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Changes in the balance of Vulcan, some Drones and Alterations


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

I like how you refer to another post that doesn't address any of my points.

 

For a Vulcan - yes - dmg is everything.  That's all it does.  Can't heal.  Can't freeze.  Can't really impact.  DAMAGE.

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Shaft has to snipe, not to rush and tank like Twins or Rico. That nerf was good and logical.

Actually u don't have to snipe...if you know wht ur doing u can attack with quick scoping etc...The problem with shaft is there are only a few people who actually use it to it's full potential

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just saw this on patch notes .

  • Updated effects on existing supplies - Added 11th April

    • Now, Repair Kit, DD, DA, or Speed Boost have their respective visual effects when activated, which will show up on the tank at any distance. This will provide valuable tactical and strategic information for the attentive tanker.

  • having this on is no difference to having  Alterations being activated , and now along with hornets OD added there is no secret hiding places for enemy tanks . this game is suppose to be more with a luck to destroy and concord the opponents team . not make it easy and put a huge sign saying " HERE I'AM >> COME AND GET ME " .. like really this game was meant for skilled players . not sesame street games..

 

They are catering to the short-attention-span mobile users who just "want to blow things up" for 7 minutes or less.

 

Each and every month it looks more and more like Super-Mario-Kart.

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I like how you refer to another post that doesn't address any of my points.

 

For a Vulcan - yes - dmg is everything.  That's all it does.  Can't heal.  Can't freeze.  Can't really impact.  DAMAGE.

It addressed all your points. Please reread.

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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.

That's what it was before they tried to "fix" it.  Hard to type that without laughing.

 

It addressed all your points. Please reread.

Post # 111?  It did not address ANY of my points.

 

The only remotely relevant point discusses that giving an enemy an automatic 20% bonus on their protection modules is no biggie. :lol:

That makes no sense at all.  It's not an argument FOR the alteration. It's an argument AGAINST the alteration.

 

Nothing about 20% being > difference between m3 and m4.

Nothing about the fact you are unlikely to ever use the full duration of firing unless you are firing at stationary tanks.

 

YOU might want to re-read your post to confirm it actually says what you think it says.

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They are catering to the short-attention-span mobile users who just "want to blow things up" for 7 minutes or less.

 

Each and every month it looks more and more like Super-Mario-Kart.

But Nintendo didn't say choosing Mario or Luigi makes no difference let's give each different abilities. Instead the special powers are given randomly, and that's for a game where you can select any character you want for each battle.

 

They are not copying Mario Kart, which would be better, I think they are copying Street Fighter... just don't remind them that was a 1 vs 1 game that you can play by inserting a coin or two.

Edited by lssimo

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But Nintendo didn't say choosing Mario or Luigi makes no difference let's give each different abilities. Instead the special powers are given randomly, and that's for a game where you can select any character you want for each battle.

 

They are not copying Mario Kart, which would be better, I think they are copying Street Fighter... just don't tell them that was a 1 vs 1 game that you can play by inserting a coin or two.

Karate Champ was much better.  Could play for 1 hour on 2 quarters...

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Vulcan

 

With the update, Vulcan will deal 70% less damage when overheating due to prolonged firing.

 

Alterations

 

Vulcan:

 

Incendiary band: Damage penalty increased from -10% to -20%.

Shooting speed regulator: Damage penalty reduced from -25% to -20%.

 

Thunder:

 

Subcaliber Rounds: Removed the recoil penalty.

 

Drones

 

All drones will have a new feature — a permanent boost of 1% to 5% to turret damage and hull defense. These buffs will only be active if the Drone has batteries. The presence of the Drone by itself is not enough.

This update is an absolute GARBAGE Alternativa!

 

Vulcan should only have 70% of damage penalty when triggering Incendiary Band. Wait, 50% is enough.

 

For the Shooting Speed Regulator, more buff plz! Make it no overheating with short barrel warm up/cool down.

 

Subcaliber no more recoil penalty??? NO!!!!! PARKOUR IS RUINED!!! *hydrogen bomb exploded in my mind*

 

Drone new feature.... WTH??!!! Now THAT'S an absolute GARBAGE package that Alternativa came up with! 

