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vulcan's incendiary band and fire immunity


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why vulcan's incendiary band alteration still works with fire immunity where'as in the wiki it clearly states that the vulcan alteration will  "Ignites only when self-heating".but this is not applicable to the present scenario with fire immunity which makes the game so unbalanced. Its like GODMODE on for them whos using that combo. Either they must be getting damage from vulcans over heating just like the when u use firebird against a player who has fire immunity but still fire makes direct damage like that vulcan must also be dealing direct damage when kept shooting aftter the reload or the alteration must not work as the hull is not able to overheat because of the hull alteration

Edited by IMPERIAL_PANDA
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On 6/4/2020 at 3:40 PM, IMPERIAL_PANDA said:

why vulcan's incendiary band alteration still works with fire immunity where'as in the wiki it clearly states that the vulcan alteration will  "Ignites only when self-heating".but this is not applicable to the present scenario with fire immunity which makes the game so unbalanced. Its like GODMODE on for them whos using that combo. Either they must be getting damage from vulcans over heating just like the when u use firebird against a player who has fire immunity but still fire makes direct damage like that vulcan must also be dealing direct damage when kept shooting aftter the reload or the alteration must not work as the hull is not able to overheat because of the hull alteration

It is expected that you should still be able to ignite an enemy tank even if you have heat immunity. Once your ammo bar has emptied, your tank should catch fire and you will also be igniting the enemy but Fire Immunity prevents yourself from burning. If you were still able to self burn with Fire Immunity equipped, it would render the augment useless. 

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To me it doesn’t matter whether the way it works makes sense or not. The issue is that the incendiary band/fire immunity combo has no downsides whatsoever. It is a straight up buff. The majority of augments have a disadvantage of some sort to balance their advantages. Simple as that.

If I understand well, this, along with the changes that were brought to many augments, simply means that moving forward augments are going to be just that, power buffs that make the turret more powerful than its base form. Isn’t it?

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9 minutes ago, Catbird said:

To me it doesn’t matter whether the way it works makes sense or not. The issue is that the incendiary band/fire immunity combo has no downsides whatsoever. 

Decreased projectile speed.

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On 6/30/2020 at 10:42 AM, GG_reg said:

It is expected that you should still be able to ignite an enemy tank even if you have heat immunity. Once your ammo bar has emptied, your tank should catch fire and you will also be igniting the enemy but Fire Immunity prevents yourself from burning. If you were still able to self burn with Fire Immunity equipped, it would render the augment useless. 

None of that makes sense, at all. The augment allows enemies to catch fire because you are ignited. You hull augment prevents you from overheating, so your projectiles shouldn't catch on fire - it doesn't matter if you theoretically "should catch fire", you are prevented from doing that, so you are simply not able to heat others; nothing but common sense. Of course this does make the Incendiary Band augment useless; then don't equip it with Heat Immunity.

Edited by BloodPressure
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Yeah, it shouldn't work with it

I don't know why they delete my reply when I just send GIF about money

1 hour ago, BloodPressure said:

None of that makes sense, at all. The augment allows enemies to catch fire because you are ignited. You hull augment prevents you from overheating, so your projectiles shouldn't catch on fire - it doesn't matter if you theoretically "should catch fire", you are prevented from doing that, so you are simply not able to heat others; nothing but common sense. Of course this does make the Incendiary Band augment useless; then don't equip it with Heat Immunity.

yes, to burn the other players you must be burning that's what not happening with fire immunity, and what gg_reg says didn't change the fact that it shouldn't work with it

Edited by asem.harbi
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On 7/4/2020 at 5:37 PM, TheCongoSpider said:

Decreased projectile speed.

I've never used this augment so I don't know, but does that drawback affect significantly the efficiency of the turret? Especially when the buffs it has to balance against are infinite shooting and free fire damage?

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19 minutes ago, Catbird said:

I've never used this augment so I don't know, but does that drawback affect significantly the efficiency of the turret? Especially when the buffs it has to balance against are infinite shooting and free fire damage?

It makes it unwieldy when against mobile targets, especially when they're far away. It requires you to get closer to the target to deal good consistent direct damage. 

