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Episode 239 of the V-LOG is live!


Marcus
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Tankers!

 

In today’s episode, we’ll be telling you about how Vulcan will be transforming into a super turret.

We’ll also be telling you about how to show off your tank in the garage, and updating you on the redesign of bushes.

 

Check out V-LOG 239 right below!

 

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You forgot to add the link for the question of the week. This is the first time that you forgot to add this link on the video's YouTube description. Please add the link.

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"Ricoching bullets" thats is a nice alteration for the Vulcan turret. Please can we have that with the Railgun too?

Love the effect of bullet trajectory when moving at speed.

Edited by Viking4s
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seeing the Garage will be getting an update .. will you also be looking at updating the paint system.. in Tanki X we got to incorporate two paints at once ,, one for the hull and the other for the turret . so we can create a new look from two different paints.. also if this happens will it also change the gear scores or will the paints be removed from the score ?

Edited by Bydo

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I still do not get why people do not like vulcan , but thats not my fault . I love it , and loved it since 1st day i used it . It always has proven me very very effective , only when they start messing with it , i have to adjust to the new features . They are trying to make it popular , which i understand , but i am def not sure if i like it . The more people use it , the more modules are around making it less effective then it was before .

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vulcan shouldnt have bouncing projectiles. it just doesnt make sense and seems like its just a reuse of an existing game feature just for the sake of using it. you said something about "we where going to make vulcan start firing slowly then speed up but scrapped it because thats unrealistic.", if thats the case then i dont think a machine gun with bullets flying all over the place off of walls is much more realistic. (and before some neeky gun nerd comes and runs their mouth, i know bullets ricochet, but not in an easily controllable way like the vlog showed)

1 hour ago, sezze100 said:

I still do not get why people do not like vulcan , but thats not my fault . I love it , and loved it since 1st day i used it . It always has proven me very very effective , only when they start messing with it , i have to adjust to the new features . They are trying to make it popular , which i understand , but i am def not sure if i like it . The more people use it , the more modules are around making it less effective then it was before .

thats why protection should max out at 33% instead of 50, so a gun doesnt become practically useless when someone has max protection against it.

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Cool change.  Love the richochet effect on Vulcan.  Will it be an alteration or stock?

 

Oh, and change incendiary band.  Slower projectile speed instead of reduced damage is pointless.  They only need a bullet or two, and you’re  at maximum temperature.  Please rework it so that it takes more than half a second to reach maximum temperature... 

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4 hours ago, sezze100 said:

I still do not get why people do not like vulcan , but thats not my fault . I love it , and loved it since 1st day i used it . It always has proven me very very effective , only when they start messing with it , i have to adjust to the new features . They are trying to make it popular , which i understand , but i am def not sure if i like it . The more people use it , the more modules are around making it less effective then it was before .

It was fine a year ago.

Then they sucker-punched it with long spin-up so they could sell more Speed Regulator alts.

Then they put a few nails in the coffin by giving it a 75% damage nerf when overheating - as if self-damage was not bad enough.

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8 hours ago, wolverine848 said:

It was fine a year ago.

Then they sucker-punched it with long spin-up so they could sell more Speed Regulator alts.

Then they put a few nails in the coffin by giving it a 75% damage nerf when overheating - as if self-damage was not bad enough.

True , that overheating damage reduction is a constant worry . I learned pretty good to deal with it , keeping a constant eye at the shooting reserve bar , but it is a big pain . They started messing with it , and then brought a alt which they never tested before bringing it out ( incendiary ). This made the vulcan creating havoc and instead of fixing that self created problem , they just flipping a lot of parameters around .

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Well, it should because the purpose of Viking's overdrive is to double the damage of all turrets during its active time. Vulcan should deal double the damage during Viking's overdrive's active time.

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2 hours ago, RIDDLER_8 said:

Well, it should because the purpose of Viking's overdrive is to double the damage of all turrets during its active time. Vulcan should deal double the damage during Viking's overdrive's active time.