 

Guess what?? MOAR P2W! I ain't going to throw my crystals for some OP noob drones even though I have almost 1.7 million crystals!

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Sigh. Not this again. Every time there's something related to balance, everyone loses their minds over it... and next week, they figure out how to deal with it.

 

The devs hardly touched Magnum, and yet people have stopped complaining about it.. They tweaked its reload time a bit but aside from that, it was just a result of time passing and people learning

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Sigh. Not this again. Every time there's something related to balance, everyone loses their minds over it... and next week, they figure out how to deal with it.

 

The devs hardly touched Magnum, and yet people have stopped complaining about it.. They tweaked its reload time a bit but aside from that, it was just a result of time passing and people learning

Magnums are rare and they don't spawnkill the enemy team (By that, I mean being in the enemy base and killing them, not from your own base). 

 

I hate having to overheat but if it means my team will win or draw, I will and I'll kill the player. With this change,  I'm killing myself before I can even finish them off. Every time I'm about to deplete my bar and I know the enemy isn't less than half of their health, I just have to give up because my damage cannot defend myself efficiently with me being in a vulnerable state (overheating).

 

I understand what you're saying about adapting. Firebird has been complained about since its "rework" but people have been pretty settled in, but they still had to nerf it recently because it was too powerful at a particular tier. 

 

What I'm not getting is the logic behind this change. One type out of 4 Vulcans was causing trouble so they decided to punish all 4. What reason was there to punish the other 3 Vulcans who weren't being complained about? All they needed to do was inflict the penalty onto Incendiary Band Vulcans but no, they made the other Vulcans even less efficient than it already barely was. 

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What I'm not getting is the logic behind this change. One type out of 4 Vulcans was causing trouble so they decided to punish all 4. What reason was there to punish the other 3 Vulcans who weren't being complained about? All they needed to do was inflict the penalty onto Incendiary Band Vulcans but no, they made the other Vulcans even less efficient than it already barely was. 

I appreciate your respect about my concept of adapting. Didn't expect that, honestly, not from this community lol

 

Honestly, Vulcan even without Incendiary Band was still doing pretty well, especially around the midranks. I have M3 Viking and I still get knocked way off course when I get hit by Vulcan (GS in the 4000-5500 range, so anywhere from M2s to M2.5s or so). The decrease in warm-up should compensate decently for the previous patch that pretty much made Vulcan warm up for 5 years

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Sigh. Not this again. Every time there's something related to balance, everyone loses their minds over it... and next week, they figure out how to deal with it.

 

The devs hardly touched Magnum, and yet people have stopped complaining about it.. They tweaked its reload time a bit but aside from that, it was just a result of time passing and people learning

Magnum is still OP, but there are fewer of them now, probably because Tanki OPed other turrets like Hammer and Striker with alterations. And Drones is the new thing that I think many use to be OP. Then I think MM is not Magnum friendly because you don't know what map you'll end up in.

 

In maps like Noise and Silence you will always find Magnums and see how OP it is.

 

Magnum should be like a secondary turret that some could use in the right circumstances. Tanki shouldn't buff it just because there are fewer around, or they could come with a better solution to balance it, of which I don't see how.

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I appreciate your respect about my concept of adapting. Didn't expect that, honestly, not from this community lol

 

Honestly, Vulcan even without Incendiary Band was still doing pretty well, especially around the midranks. I have M3 Viking and I still get knocked way off course when I get hit by Vulcan (GS in the 4000-5500 range, so anywhere from M2s to M2.5s or so). The decrease in warm-up should compensate decently for the previous patch that pretty much made Vulcan warm up for 5 years

The changes to Vulcan 4-5 months ago really hurt it. That warm-up made it all but useless on small maps or maps with lots of cover.

This change forced Vulcan users to start firing even before target was visible because if you waited - chance of hitting before warm-up was finished were slight.  They nerfed it badly in the hopes of selling the alteration to reduce the nerf.  That alt is garbage.