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Incendiary band does make projectiles travel very slowly (hard to hit moving targets over medium distance) and your turret turns slowly (same as stock while firing) and you need to fire non-stop or you lose the burning effect on targets.  That said, it is still very strong.   

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On 6/30/2020 at 4:42 AM, GG_reg said:

It is expected that you should still be able to ignite an enemy tank even if you have heat immunity.

No it is not.

Just the opposite in fact.

But it seems the Devs keep wanting to introduce OTT P2W features - which are slowly ruining the game.

Pretty soon it will be no-lifers and buyers vs each other.  I have a feeling the buyers won't like that and will stop buying then quit.

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First of all, I'm a Vulcan main, as shown in my profile. And I agree this combo is pretty strong. In my opinion, Vulcan has the following disadvantages:

  1. It will overheat.
  2. The turret rotation speed is ridiculously slow while firing.
  3. Its damage is neglectable in long-range.

These 3 disadvantages combined makes Vulcan quite situational. Yet, this augment combo solves (1) (dah) and (3) (in long-range, you just "tag" your target and let DOT do its job) while making (2) worse (since you have to keep firing for Incendiary Band to be effective). And yes, the decrease in projectile speed has quite an impact on the overall effectiveness of the turret. It makes it almost impossible to track moving enemies in mid to long-range.

I agree that this combo has to be adjusted. Yet, I don't believe simply making these 2 augments mutually exclusive is a good idea. I mean to be fair, no one is gonna use Incendiary Band if you have to overheat yourself for it to take effect. The cost is simply too significant.

Edited by Aegis
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On 8/8/2020 at 10:03 PM, wolverine848 said:

[...]

Pretty soon it will be no-lifers and buyers vs each other.  I have a feeling the buyers won't like that and will stop buying then quit.

True, with MK7 product kit available for Tankoins 5 ranks before F2P they will enjoy that till F2P leaves, they P2W can only fight each other.

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On 6/4/2020 at 5:40 PM, IMPERIAL_PANDA said:

why vulcan's incendiary band alteration still works with fire immunity where'as in the wiki it clearly states that the vulcan alteration will  "Ignites only when self-heating".but this is not applicable to the present scenario with fire immunity which makes the game so unbalanced. Its like GODMODE on for them whos using that combo. Either they must be getting damage from vulcans over heating just like the when u use firebird against a player who has fire immunity but still fire makes direct damage like that vulcan must also be dealing direct damage when kept shooting aftter the reload or the alteration must not work as the hull is not able to overheat because of the hull alteration

Topic Moved

The question emerged in to a debate and no specific answer was given. Hence, we moved it to game discussion. 

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22 hours ago, Aegis said:

Its damage is neglectable in long-range.

It has 50% "weak damage".  That's the best "weak damage" you can get.

Equal to smoky and Thunder in that regard and better than ricco or twins or hammer.

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10 minutes ago, wolverine848 said:

It has 50% "weak damage".  That's the best "weak damage" you can get.

Equal to smoky and Thunder in that regard and better than ricco or twins or hammer.

Hammer, Twins and Ricochet are short-range turrets, obviously, Vulcan will and should perform better in mid to long-range. As for Smoky and Thunder, their playstyle is quite different from Vulcan. You can adopt the "hit and run" tactics (shoot, hide behind cover while reloading, and repeat) using Smoky and Thunder to hit long-range targets to deal respectable damage with a minor cost. Yet, to deal the same amount of damage, you have to hitting your target with Vulcan for significant amount time, which is unlikely since most players will back in cover once they are tickled by Vulcans.

Edited by Aegis

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On 6/4/2020 at 3:40 PM, IMPERIAL_PANDA said:

why vulcan's incendiary band alteration still works with fire immunity where'as in the wiki it clearly states that the vulcan alteration will  "Ignites only when self-heating".but this is not applicable to the present scenario with fire immunity which makes the game so unbalanced. Its like GODMODE on for them whos using that combo. Either they must be getting damage from vulcans over heating just like the when u use firebird against a player who has fire immunity but still fire makes direct damage like that vulcan must also be dealing direct damage when kept shooting aftter the reload or the alteration must not work as the hull is not able to overheat because of the hull alteration

Compared to MURDER HORNET, vulcan with all the alts working together is not even close to the capabilities of that OP disaster on tracks.