It does. The reason it falls behind the other non-melee turrets is because it has no "firing rate increase". It's the firing rate increase that really puts out the damage with Viking's Overdrive. Because Vulcan doesn't have a firing rate at the moment, it just gets a flat 2x damage boost.

 

Vulcan with Viking's Overdrive (and no supplies activated) has the same damage output as a Vulcan on every other hull with DD. 

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That's great because Vulcan needs to be buffed up a lot. At the moment, Vulcan is seriously underpowered. Even with Double Damage, it is very hard to destroy an enemy. That's why I never use Vulcan, except when past updates were made to Vulcan. All the past Vulcan updates failed because they made this turret trash.

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16 hours ago, TheCongoSpider said:

It does. The reason it falls behind the other non-melee turrets is because it has no "firing rate increase". It's the firing rate increase that really puts out the damage with Viking's Overdrive. Because Vulcan doesn't have a firing rate at the moment, it just gets a flat 2x damage boost.

 

Vulcan with Viking's Overdrive (and no supplies activated) has the same damage output as a Vulcan on every other hull with DD. 

thats fine because it already does plenty of damage. besides, some overdrives work better with certain set ups, like a titan overdirve is pretty pointless with a firebird because its short range and you need to stay in your dome to have the resistance, or how a hunter overdrive isnt as usefull with a low dps weapon since you cant optimize your damage output in the enemy downtime. 

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No. That's not true that Vulcan does plenty of damage. Even with Double Damage, its difficult for Vulcan to destroy an enemy. That's why, in the upcoming Vulcan update, it must receive a buff so that it can be well balanced with other turrets as well as getting enough kills in each battle with Vulcan.

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1 hour ago, The-Kill-Switch said:

thats fine because it already does plenty of damage. besides, some overdrives work better with certain set ups,

Except Vulcan is at a disadvantage compared to the other non-melee turrets in this case. It lacks something crucial that they don't, and that unfairly gimps its effectiveness with Viking's Overdrive. 

 

How about Plasma Torch Ricochet? That with Viking's Overdrive only increases the damage. It still has the same firing rate as without the Overdrive, and its projectile speed stays the same, really slow. It's not useless with Viking's Overdrive, but it's sure as hell at the bottom in terms of effectiveness. Is that fine because it already does plenty of damage?

Or Autocannon Smoky. That with Viking's Overdrive is worse than Stock because the non-critical hits during the Overdrive retain the 85% damage decrease. So the real damage you're getting from that is the criticals, while all the other Smokies deal heavy damage for every shot. Is that fine because it already deals plenty of damage? 

 

To put it into perspective, if you use your Overdrive on a heavy hull with DA, you're going to be using 6 of your 7 seconds of your Overdrive just to kill that one person from full health. And if they have protection, well, you're not killing them at all. With Vulcan, you need double damage to get something out of it. If a Vulcan with Viking's Overdrive is shooting me, I can just hide behind a building near me, and then they lost the kill and their Overdrive. I can't do that with the other turrets because I'm dead before even turning my hull towards the building. 

 

In the V-Log, Semyon said that they have a firing speed parameter for it now. Because firing rate is affected by Viking's Overdrive, I presume it will also affect that with Vulcan and will finally put it on par with the other non-melee turrets. 

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3 hours ago, TheCongoSpider said:

Except Vulcan is at a disadvantage compared to the other non-melee turrets in this case. It lacks something crucial that they don't, and that unfairly gimps its effectiveness with Viking's Overdrive. 

 

How about Plasma Torch Ricochet? That with Viking's Overdrive only increases the damage. It still has the same firing rate as without the Overdrive, and its projectile speed stays the same, really slow. It's not useless with Viking's Overdrive, but it's sure as hell at the bottom in terms of effectiveness. Is that fine because it already does plenty of damage?

Or Autocannon Smoky. That with Viking's Overdrive is worse than Stock because the non-critical hits during the Overdrive retain the 85% damage decrease. So the real damage you're getting from that is the criticals, while all the other Smokies deal heavy damage for every shot. Is that fine because it already deals plenty of damage? 