 

The spin-up is not MU-able - it only improves when you reach the next m-level.  So a half-second improvement on mid-ranks still leaves a relatively long spin-up time.  I know this because my alt has an m2.9 Vulcan. Spin-up still seems like... FOREVER.

 

The slight improvement to spin-up does not offset the ridiculous 70% damage nerf. Vulcans still need to spin-up before they see target. So they are wasting non-heating time with no targets.  Then they heat up faster, and in trying to finish off a target they 1) self destruct and 2) have a much worse probability of destroying target during this 70% damage nerf.

 

The Devs should have put spin-up time back to original amount so that Vulcan users then don't have to keep firing at walls.  Then they don't have to enter the very weak shooting window of -70% damage as often.

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The changes to Vulcan 4-5 months ago really hurt it. That warm-up made it all but useless on small maps or maps with lots of cover.

This change forced Vulcan users to start firing even before target was visible because if you waited - chance of hitting before warm-up was finished were slight.  They nerfed it badly in the hopes of selling the alteration to reduce the nerf.  That alt is garbage.

 

The spin-up is not MU-able - it only improves when you reach the next m-level.  So a half-second improvement on mid-ranks still leaves a relatively long spin-up time.  I know this because my alt has an m2.9 Vulcan. Spin-up still seems like... FOREVER.

 

The slight improvement to spin-up does not offset the ridiculous 70% damage nerf. Vulcans still need to spin-up before they see target. So they are wasting non-heating time with no targets.  Then they heat up faster, and in trying to finish off a target they 1) self destruct and 2) have a much worse probability of destroying target during this 70% damage nerf.

 

The Devs should have put spin-up time back to original amount so that Vulcan users then don't have to keep firing at walls.  Then they don't have to enter the very weak shooting window of -70% damage as often. 

When looking at the spin-up time, you have to take into account the Shooting Speed Regulator alteration. That decreases both the spin up and down time by 50%. If for Stock Vulcan, the spin-up time is too short, then the spin-up time for SSR would be basically non-existent. 

 

I'm getting tired of doing this when I play with Vulcan. I'm constantly paranoid when I spawn because enemies could just sneak up on me and I wouldn't be able to do a scratch to them before I die. Every time I turn a corner, I would turn my turret halfway and start to spin up in case anyone was there but no one is there most of the time. It really distracts me from playing the objective (in modes that are not TDM, JGR or ASL).

 

 

I appreciate your respect about my concept of adapting. Didn't expect that, honestly, not from this community lol

 

Honestly, Vulcan even without Incendiary Band was still doing pretty well, especially around the midranks. I have M3 Viking and I still get knocked way off course when I get hit by Vulcan (GS in the 4000-5500 range, so anywhere from M2s to M2.5s or so). The decrease in warm-up should compensate decently for the previous patch that pretty much made Vulcan warm up for 5 years

They force a lot of stuff on us and that becomes what's normal. The Firebird rework was forced on us. I don't think much people complained about Firebird being too weak.6 months later, they're still powerful but we accepted that this is the new Firebird and it isn't going to change anytime soon.  They released the Overdrives that many, including myself, didn't want. I didn't want it because I wanted to see more teamwork than selfishness. I had grown accustomed to the former Overdrive for a while. I tried the new ones on the Test Server before they launched it and it just seemed so abstract from the tanki I knew. I use only three accounts now. 2 out of those 3 accounts are settled in with the Overdrives but the other one isn't. I believe these Overdrives would become the norm somewhere in the near future and players will adapt. But just forcing it on them and hoping for them to adapt before a particular time you expect them to seems wrong. 

 

Vulcan's passive advantage? Not having much protection against it because of its rarity in battles. Meaning it could deal full damage without having to worry about protection like Thunder, Firebird etc. The learning curve seemed to be steep with that turret and a bit hard to get used to. When they changed Vulcan's overheat damage to be a constant 300 hp/sec, overheating already wasn't a good choice. At the low levels, where protection is at a minimum (rarity and % of protection) and hulls have less health overall, that number would be bad. When keeping a number constant throughout all tiers, one tier would be able to shrug it off with what is available to them while the other would suffer. That's the imbalance of using a constant here.