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On 7/22/2020 at 10:20 PM, DaringDeer said:

Incendiary band does make projectiles travel very slowly (hard to hit moving targets over medium distance) and your turret turns slowly (same as stock while firing) and you need to fire non-stop or you lose the burning effect on targets.  That said, it is still very strong.   

Compared to MURDER HORNET it is a wet paper bag.

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15 hours ago, Aegis said:

Hammer, Twins and Ricochet are short-range turrets, obviously, Vulcan will and should perform better in mid to long-range. As for Smoky and Thunder, their playstyle is quite different from Vulcan. You can adopt the "hit and run" tactics (shoot, hide behind cover while reloading, and repeat) using Smoky and Thunder to hit long-range targets to deal respectable damage with a minor cost. Yet, to deal the same amount of damage, you have to hitting your target with Vulcan for significant amount time, which is unlikely since most players will back in cover once they are tickled by Vulcans.

Not as good as it was.  But much better than you make it sound. 

My alt account still finds it effective at long range under the right circumstances - especially on distracted targets.  By the time they realize they are being hit a lot more bullets are on their way.   AND... you can use suppressing fire since your bullets still travel to area where target might be.  They poke their head out and swallow a lot of lead. 

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On 8/10/2020 at 11:59 PM, Aegis said:

I agree that this combo has to be adjusted. Yet, I don't believe simply making these 2 augments mutually exclusive is a good idea. I mean to be fair, no one is gonna use Incendiary Band if you have to overheat yourself for it to take effect. The cost is simply too significant.

So what was happening for over a year after Incendiary Band came out? There was no heat immunity back then yet that didn't stop a plethora of them from being in battles. What suddenly changed now? 

 

21 minutes ago, wolverine848 said:

Not as good as it was.  But much better than you make it sound. 

Definitely. If I had to choose between the old Incendiary Band and the new one, I'd choose the new one.  I'd have more DPS, no damage penalty when overheating and the heating rate is much higher. You'd be much less reliant on the DOT because you base damage isn't decreased when overheating. 

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I skimmed through this topic, but didn't really see some main points that I think should be brought up in a fair discussion. Otherwise the view is too one sided.

I have fire immunity on my hornet, and on my titan. I also have incendiary band since it basically first came out. I used to use it. I no longer do.

When it first was released, that was its very strongest. It was incredibly strong. But it is no longer really all that great. I can appreciate the obviousness of this post. I too see games where these vulcan incendiary combo do well. But at the same time lets be honest about the downside.

The very thing that is making this combo great, is what makes this combo absolute trash. I have fire immunity on two hulls. Incendiary has no effect on me. All it does is give me an advantage. If you have incendiary, then your vulcan is flat nerfed against me and all others with the fire immunity which is helping your combo. You do less damage. You're turret is more awkward with bullets firing less effectively. And you don't light your opponents on fire when they have fire immunity.

Stock vulcan with adrenaline and fire immunity is the best combo currently for vulcan in my view. Fire resistance, and fire immunity work both ways in tandem. There are more alarming things in the game right now than incendiary combos.

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i suggest this new augment. i think this is nice balance.

Vulcan augment-Cryo bands

+shots freeze the target 

+Maximum freezing per projectile:0.07%

-freezing only when no self-heating

-Overheat resistance=6.00sec

This augment makes more easy targeting.

Explain the augment 

 Part of the ability to cool the barrel has been changed to the ability to cool the target.
so,the barrel heats the hull more early.

Edited by Gauss-XT

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1 hour ago, Gauss-XT said:

i suggest this new augment. i think this is nice balance.

Vulcan augment-Cryo bands

+shots freeze the target 

+Maximum freezing per projectile:0.07%

-freezing only when no self-heating

-Overheat resistance=6.00sec

This augment makes more easy targeting.

Explain the augment 

 Part of the ability to cool the barrel has been changed to the ability to cool the target.
Therefore, the barrel immediately heats the hull.

If the barrel "immediately heats the hull" how does it ever satisfy first red bullet above?

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