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Remove Vulcan from the Game


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On 5/10/2020 at 12:56 AM, Ap3xA1pha said:

To be fair Magnum is even worse.

 

On 5/10/2020 at 1:03 AM, KillerDiesel said:

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

magnum is only worse with the turret rotation alt or mortar alt .gauss doesnt even need an alt to be OP and if u include that emp alt its just too much .magnum also has the risk of not being accurate unless at close range .gauss has magnums splash radius and a very accurate shot

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On 5/12/2020 at 8:59 AM, DieselPlatinum said:

''

While I agree on most of the points you mention, it is unlikely that TO will remove a turret from the game. There are still people who like using gauss (without abusing it such as using hornet); additionally they would take away the money that some people have spent on the Gauss skin and/or augment and skin. 

The release of Gauss sure was unexpected and, perhaps, not needed, but reflecting back on the Gauss-update and claiming that the turret should've never been added to the game doesn't solve the current situation in any way. Instead of despising it, what changes can be made in order to balance out Gauss? I would probably sugggest a slight nerf in sniping-damage and splash damage, and maybe an increase in lock-on-time. 

 

But since this forumpost concerns Vulcan, let's focus on that here shall we? 

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On 5/12/2020 at 9:23 AM, sharifsahaf said:

 

magnum is only worse with the turret rotation alt or mortar alt .gauss doesnt even need an alt to be OP and if u include that emp alt its just too much .magnum also has the risk of not being accurate unless at close range .gauss has magnums splash radius and a very accurate shot

The main issue with magnum is that it is a very hard turret to control (the hardest in fact). This difficulty in usage is mostly compensated by the extremely high damage and a wide splash-radius. RGC lowers the acquired skill-level compared to stock since horizontal rotation is less harder than vertical aiming, making it easier to use than stock while keeping the power, damage and splash radius, making it superior to its original settings and other alts - ironically, this alteration is now the cheapest of the magnum augments and can even be found in 'rare' containers. I do agree that this alteration should be reworked, especially when its equipped with hornet it demolishes everything. 

I got my doubts about Mortar being too strong, a reduction in damage dealt seems reasonable and the mines only last for 30 seconds. Perhaps an increase in damage-penatly if Mortar is indeed "unbalanced"? 

Does one happen to know if there's a forum topic about magnums augments (esp. RGC)? Can someone send me a link if there is one?

 

By the way, I totally agree that EMP-shells are a ridiculously stupid concept. One doesnt even have the chance to use supplies when an EMP-user is constantly aiming at you; you cant even repair yourself since the cooldown gets resetted every time. Everytime I see such tanker with that augment, I leave. 

 

But again: vulcan; no gauss or magnum

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21 minutes ago, BloodPressure said:

The main issue with magnum is that it is a very hard turret to control (the hardest in fact). This difficulty in usage is mostly compensated by the extremely high damage and a wide splash-radius. RGC lowers the acquired skill-level compared to stock since horizontal rotation is less harder than vertical aiming, making it easier to use than stock while keeping the power, damage and splash radius, making it superior to its original settings and other alts - ironically, this alteration is now the cheapest of the magnum augments and can even be found in 'rare' containers. I do agree that this alteration should be reworked, especially when its equipped with hornet it demolishes everything. 

I got my doubts about Mortar being too strong, a reduction in damage dealt seems reasonable and the mines only last for 30 seconds. Perhaps an increase in damage-penatly if Mortar is indeed "unbalanced"? 

TO was not designed for a turret like Magnum.  Lots of horizontal cover to protect against all the other turrets, but very little cover to protect against plunging fire from indrect-fire turrets.  So that makes defending a flag area difficult - the shells keep raining down and players can only avoid them by leaving the flag area unguarded.

Mortar exasperates the issue.  I've had near misses that did significant splash damage while moving AND ended up running over the mine that was laid. It makes no sense to do splash damage on a mine miss - that mine would then self-explode.  So mortars should have splash damage removed entirely.

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On 5/13/2020 at 7:09 AM, wolverine848 said:

TO was not designed for a turret like Magnum.  Lots of horizontal cover to protect against all the other turrets, but very little cover to protect against plunging fire from indrect-fire turrets.  So that makes defending a flag area difficult - the shells keep raining down and players can only avoid them by leaving the flag area unguarded.

 

Magnum could only be even considered a small problem because those devs goofed up its balance. It's long range capabilities are pretty useless because first off it has to charge up all the way, second is the amount of time it spends in the air before hitting something, and third its view of the far away targets isn't all that great and it's pretty hard to make your shots follow according to their next movements.

It's only really a powerful game changer at short range (just behind a wall) to mid range. It's rather really easy to make direct shots with low or zero power charge. Plus it achieves the same damage and splash as it does at long range, just achieves it way more often.

 

 

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10 minutes ago, DieselPlatinum said:

Magnum could only be even considered a small problem because those devs goofed up its balance. It's long range capabilities are pretty useless because first off it has to charge up all the way, second is the amount of time it spends in the air before hitting something, and third its view of the far away targets isn't all that great and it's pretty hard to make your shots follow according to their next movements.