 

I was considering buying the Vesuvius Kit before the April Fool's sales. I didn't like Viking so I decided to buy the Mountain kit if it came in the next rotation. The next rotation? Only the Ballista Kit. That sucked because I didn't want to use Magnum on that account and Magnum was already rare enough to not warrant using protection against it when I have for other common turrets. I already Had Hunter M2 and the Lead paint so that was a dead deal. I decided to wait again. The new kits? Firewall, Northener and  Minotaur, Firewall was a no because I already had M2 Hunter, Firebird and more than M1 Firebird protection. Minotaur was a no because I didn't like to use Viking and Twins isn't my kind of turret, the protection would have been nice though. I was seriously considering buying the Northener Kit but I didn't like Viking, I already had M1.5 Smoky protection and I would be using Shaft more than SMoky. SO I settled down and upgraded what I already use. I gave up on the thought of Vulcan because the players I encounter don't stay in sight very long. In the low ranks, they do but not up here. People seem to use it and get good scores but I don't see it as viable on this account. 

 

I'm doing really good with Vulcan on my M) account. Mainly because almost all of my enemies are using light hulls which are easy kills when they're out in the open. I struggle when I go again medium hulls because they suck up so much of my energy and don't die so I have to stop firing and that makes me die by them. I don't notice a strong impact force. I only notice it on Hornets that are drifting around a corner away from me but that's it. The decrease in warm up slightly helps but not to back up that 70% damage decrease. You basically have to stop firing because you're killing yourself faster than you're killing them. 

 

Again, I still don't see why they had to nerf all Vulcans. Only Incendiary Band was causing trouble. That worries me to think that that's how they deal with issues concerning one type of turret. 

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When looking at the spin-up time, you have to take into account the Shooting Speed Regulator alteration. That decreases both the spin up and down time by 50%. If for Stock Vulcan, the spin-up time is too short, then the spin-up time for SSR would be basically non-existent. 

 

 

 

I'm getting tired of doing this when I play with Vulcan. I'm constantly paranoid when I spawn because enemies could just sneak up on me and I wouldn't be able to do a scratch to them before I die. Every time I turn a corner, I would turn my turret halfway and start to spin up in case anyone was there but no one is there most of the time. It really distracts me from playing the objective (in modes that are not TDM, JGR or ASL).

 

 

They force a lot of stuff on us and that becomes what's normal. The Firebird rework was forced on us. I don't think much people complained about Firebird being too weak.6 months later, they're still powerful but we accepted that this is the new Firebird and it isn't going to change anytime soon.  They released the Overdrives that many, including myself, didn't want. I didn't want it because I wanted to see more teamwork than selfishness. I had grown accustomed to the former Overdrive for a while. I tried the new ones on the Test Server before they launched it and it just seemed so abstract from the tanki I knew. I use only three accounts now. 2 out of those 3 accounts are settled in with the Overdrives but the other one isn't. I believe these Overdrives would become the norm somewhere in the near future and players will adapt. But just forcing it on them and hoping for them to adapt before a particular time you expect them to seems wrong.

 

 

 

Vulcan's passive advantage? Not having much protection against it because of its rarity in battles. Meaning it could deal full damage without having to worry about protection like Thunder, Firebird etc.

 

 

 

The learning curve seemed to be steep with that turret and a bit hard to get used to. When they changed Vulcan's overheat damage to be a constant 300 hp/sec, overheating already wasn't a good choice. At the low levels, where protection is at a minimum (rarity and % of protection) and hulls have less health overall, that number would be bad. When keeping a number constant throughout all tiers, one tier would be able to shrug it off with what is available to them while the other would suffer. That's the imbalance of using a constant here.