 

To put it into perspective, if you use your Overdrive on a heavy hull with DA, you're going to be using 6 of your 7 seconds of your Overdrive just to kill that one person from full health. And if they have protection, well, you're not killing them at all. With Vulcan, you need double damage to get something out of it. If a Vulcan with Viking's Overdrive is shooting me, I can just hide behind a building near me, and then they lost the kill and their Overdrive. I can't do that with the other turrets because I'm dead before even turning my hull towards the building. 

 

In the V-Log, Semyon said that they have a firing speed parameter for it now. Because firing rate is affected by Viking's Overdrive, I presume it will also affect that with Vulcan and will finally put it on par with the other non-melee turrets. 

What they should just do is remove that ridiculous damage nerf when OH for all versions of Vulcan except for the incendiary band alt.

 

That would at least make the turret playable again, for me at least.

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4 hours ago, TheCongoSpider said:

Except Vulcan is at a disadvantage compared to the other non-melee turrets in this case. It lacks something crucial that they don't, and that unfairly gimps its effectiveness with Viking's Overdrive. 

 

How about Plasma Torch Ricochet? That with Viking's Overdrive only increases the damage. It still has the same firing rate as without the Overdrive, and its projectile speed stays the same, really slow. It's not useless with Viking's Overdrive, but it's sure as hell at the bottom in terms of effectiveness. Is that fine because it already does plenty of damage?

Or Autocannon Smoky. That with Viking's Overdrive is worse than Stock because the non-critical hits during the Overdrive retain the 85% damage decrease. So the real damage you're getting from that is the criticals, while all the other Smokies deal heavy damage for every shot. Is that fine because it already deals plenty of damage? 

 

To put it into perspective, if you use your Overdrive on a heavy hull with DA, you're going to be using 6 of your 7 seconds of your Overdrive just to kill that one person from full health. And if they have protection, well, you're not killing them at all. With Vulcan, you need double damage to get something out of it. If a Vulcan with Viking's Overdrive is shooting me, I can just hide behind a building near me, and then they lost the kill and their Overdrive. I can't do that with the other turrets because I'm dead before even turning my hull towards the building. 

 

In the V-Log, Semyon said that they have a firing speed parameter for it now. Because firing rate is affected by Viking's Overdrive, I presume it will also affect that with Vulcan and will finally put it on par with the other non-melee turrets. 

Yeah, I've tried out vulcan with viking OD and it's nowhere near comparable to the effectiveness, of say, rail with viking OD. I think this just goes back to players strategically choosing their hull according to their turret and subseuqent alteration. With vulcan, I find that dictator's or titan's OD pairs up well.

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2 hours ago, DieselPlatinum said:

What they should just do is remove that ridiculous damage nerf when OH for all versions of Vulcan except for the incendiary band alt.

 

That would at least make the turret playable again, for me at least.

Yeah, that update just killed vulcan completely. It wasn't even a super popular turret, and I still don't understand as to why they nerfed vulcan. The current state of MM is dominated by gauss and short-ranged turrets, so without a damage increase on vulcan, the turret struggles to deal with these types of players, espicially brand new players.

Edited by Dhikr
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7 hours ago, The-Kill-Switch said:

thats fine because it already does plenty of damage. besides, some overdrives work better with certain set ups, like a titan overdirve is pretty pointless with a firebird because its short range and you need to stay in your dome to have the resistance, or how a hunter overdrive isnt as usefull with a low dps weapon since you cant optimize your damage output in the enemy downtime. 

Wait a minute - you think Vulcan should not get same boost as other turrets (while using exact same OD) because it already does a lot of damage?  So Does Rail, and hammer.  But they still get a giant boost.

 

There's a difference between being optimal and getting the same benefits as other turrets.  Vulcan-Hunter has very little in the way of synergies, but the OD does the exact same thing regardless of turret.  It nerfs supplies and stuns.

But Viking OD performs mechanically quite differently for re-load turrets, and in a much better way.  It's night and day for when a Rail hits shift versus Vulcan - and they are both ranged turrets.  The reload buff should be based on a factor - and that factor should be lower than it currently is.  And since ranged turrets get a reload buff they do NOT need a damage buff too.

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