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Remove Vulcan from the Game


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The game was better back when the only machine gun brick on the space bar turret was Twins. Now we have a completely OP turret vulcan who can give opponents burns while shooting for an infinite amount of time. Also vulcan's projectiles make my FPS crash. Please remove Vulcan. 

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Declined

All turrets can get their parameters adjusted to better fit into game balance. It's just a question of how soon it will happen. Obviously developers won't be removing a whole turret just because it's OP.

If your FPS drops because of Vulcan, I suggest playing on the HTML5 version, since devs specifically said that the Vulcan projectiles are not optimised for Flash.

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1 hour ago, Maf said:

Declined

All turrets can get their parameters adjusted to better fit into game balance. It's just a question of how soon it will happen. Obviously developers won't be removing a whole turret just because it's OP.

If your FPS drops because of Vulcan, I suggest playing on the HTML5 version, since devs specifically said that the Vulcan projectiles are not optimised for Flash.

It's not the turret - it's the ridiculous alterations.

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3 minutes ago, KillerDiesel said:

But we can at least agree that Gauss is much much worse.

I actually disagree but I do think Gauss needs a laser during scope mode because right now it’s too OP. Oh, and of course, the EMP alteration shouldn’t exist.

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10 minutes ago, Ap3xA1pha said:

I actually disagree but I do think Gauss needs a laser during scope mode because right now it’s too OP. Oh, and of course, the EMP alteration shouldn’t exist.

Yeah, I used it on a mobile account, and I did way too well. And I'm terrible on mobile.

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15 minutes ago, Ap3xA1pha said:

I actually disagree but I do think Gauss needs a laser during scope mode because right now it’s too OP. Oh, and of course, the EMP alteration shouldn’t exist.

I would argue otherwise. From my experience, I'd say Gauss is one of the weakest turrets in the game, and its lack of a laser scope is one of its only strong points. Think about it: if you want to take advantage of Gauss's ability to fire charged shots, then you have to pray your target is actually stupid enough to sit out in the open for a couple long seconds. If there's cover nearby, then you probably aren't going to be able to get a lock. And even if you did, Gauss is usually too weak to get valuable one-shot kills like Shaft can, and its somewhat long reload time makes it hard to get follow-up shots in. This makes getting long-distance kills very difficult. Without the charge-shot ability, Gauss is just a less powerful version of Thunder. Maybe I've just been away from this game for too long, but I've never understood why Gauss is seen as OP when it has these glaring setbacks that make it to me almost completely useless. I'm always able to control Guass players quite easily as a Shaft user. 

In short, Gauss is just a poor combination of Shaft and Thunder, and both of those turrets can play out their respective roles far better than Gauss can. 

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1 hour ago, KillerDiesel said:

Yeah, I used it on a mobile account, and I did way too well. And I'm terrible on mobile.

Vulcan on mobile is almost easy mode with how much the horizontal auto-aim helps your ricochet mechanic. I'm randomly shooting and the auto-aim makes me damage someone I don't even know is there.

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1 hour ago, ERADICATIONNATION said:

I would argue otherwise. From my experience, I'd say Gauss is one of the weakest turrets in the game, and its lack of a laser scope is one of its only strong points. Think about it: if you want to take advantage of Gauss's ability to fire charged shots, then you have to pray your target is actually stupid enough to sit out in the open for a couple long seconds. If there's cover nearby, then you probably aren't going to be able to get a lock. And even if you did, Gauss is usually too weak to get valuable one-shot kills like Shaft can, and its somewhat long reload time makes it hard to get follow-up shots in. This makes getting long-distance kills very difficult. Without the charge-shot ability, Gauss is just a less powerful version of Thunder. Maybe I've just been away from this game for too long, but I've never understood why Gauss is seen as OP when it has these glaring setbacks that make it to me almost completely useless. I'm always able to control Guass players quite easily as a Shaft user. 

In short, Gauss is just a poor combination of Shaft and Thunder, and both of those turrets can play out their respective roles far better than Gauss can. 

