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Episode 239 of the V-LOG is live!


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57 minutes ago, wolverine848 said:

Worse than Hornet or Wasp?

Pretty sure Viking has better stability than those two...  the weight alone is significantly more.

Hunter is stable - and was a good match before ODs were introduced.  But it's synergy with Vulcan is very weak.  Hunter wants to be close to target while Vulcan does not.  The Hunter OD gets used a lot less with longer-ranged turrets.

Well , i did said also that the small hulls are fun with vulcan but arent effective . Hornet , might prove better then viking . Wasp is the worst choice yes , huge stability issues .

Hunter OD not very effective with vulcan but its effective hull in general , also with vulcan . The OD makes it possible to kill that close range killer coming for you . Thats why i ranked Hunter straight in the middle of the pack . Dictator with the 2 biggies , and viking and the 2 smalls in the bottom .

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1 hour ago, sezze100 said:

Well , i did said also that the small hulls are fun with vulcan but arent effective . Hornet , might prove better then viking . Wasp is the worst choice yes , huge stability issues .

Hunter OD not very effective with vulcan but its effective hull in general , also with vulcan . The OD makes it possible to kill that close range killer coming for you . Thats why i ranked Hunter straight in the middle of the pack . Dictator with the 2 biggies , and viking and the 2 smalls in the bottom .

I agree, dictator, titan and mammoth work the best with vulcan, specifically dictator and titan. Other than that, the other hulls struggle in MM battles simply due to the fact that OD's are crucial nowadays, and using them effectively along with your hull determines your success in battles. However, I do like that TO dev's recognize this problem and that they are attempting to readjust and rework the turret. That being said, the update didn't really do much, they still need to look into the turret and acknowlege their player's opinions and suggestions.

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Actually, I seen more Vulcan players with Titan and Mammoth. Not so many Hunters use Vulcan because the overheating effect causes too much damage to the hull too quickly. Wasps and Hornets can blow up very quickly due to the overheating effect of Vulcan.

I hope that when the new Vulcan update comes out, developers completely remove the overheating effect of Vulcan so that players can use it more effectively like any other turret without stopping firing just because of the annoying overheating effect. Vulcan is a good turret, but it does not need to overheat the hull, which does not make any sense because Vulcan is independent from any hull like all turrets are.

Vulcan and Viking's overdrive should either double the damage of bullets or double the firing rate of bullets. One or the other would be good as an alteration but I would consider double damage by default when using Viking's overdrive, which is used to increase firing rate and damage for some time.

When Vulcan's skins comes out, I hope that all the skins are released at the same time, ie XT, Prime and Ultra skins. That is all the skins must be released at the same time for the same turret to avoid players having to wait for too long. Vulcan also deserves an overall buff, because, currently it is too weak and not even accurate enough. Sometimes players fires Vulcan bullets at enemies and they don't take any damage, especially when players lag a lot. I hope that all Vulcan problems will be fixed once it for all.

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52 minutes ago, The_Pakistani said:

I have seen more Vulcan players with hunter.

The only explanation I can think of for this is... they just haven't bothered to buy another medium hull.

My alt account had the Vulcan-Hunter combo before the variable ODs were introduced.  It was awesome.

But once the new ODs came into effect, Vulcan-Hunter was meh.  Most other combos jumped in power with ODs.  Vulcan-Hunter did not - except for select situations.

Since you want to keep distance from enemy - the only time you use OD is when they finally trap you.  Or if you happen to be guarding a flag. A lot of time goes by in the battle where you have an availabe OD and don't use it because the opportunity is just not there.

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7 hours ago, RIDDLER_8 said:

I hope that when the new Vulcan update comes out, developers completely remove the overheating effect of Vulcan so that players can use it more effectively like any other turret without stopping firing just because of the annoying overheating effect. Vulcan is a good turret, but it does not need to overheat the hull, which does not make any sense because Vulcan is independent from any hull like all turrets are.

 

Yeah but then vulcan will just turn into twins version 2.0 where players will just fire continuously non-stop which I don't think is a good idea. The only thing frustrating of vulcan's overheating effect is the immense and rapid burn damage it does to you. What they should do is substantially decrease the overheating damage giving you a chance to still play and live through self-heating because right now, if you overheat, your basically dead unless you have an isida near you that feels bad.

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1 minute ago, RIDDLER_8 said:

I my point of view, the overheating effect is not necessary. Developers should find another benefit instead.

By "another benefit", if you mean remove vulcan's overheating completely and find another method of preventing vulcan players from shooting non-stop, this requires time and resources. Finding another suitable replacement that works well will be difficult, which is why, atleast for short-term, reduce the self-heating damage.

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1 hour ago, Dhikr said:

By "another benefit", if you mean remove vulcan's overheating completely and find another method of preventing vulcan players from shooting non-stop, this requires time and resources. Finding another suitable replacement that works well will be difficult, which is why, atleast for short-term, reduce the self-heating damage.

Overheating I could live with.  It's the extra kick in the batteries I don't like.

Nerfing the damage by... 75%? IN ADDITION to overheating was just going too far.

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4 hours ago, wolverine848 said:

Overheating I could live with.  It's the extra kick in the batteries I don't like.

Nerfing the damage by... 75%? IN ADDITION to overheating was just going too far.

Totally agree - the point of the overheat was surely to allow you to do that extra bit of damage to stop someone in the knowledge you might be (or definitely are) sacrificing yourself in the process. The attempts to balance the alts has made a mess of the whole point of the overheat - it might as well just stop your firing unless you have incendiary band equipped. It's removed one of the more interesting aspects of the turret unfortunately.