 

I was considering buying the Vesuvius Kit before the April Fool's sales. I didn't like Viking so I decided to buy the Mountain kit if it came in the next rotation. The next rotation? Only the Ballista Kit. That sucked because I didn't want to use Magnum on that account and Magnum was already rare enough to not warrant using protection against it when I have for other common turrets. I already Had Hunter M2 and the Lead paint so that was a dead deal. I decided to wait again. The new kits? Firewall, Northener and  Minotaur, Firewall was a no because I already had M2 Hunter, Firebird and more than M1 Firebird protection. Minotaur was a no because I didn't like to use Viking and Twins isn't my kind of turret, the protection would have been nice though. I was seriously considering buying the Northener Kit but I didn't like Viking, I already had M1.5 Smoky protection and I would be using Shaft more than SMoky. SO I settled down and upgraded what I already use. I gave up on the thought of Vulcan because the players I encounter don't stay in sight very long. In the low ranks, they do but not up here. People seem to use it and get good scores but I don't see it as viable on this account. 

 

I'm doing really good with Vulcan on my M) account. Mainly because almost all of my enemies are using light hulls which are easy kills when they're out in the open. I struggle when I go again medium hulls because they suck up so much of my energy and don't die so I have to stop firing and that makes me die by them. I don't notice a strong impact force. I only notice it on Hornets that are drifting around a corner away from me but that's it. The decrease in warm up slightly helps but not to back up that 70% damage decrease. You basically have to stop firing because you're killing yourself faster than you're killing them. 

 

Again, I still don't see why they had to nerf all Vulcans. Only Incendiary Band was causing trouble. That worries me to think that that's how they deal with issues concerning one type of turret.

 

 

I disagree that spin-up time should take Speed-Regulator Alteration into account.  The damage nerf of 20% makes it pretty much a useless alteration.  And even if spin-up approached zero (it never would since it halves existing spin-up) that would not be a big deal. As already mentioned - the 20% damage nerf is significant.  The Devs wanted to sell more of these alts and IMO that's partly why they ruined Vulcan with the longer spin-up time.

 

I also disagree that protection modules should be taken into account when deciding if a turret is powerful enough.  At any time during the battle, any and all enemies could swap out a module and equip a Vulcan module. That potential exists every day and nullifies any so-called advantage.

This is especially common at high ranks where most players have all modules.

Edited by wolverine848

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I also disagree that protection modules should be taken into account when deciding if a turret is powerful enough.  At any time during the battle, any and all enemies could swap out a module and equip a Vulcan module. That potential exists every day and nullifies any so-called advantage.

This is especially common at high ranks where most players have all modules.

Yes, sadly, that possibility exists every day. The downside of them doing that is removing a protection module space for a common turret just to poop on one other turret that is relatively rare. Perhaps that's why the possibility seems to be low every day? 

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when do u get the time to type all this :/

some people.. have well... superior bodily functions than most others. what may take you a lot of time to do, some others can do it effortlessly within a couple seconds. maybe you're from a country where they tell you every body is born equal, yeah that's not true

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when do u get the time to type all this :/

Honestly, I didn't realise it was that long until the page reloaded when I posted it. I guess it's just not that much of a hassle for me to write. Typing that was done in about 20 minutes. I've made other long posts but they seem to not get much attention as it may look intimidating to try to read all of it. I try to make them as short as possible but that doesn't happen apparently. 

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Honestly, I didn't realise it was that long until the page reloaded when I posted it. I guess it's just not that much of a hassle for me to write. Typing that was done in about 20 minutes. I've made other long posts but they seem to not get much attention as it may look intimidating to try to read all of it. I try to make them as short as possible but that doesn't happen apparently. 

if you want people to read your long novels, you have to alwyas be dramatic and say things that will trigger other people. when other people get triggered, they will comment. people are attracted to drama so after that everyone will come and read what is going on.

Edited by ZloyDanuJI

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now starting to happen.. clock timer missing , ignore the battery issue, just found out I forgot to see how many I had in garage and it turned out I had nothing . this is why my tank indicated i had a drone but no energy to go with it.. noob move

 

eooIH0M.jpg

 

 

 

Why don't you use the Client?

 

And if your connection is slow you can remove skybox, shadows, fog and so on.

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