Shaft has the ability to one-shot a medium hull on equal footing. Meanwhile Gauss can take up to 3 sniping shots to kill that medium hull if it's unlucky. Shaft is better at single targets. Thunder is better at multiple targets due to a higher splash damage radius than Gauss' arcade shot. 

My problem with Gauss is its splash damage distrubution is too strong. You retain 90% of your damage as far out as Thunder's entire splash damage range. This makes multi kills so easy. You would think that you're safe from a certain distance but you end up collateral damage anyway. 

Of course Shaft and Thunder would excel in their roles better than Gauss. Why should Gauss do what they do even better?

 

The only other thing I don't like about Gauss is its alteration. That is so cancerous to go against after its buff. 

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18 minutes ago, TheCongoSpider said:

 

Of course Shaft and Thunder would excel in their roles better than Gauss. Why should Gauss do what they do even better?

 

That's the point, though. Gauss is mostly useless at long range due to its lock-on requirement and lack of strength, and the likes of Thunder and Smoky outclass it at mid-range. Gauss takes on these two trades and completely sucks at both of them due to its compromises; it's redundant as a turret to begin with. Its splash damage is strong, yes, but that only shines in those chance moments where a bunch of tanks may be bottle-necked or otherwise packed together closely. In most encounters, Gauss is simply too weak to be worthwhile. 

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35 minutes ago, ERADICATIONNATION said:

That's the point, though. Gauss is mostly useless at long range due to its lock-on requirement and lack of strength, and the likes of Thunder and Smoky outclass it at mid-range. Gauss takes on these two trades and completely sucks at both of them due to its compromises; it's redundant as a turret to begin with. Its splash damage is strong, yes, but that only shines in those chance moments where a bunch of tanks may be bottle-necked or otherwise packed together closely. In most encounters, Gauss is simply too weak to be worthwhile. 

It's not useless at long range.  Lock-on time is reasonable.

If anything, it needs a nerf to the snipe splash radius and snipe splash damage.

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2 hours ago, ERADICATIONNATION said:

I would argue otherwise. From my experience, I'd say Gauss is one of the weakest turrets in the game, and its lack of a laser scope is one of its only strong points. Think about it: if you want to take advantage of Gauss's ability to fire charged shots, then you have to pray your target is actually stupid enough to sit out in the open for a couple long seconds. If there's cover nearby, then you probably aren't going to be able to get a lock. And even if you did, Gauss is usually too weak to get valuable one-shot kills like Shaft can, and its somewhat long reload time makes it hard to get follow-up shots in. This makes getting long-distance kills very difficult. Without the charge-shot ability, Gauss is just a less powerful version of Thunder. Maybe I've just been away from this game for too long, but I've never understood why Gauss is seen as OP when it has these glaring setbacks that make it to me almost completely useless. I'm always able to control Guass players quite easily as a Shaft user. 

In short, Gauss is just a poor combination of Shaft and Thunder, and both of those turrets can play out their respective roles far better than Gauss can. 

I'm managing to get a lock on with Gauss just fine even though they're moving about. In fact I'd say it's too easy. There are many situations that it can take advantage of and use its lock on:

· Map or area of the map is so open that cover is literally non existent.

· Target is preoccupied with something else that it won't see the shot coming.

· Target has a sliver of its hull sticking out because it thinks it's completely safe or the map won't let it go in any further.

· Target gets stuck being on the defending team is ASL and they're teammates are bunched up like a pile of leaves.

 

1 hour ago, TheCongoSpider said:

Of course Shaft and Thunder would excel in their roles better than Gauss.

Actually Gauss can rival many turrets at their own roles. There's a reason why it's a hybrid turret.

 

The lock on mode basically rivals mid to long range turrets while the arcade mode rivals literally all ranged turrets except the long range ones.

 

1 hour ago, TheCongoSpider said:

Vulcan on mobile is almost easy mode with how much the horizontal auto-aim helps your ricochet mechanic. I'm randomly shooting and the auto-aim makes me damage someone I don't even know is there.

