle and make up like 50% of the players in battle. Im looking at thunder, firebird, and railgun occasionally, for the most part.

 

I still stand with my original statement. you would still target the nanobot isida because you know its gotta go first before you can take out anyone else. and not at all because of how much damage it does, proving my point that damage is not always top priority.

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Invincible tanks, force fields, nukes and not forgetting that everyone gets a free 70% vulcan protection module.

 

So glad that what little money I spent on this game was on Vulcan. Now I have a turret that kills me faster than it kills anyone else. At M3+ I should be seeing damage of over 500 points a second, So why am I seeing damage in double figures when shooting un-armoured opponents and single figures (1s and 2s FFS) when overheating.

 

Freeze is still OP. I'm sick of getting killed by hammer, bang bang your'e dead. Oh and firebird gets a free kill on any Vulcan. If you can get your turret spun up in time (.5 of a second big wow) to hit them you are overheating so can't kill them. Wasp+firebird against titan+vulcan=no contest. I was overheated before the turret span up and was doing single digit damage after. it was just easier to let him spawn kill me, then hit pause until he Fked off to bother someone else.

I agree that new overdrives are very unbalanced but the Vulcan nerf was good. You should camp and stop firing before or as soon as you start overheating. Maybe -70% is too much, I would make it -50% but the nerf was needed.

 

Of course, when you get attacked by Fire or Freeze, you can not even think about killing them. Smoky or Thunder can often kill them, but Vulcan not. It is made for camping and nothing else.

 

In order to make Vulcan playable without damage buff, I would make those stupid Vulcan delays much shorter, only 0,5 sec. I think that Rail should be the only turret with significant shot delay. I would also remove turret turning slowdown, it is nonsense.

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Sigh,

 

Firstly...

20% is NOT minor. To put it in perspective, that is greater than the difference between m3 & m4. Digest that.

 

Secondly...

Maybe you are really, really lucky and end up playing noobs - a LOT.

I'm not so lucky, and the tanks I play against actually move when being targeted - usually out of sight behind something.

 

In most cases that extra "50% more time to shoot" never comes into play because target is no longer there.

 

So no - the 20% damage nerf far outweighs any of the benefits. The Alteration is garbage.

When the targeted enemy moves out of sight, you should just stop firing, hide and cool down. You can not get many kills this way but Vulcan is meant to be a support camping weapon. It deals lots of damage to enemies so the other turrets (Rail, Thunder, Smoky) can finish them.

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But that's the thing, many Vulcan users did not die despite overheating (Isida, overdrive, repair kits, Firebird module etc.), which made it no problem for them to keep shooting, thus more interesting to continue firing than to stop firing and avoid overheating. With this change, they can still do it, but it's a less attractive option now. I agree with you though, often in the heat of a battle you can either stop shooting and get destroyed by an enemy, or you can keep shooting while burning and doing less damage. At least with the second option, you're still doing some damage to the opponent.

 

Well well well. Isn't that what ishida and repair kit and overdrives are supposed to do? Name any turret and ishida behind it that will get destroy. Twin and titan with ishida hiding behing and *Boom*. Another indestructible combination. Ishida behind ishida and *boom* capture is guaranteed. By that logic, any hull with ishida behind healing is OP. Ishida are made for that. Actually, I have been to numerous battles in long maps (read highway) where 5 shafts sit with 1 isida behind and they achieve 20+ kills without dying for once. I do not have problem with shaft per say. They are made to work like that. Or Ishida per say. I have problem with how things are projected by the developers and admins.And how is even the "repair kit" and "over drive" make the hull never die? Infact, while shooting, the repair kit or overdrive in Vulcan never works. It hardly heals them half way.  The only thing that can make Vulcan shoot forever is an Ishida behind that too with the same level or higher (M1 vulcan needs M1 ishida or higher). But that is true with all the turrets. If an ishida is behind and hiding, either go and kill the ishida, or the turret is never going to die. 

 

I play this game for pleasure. Don't dedicate my life over here. This means I do not have dedicated ishida friends who will enter a battle with me to heal me every time. Out of 15 battles, hardly 2 battles are the one where ishida does that. Or even less. Not every battles have ishidas and not every ishida is friendly enough to sit behind and keep healing me. 

 

Now the thing is, I am sitting on my goal/post trying to defend the goal/flag and there comes a wasp or a hunter running around the bush and building. I start shooting at it. Since it is fast, some bullets hit it, most go in the air flying. Till the time it comes close to me, I am out of ammo. Now, at any point of time I stop shooting, I have to wait 3.5 seconds to reload. A wasp with a speed boost can travel quarter of a map in 3.5 seconds in small maps. If is a freeze or a firebird or a hammer, I am a sitting duck no matter what. If I plan to keep shooting, I will hardly cause any damage and before it is destroyed by my "incendiary band", the goal would have been scored or the flag has been stolen in the other half. If I plan to stop... well, that is the end of me. If the developers do think Vulcan with incendiary band is OP, I would suggest them to remove this alteration and come up with some better ideas. There are upto 5 alterations for many turrets and Vulcan has just 3 out of which 2 is mostly useless. I am sure the developers can do better for this turret. If not, nerf the heating effect or the time it takes to heat up the enemy. Or reduce the time it takes the turret to start shooting again similar to other turrets like thunder or hammer. 

Edited by jnwl91

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I agree that new overdrives are very unbalanced but the Vulcan nerf was good. You should camp and stop firing before or as soon as you start overheating. Maybe -70% is too much, I would make it -50% but the nerf was needed.