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2 hours ago, Ethiaa said:

Totally agree - the point of the overheat was surely to allow you to do that extra bit of damage to stop someone in the knowledge you might be (or definitely are) sacrificing yourself in the process. The attempts to balance the alts has made a mess of the whole point of the overheat - it might as well just stop your firing unless you have incendiary band equipped. It's removed one of the more interesting aspects of the turret unfortunately.

Yeah, since I don't use the incendiary band alteration I always have to stop firing when my ammo runs out because I will overheat and the damage gets reduced immensely. So I prefer using no alteration when it comes to vulcan as the other ones aren't much help either. The time it takes for a player to stop firing to reload is crucial when it comes to intense situations as it takes you around 5ish seconds to start firing again. Although I understand that they don't want vulcan do shoot nonstop and the overheating does indeed reflect a real machine gun, they need to either decrease the overheating damage or compensate by increasing vulcan's damage in order for the turret to become viable.

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Yeah, nerfing Vulcan's damage by 75% made this turret useless. That's why Valcan was the least popular turret in 2019. I hope that vulcan will get a huge buff so that it becomes more popular and that players can enjoy using it rather than ditching it away as trash.

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1 hour ago, RIDDLER_8 said:

Yeah, nerfing Vulcan's damage by 75% made this turret useless. That's why Valcan was the least popular turret in 2019. I hope that vulcan will get a huge buff so that it becomes more popular and that players can enjoy using it rather than ditching it away as trash.

I still can't get past the 75% nerf, that was insane and definetely not need in my opinion. I don't recall the turret ever being insanely OP.

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1 hour ago, RIDDLER_8 said:

Vulcan was never overpowered. It was always weak.

Yeah, it was never overpowered, but I wouldn't of neccessarily called it weak either. 

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1 hour ago, RIDDLER_8 said:

Vulcan was never overpowered. It was always weak.

Except for the early days where it had massive impact that could spin a tank around like a six-shooter could with a tin-can.  THAT was OP.

11 minutes ago, Dhikr said:

Yeah, it was never overpowered, but I wouldn't of neccessarily called it weak either. 

 

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53 minutes ago, wolverine848 said:

Except for the early days where it had massive impact that could spin a tank around like a six-shooter could with a tin-can.  THAT was OP.

 

Lol, that sounds really fun to play with. Reminds me of railgun's old impact force :c

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17 minutes ago, Dhikr said:

Lol, that sounds really fun to play with. Reminds me of railgun's old impact force :c

Vulcan's were frocing light hulls to drive right off bridges on maps like Kunger.

If the tank was moving - could NOT go in a straight line.  Was pretty comical (and frustrating for the target).  They finally nerfed that.

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1 hour ago, wolverine848 said:

Except for the early days where it had massive impact that could spin a tank around like a six-shooter could with a tin-can.  THAT was OP.

 

 

1 hour ago, Dhikr said:

Yeah, it was never overpowered, but I wouldn't of neccessarily called it weak either. 

 

3 hours ago, RIDDLER_8 said:

Vulcan was never overpowered. It was always weak.

I think i remember a few of you being here when Incendiary came out . Those 1st days being nerved 1st time was OP as nothing i've seen before . It had 100% of the damage , and after you overheated you started to putting all hulls in fire in the complete gamefield , no matter what distance . If the vulcan touched you for 0.5 seconds you were finished . If you were there in those 2 or 3 days , you certainly have to remember that , extremely easy 30+ kills / 0 to 2 own deaths only from overheating yourself or another vulcan around .

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5 minutes ago, sezze100 said:

If the vulcan touched you for 0.5 seconds you were finished

It's still that way... no?   Reducing regular damage by 75% did not affect afterburn, did it? 

The Vulcan just stops firing after it touches a few tanks because 1) It's already "lit them up" and 2) continued firing is basically useless (unless there's a new target).

 

Even now - if you have an isida handy, there's no reason not to use incendiary - unless half your team has fire and thus it's guaranteed there's fire modules.

Edited by wolverine848
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14 minutes ago, wolverine848 said:

It's still that way... no?   Reducing regular damage by 75% did not affect afterburn, did it? 

The Vulcan just stops firing after it touches a few tanks because 1) It's already "lit them up" and 2) continued firing is basically useless (unless there's a new target).

The first few days, Incendiary Band was awful. Besides dealing full damage during overheat, its heating rate was 80% of maximum temperature per second. Basically, if it touched you for ~1 second, you'd be receiving at least 9 ticks of afterburn damage if you didn't have firebird protection. I'll still never forget that one Sandbox battle I encountered one. He was shooting into our base and my teammates and I had to pass through the space to get to the other side. By the time each of us did, we were all fully ignited. 

 

It was then reduced to 20% of maximum temperature per second, so it should take you 5 seconds to reach to maximum temperature. Do note that you would be taking afterburn damage during the heating. So in those 5 seconds it takes to fully ignite, you'd suffer at least 4 ticks and then 10 (to fully cool down). And then they reduced the damage after overheating, so all of that compared to its base version upon entering the game is a big nerf. A needed on though. It was no surprise Isidas (including myself) would latch onto those Vulcans. They get high score and destabilise the enemy team, and the Isidas get good score for healing their afterburn (back when healing self-damage gave you score). 

 

Dark times, they were. 

14 minutes ago, wolverine848 said:

It's still that way... no?   Reducing regular damage by 75% did not affect afterburn, did it? 

What was killing the enemies quickly was that the Vulcans were still dealing 100% damage + afterburn. And you know that Vulcan protection is rare, so at best, the enemies only had Firebird protection, and would be taking 100% damage from the Vulcan bullets.  After the overheating nerf, your survivability increased a lot against them. 

 

I'm still surprised to see so many incendiary Band Vulcans to this day. I still see them more often than the other Vulcans despite the nerfs. 

Edited by TheCongoSpider

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