Vulcan will still giveaway it's position while Gauss can practically stay in the same spot for the entire battle and freely rain it's shots down on its enemies.

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1 minute ago, KillerDiesel said:

The lock on mode basically rivals mid to long range turrets while the arcade mode rivals literally all ranged turrets except the long range ones.

I find the arcade mode kinda meh.  Certainly not better than smoky.  Have not used Thunder in a long time so hard to compre.

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Remove Gauss too, it is so OP. And... Striker, what the heck is that turret. Come on. Shaft too, I don't like that turret. Let's remove, Magnum, ricochet, hammer... Honestly  just remove all the turrets... 

Spoiler

R3wc.gif

Keep Railgun, that is the only decent turret worse playing with ...

 

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5 minutes ago, wolverine848 said:

I find the arcade mode kinda meh.  Certainly not better than smoky.  Have not used Thunder in a long time so hard to compre.

Well for thunder if the enemy is right up in my face I would have to hit a spot on a nearby wall (if there is one) behind the enemy if I didn't want to inflict massive splash damage to myself.

Gauss arcade shot I think have a splash radius of 8 meters. Well it seems like it's splash radius is 6-8 meters. So against an enemy at a short range, it won't have to worry about inflicting self damage to itself.

 

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Why is it always when an equipment piece is is too strong, people immediately want it to be completely removed from the game - instead of considering a slight nerf?

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1 hour ago, BloodPressure said:

Why is it always when an equipment piece is is too strong, people immediately want it to be completely removed from the game - instead of considering a slight nerf?

Well, developers don't know what is slight nerf or buff. Isida was too OP, what is the solution?

What players think: slightly nerf the vampire effect to be balanced.

What developers think: we donvt have enough trash turrets, lets make one more!

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5 hours ago, mjmj5558 said:

Well, developers don't know what is slight nerf or buff. Isida was too OP, what is the solution?

What players think: slightly nerf the vampire effect to be balanced.

What developers think: we donvt have enough trash turrets, lets make one more!

Imply one specific weapon or piece of equipment that isnt quite balanced such as Isida, Gauss or Hornet, but what about all the other turrets and hulls in game? Are you convinced those are not balanced well too? 

The thing is that, initially, there were more people that wanted Gauss to be removed from the game than people that suggested tweaks to balance it out.

Now that vulcan has finally had an update - after being underpowered and irrelevant to the META for a long time - people are yet not satisfied and even want it to be cut from the game now..? How does that make sense?

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13 hours ago, BloodPressure said:

The thing is that, initially, there were more people that wanted Gauss to be removed from the game than people that suggested tweaks to balance it out.

I want to at least either give it an indicator basically allowing the target time to react or nerf the projectile speed of the sniper shot quite a bit so that it's not an instantaneous hit. But it's probably better to just remove it from the game.

What makes it broken is that it's a hybrid of various turrets because it has:

· Splash radius that matches that of magnum when sniping but it's more potent. The arcade splash radius is closer to ricochet (destabilized plasma).

· Strikers lock on mechanic but even better in so many ways:

  - has no laser.

  - longer aiming recovery time.

  - shorter lock on time.

  - takes only one shot to deal maximum potential damage rather than four.

  - sniper shot is instantaneous after successfully locking on to the target.

· Other advantages over striker include:

  - smaller splash radius in arcade.

  - arcade shots travel faster than strikers missiles.

  - does not have to worry about which side will fire next because it's just one barrel.

  - that same barrel is long enough that it can be used as a guidance so it doesn't need a laser.

· Has the damage of LCR railgun .

· Arcade shots travel as fast as thunders shots.

· Shaft has to be immobile while sniping while Gauss does not. Shaft also has to manually go up and down in sniper mode while Gauss has the auto aim luxury. Shaft can only see whats in front of it while sniping while Gauss still can see it's surroundings. If shaft cancels its snipe mode, the shot still goes of and it has to reload, while Gauss can simply stop holding it and it won't do anything that'll put it at a disadvantage.

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