It's only really a powerful game changer at short range (just behind a wall) to mid range. It's rather really easy to make direct shots with low or zero power charge. Plus it achieves the same damage and splash as it does at long range, just achieves it way more often.

They can adjust the map view to get an angle on where the flag is and bombard that area - they just need to see damage numbers when the shells are landing. Softens up the defenses nicely for the incoming runners.

And many of them don't need direct hits - they use mortar.  For a 15% direct-hit nerf they get spalsh damage + mines.

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1 hour ago, wolverine848 said:

They can adjust the map view to get an angle on where the flag is and bombard that area - they just need to see damage numbers when the shells are landing. Softens up the defenses nicely for the incoming runners.

And what if the next shot, they don't see damage numbers? Then what?

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21 minutes ago, DieselPlatinum said:

And what if the next shot, they don't see damage numbers? Then what?

Flag area cleared?  Job well done?

In many maps they can actually see the flag area - they know exactly where the defenders are.  Year 2042 a Magnum can sit behind that barrier wall, 5m from a defender, and drop bombs on the defenders of the flag while remaining perfectly safe. They miss and a mine sits there in their base.  win-win.

 

So we have diff views on Gauss & Magnum - we each would like one of them removed.  C'est-la-vie

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1 hour ago, wolverine848 said:

1) Flag area cleared?  Job well done?

 

2) In many maps they can actually see the flag area - they know exactly where the defenders are.  Year 2042 a Magnum can sit behind that barrier wall, 5m from a defender, and drop bombs on the defenders of the flag while remaining perfectly safe. They miss and a mine sits there in their base.  win-win.

 

3) So we have diff views on Gauss & Magnum - we each would like one of them removed.  C'est-la-vie

1) I highly doubt it. Most likely culprit is that most of the targets relocated before the second shell landed.

2) Year 2042 is basically like highways and Chernobyl, first team to control that U shaped section wins (meaning that if you're on the team with the bridges and the enemy team is dominating the battle, then it's best to find another battle) and any defender that are smart will know that the magnum will focus on that area, and will avoid camping on the flag.

3) Well, magnum was hyped up for at least 2 months in advance before it was released while Gauss was practically released right on the spot, no hype what so ever. Many players wanted an artillery turret in the game for a long time, while no one asked for Gauss to be added. Only reason Gauss was added was because it's pony tail boy's favorite toy. And boy, he really likes to choke on that barrel.

42 minutes ago, sharifsahaf said:

magnums dont even need practise -s it behind a wall and shoot blindly .with hornet od and dd ,do i even need to explain anymore?

That's a problem with hornet OD and double damage duo, not the turret. And anyone will know that it's short range capabilities don't need much practice.

 

Try using only it's long range capabilities, and we how well you fare.

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5 minutes ago, DieselPlatinum said:

1) I highly doubt it. Most likely culprit is that most of the targets relocated before the second shell landed.

2) Year 2042 is basically like highways and Chernobyl, first team to control that U shaped section wins (meaning that if you're on the team with the bridges and the enemy team is dominating the battle, then it's best to find another battle) and any defender that are smart will know that the magnum will focus on that area, and will avoid camping on the flag.

3) Well, magnum was hyped up for at least 2 months in advance before it was released while Gauss was practically released right on the spot, no hype what so ever. Many players wanted an artillery turret in the game for a long time, while no one asked for Gauss to be added. Only reason Gauss was added was because it's pony tail boy's favorite toy. And boy, he really likes to choke on that barrel.

That's a problem with hornet OD and double damage duo, not the turret. And anyone will know that it's short range capabilities don't need much practice.

 

Try using only it's long range capabilities, and we how well you fare.

i laughed my ass of reading the ponytail part .even in high ranges magnum can dominate when u find the right amount of power and the right angle .gauss is waay waay worse than magnum tho .its like magnum but with auto -aim and faster reload

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5 minutes ago, DieselPlatinum said:

1) I highly doubt it. Most likely culprit is that most of the targets relocated before the second shell landed.

2) Year 2042 is basically like highways and Chernobyl, first team to control that U shaped section wins (meaning that if you're on the team with the bridges and the enemy team is dominating the battle, then it's best to find another battle) and any defender that are smart will know that the magnum will focus on that area, and will avoid camping on the flag.

3) Well, magnum was hyped up for at least 2 months in advance before it was released while Gauss was practically released right on the spot, no hype what so ever. Many players wanted an artillery turret in the game for a long time, while no one asked for Gauss to be added. Only reason Gauss was added was because it's pony tail boy's favorite toy. And boy, he really likes to choke on that barrel.

That's a problem with hornet OD and double damage duo, not the turret. And anyone will know that it's short range capabilities don't need much practice.

 

Try using only it's long range capabilities, and we how well you fare.

We'll have to disagree on 1) and 2)

But I can't believe you wrote a mini-paragraph on bullet 3.  ?

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1 hour ago, wolverine848 said:

We'll have to disagree on 1) and 2)

But I can't believe you wrote a mini-paragraph on bullet 3.  ?

Well on 3, it kinda sounded like you wanted a bit more explanation NGL.

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