 

Of course, when you get attacked by Fire or Freeze, you can not even think about killing them. Smoky or Thunder can often kill them, but Vulcan not. It is made for camping and nothing else.

 

In order to make Vulcan playable without damage buff, I would make those stupid Vulcan delays much shorter, only 0,5 sec. I think that Rail should be the only turret with significant shot delay. I would also remove turret turning slowdown, it is nonsense.

I said it before , maybe the nerf was needed for the incendiary band users , But on the other hand , it was only practical on heavy hull with high fire module , Sure a isida at hand would help a lot but then you got a whole combination af factors allready .

Now , figure out the stats of vulcans , turning of turret while shooting is nearly impossible . Stop shooting and re-aim will do but costs you a few seconds to start shooting . Everybody in the whole playfield always know where you are , since you are firing constant .

Now , even without the alt added , without DD ive literally saw damages of 5 to 10 on multiple occasiosn , and even checked if they got module and no not even that added , only DA and at close range so no distance throwback . Tell me how is that possible and how to figure out then how to kill a tank? Is it a bug , a hack , ??

Normal damage without the alt is barely playable , with the alt it just isnt at all anymore .

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The issue is developers took a bad choice by creating an alteration (incendiary band). And now in order to solve the problem they caused they punish Vulcan users who decided to give crystals to get it.

My choice was clear: I sacrifice my health in order to kill the enemy no matter if I finally die. That was the price of having this alteration!

But now developers chose to cancel its purpose and make alteration AND turret totally useless.

SO GIVE US OUR CRYSTALS BACK and remove alteration. YOU CAN REMOVE VULCAN AS WELL which actually that's your main goal!

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This is such a myth. RKs are temp solution. Firebird module reduces overheat, not prevent. And... KILL THE ISIDA.

 

If players can't figure out how to battle a vulcan-Isida pairing, it's not the vulcan that's the issue. It's the players.

I'm talking about continue shooting while overheating, not continue shooting indefinitely. There's plenty of room for taking a quick break in battles.

And yes, partially it's just a matter of thinking before rushing in, but there are still plenty of situations where you can hardly reach the Isida and by the time you destroy the Isida, you're destroyed too. By the time you make it back to the enemy base, you may very well find yourself in the same situation again. In some cases it might be better to just try and avoid the Vulcan and aim for flags/points etc. instead. Just to be clear though, as I said in my previous post, I never considered stock Vulcan to be big threat.

I'm sorry if you misunderstood what I was saying or I didn't say it correctly but what I meant by "afterburn" was the self-damage, not the ignition damage done to the enemy.

 

But WHICH TYPE of Vulcans were the ones whom were shooting constantly while overheating? What about Non-Incendiary Band Vulcans overheating and shooting is interesting huh?!?! The only type of Vulcan that applies to what you're saying is INCENDIARY BAND Vulcans. The entire pro of Incendiary Band results from shooting while being overheated. What about a Stock Vulcan huh? What do they have to gain from overheating? Nothing! Overheating while shooting with a Stock Vulcan only has a downside. With the change, Stock Vulcan now has TWO downsides while overheating and both are heavy in the low ranks while only one is potentially heavy in the high ranks.

 

"At least with the second option, you're still doing some damage to the opponent". Yeah, while making it soooo much easier for them to kill you faster. Not only are the Vulcans preparing themselves on a dinner plate for you, but they're also being less feisty than before.

 

That!

Right-There.jpg

 

That RIGHT THERE is the problem you're not seeing or refusing to admit. You're constantly facing, I repeat again, INCENDIARY BAND VULCANS. They are expected to overheat because that's what their alteration was made to do. It changes your playstyle to being dangerous while reaping the nice reward that is heavily increased damage that is inconvenient to the targets because they have to equip a module two modules for one turret. With Stock Vulcan, it's not a good thing to overheat. With Shooting Speed Regulator, it gives you extra time to AVOID overheating. You see the pattern here? For Non-Incendiary Band Vulcans, the thing to AVOID is overheating. You don't avoid overheating with Incendiary Band Vulcan unless you want to make your team less powerful with that 10% damage decrease. If you're planning to avoid overheating for the entirety of the battle, DON"T USE INCENDIARY BAND.

 

And do you understand how that makes sense or are you just seemingly following blindly without saying how you truly feel about it? How does decreasing the damage when overheating make it better to use Vulcan on Wasp or Hornet huh?

Yeah, the terms can be quite confusing.

 

Indeed, stock Vulcan now has two downsides when overheating, so basically what TO wants is to encourage Vulcan users to stop shooting when they start to overheat. The reason they don't (why overheating is still the more interesting option) is, like I said in my previous post, because they can either stop shooting and get destroyed, or they keep damaging the opponent and get destroyed. The second option is generally better. This nerf could indeed render Vulcan rather useless, but I haven't tried it out yet, so I can't share my experience with it after the update.

 

That right there is the problem I'm not seeing? Didn't I just say myself that I mostly face Vulcans with the alt? :unsure:

 

It doesn't make Vulcan better in any way. Vulcan has been nerfed. It also doesn't make it better on a light hull. What the update aims to do, is make it less appealing to use with a heavy hull for camping. As a result, players might be more likely to pair it with a medium or light hull instead of a heavy hull.

 

Fyi, I'm not here to defend TO at all cost, that doesn't do anyone any good. I'm just here to explain updates, answer questions, forward the feedback and have some good old discussions with other players from time to time.

 

On a side note, I like the way you color code your posts, it makes them organized and keeps them easy to read.

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