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the burning effect on vulcan, too strong or not ?


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Hello everyone, I quit tanki for a while and when I came back , i found all these nice augments that absolutely ruined the game and made it more buyer-oriented than ever before.

there are MANY annoying augments, im not gonna talk about all of them, the focus of this topic revolves around the stupid augment for vulcan that allows it to burn you from across the map. it seems like every vulcan in the game has this augment nowadays and it's not even fair to play against, if you get hit by 2 or 3 bullets you just lose half your hp just from the burn effect, it seriously needs a nerf, especially considering that some of these vulcan players dont even suffer from the burn because they even have the more ridiculous hull agument "heat immunity". and it's not like this heat immunity is  even affordable for non-buyers, you have to buy it with a LOT of real money or you have to be extremely lucky to get it on the hull you want it on from ultra containers.

It surprises me how much the game changed into becoming worse and worse, I appreciate the effort put into the development but it's no wonder this game is almost dead and has almost no players left, it seems like you need to pay for everything in order to enjoy the game, you need to buy drones, augments for hulls, augments for turrets, you need to max protections so you don't get that guy that one shots you with guass or railgun.

so discuss here, am I overreacting to this problem, or is everyone annoyed by this? should this game be more so around skill or buying and spending money on virtual items? i don't know anymore, i used to really enjoy this game but it's getting less fun lately.

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To be honest, Incendiary Band vulcan is one of the lesser evils. It is annoying when people use Heat immunity with it, but unless there's a massive gap in power (as in 7k GS to 9999 GS or some such) it can be fought. Albeit ineffectively, but still. Double armour, heat resistance, some vulcan protection and staying mobile definitely make it much harder to kill you, even if you cannot get heat immunity. In any case, challenges and their gold tiers can reward you with Heat immunity such as the challenge for this month, which make it easier to get the augment. You do need tankoins, but at least it's a possibility.

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4 minutes ago, mhh.2000 said:

so discuss here, am I overreacting to this problem, or is everyone annoyed by this? 

You are not overreacting. But you should know that the Incendiary Band augment by itself most often is not a significant threat. It becomes a significant threat when paired with Heat Immunity. 

 

For now, your readily available options to reduce the overall damage they do to you are any or a combination of the following: 

 

  • Use hovering hulls
  • Drive perpendicular to their line of fire at a distance
  • Equip Vulcan protection module
  • Equip Heat Resistance augment for your hull
  • Avoid being stationary for extended periods of time 
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18 minutes ago, LOLKILLERTOTHEDEATH said:

Double armour, heat resistance, some vulcan protection and staying mobile definitely make it much harder to kill you,

I have all these and makes little difference - the Incendiary does heat you up too much.  And does not seem to take many "hits" to do it.  Even though you mitigate the actual vulcan damage, the burning just wrecks you.

Still can't believe they allowed those two augments to work together like that. It breaks the spirit of the Incendiary Band augment.

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Afterburn is too strong, period. 300 damage per second is substantial at high ranks and devastating at low ranks. In my opinion afterburn damage should be proportional to the temperature of a tank, like it used to be.

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12 minutes ago, ThirdOnion said:

Afterburn is too strong, period. 300 damage per second is substantial at high ranks and devastating at low ranks. In my opinion afterburn damage should be proportional to the temperature of a tank, like it used to be.

Agree, but then the devs would have to make the now useless fire protection module the way it used to be, if not vulcan would be useless, and self destruct within seconds due to heat damage.

TO is just to complex now with all these updates. A lot of them are just way OP and are designed that way for the P2W players.

No getting round it, TO is just going to keep getting more OP with every update they bring in.

My game time has been cut drastically because of a number of factors, here imo are the main 5....XP/CRY RATIO.....FLYING HACK......EMP GAUSS.....AP......RANK SPREADS.

 

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Incendiary Band was never the problem.
 

You're basically forced to take guaranteed damage in order to inflict a burn effect that can be removed via Repair Kit.

 

I like the alteration....it's balanced and has a cool effect to it, but things like Regular Vulcan, Reinforced Aiming Transmission, or Shooting Speed Regulator are far easier to use.

 


Anyways, the only thing that makes Incendiary Band "strong" or "OP" is Heat Immunity. 
 

Here's the solution: Delete Heat Immunity from the game.......or even better, Delete ALL Hull Augments.

Before 2020, no one ever got annoyed by Incendiary Band.

We shouldn't nerf it because it got indirectly buffed by a buyer-only item.

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1 hour ago, ThirdOnion said:

Afterburn is too strong, period. 300 damage per second is substantial at high ranks and devastating at low ranks. In my opinion afterburn damage should be proportional to the temperature of a tank, like it used to be.

So with Vulcan how does that actually work?  Smoky does 300/second, but it's every 5th shot and replaced the critical boost.

Does every bullet from vulcan do the same thing?  Or does each bullet raise the temperature by X amount?

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16 minutes ago, wolverine848 said:

Does every bullet from vulcan do the same thing?  Or does each bullet raise the temperature by X amount?

Each bullet raises the temperature of the target by 0.07 units.

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also the heat comes after you're in "afterburn" 

about it needing nerf they have done it I believe twice if not more, the only real downfall I see from using it is it makes the turret turning speed so slow other than that on the right map and mode its very effective.

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7 hours ago, wolverine848 said:

the Incendiary does heat you up too much.  And does not seem to take many "hits" to do it.  Even though you mitigate the actual vulcan damage, the burning just wrecks you.

Incendiary band alone is tolerable at least as the user wouldn’t be able to keep shooting for long and, the fact that the bullets travel and it doesn’t do well in long range any longer. So in mid to small maps a problem yes but not in large maps.

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One thing that bothers me with this combo is that it seems very difficult to counter with the stock vulcan. With other turrets I've learned to deal with the incendiary abomination, to the point that now it's a minor annoyance (basically kill them every time you get the chance by sacrificing the repair kit, and run from them the rest of the time), but in a vulcan 1v1 I get the impression that the incendiary will have a clear advantage. Which can be annoying considering the prevalence of this abomination, and gives the impression that using it is the only viable way to use Vulcan in the high ranks.

But again, as I say outside of that particular issue at this point it no longer bothers me too much. The true evils of this world are the crisis/hopper combo and EMP Gauss (so glad I have the immunity against that one now).

Edited by Catbird
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12 minutes ago, Catbird said:

One thing that bothers me with this combo is that it seems very difficult to counter with the stock vulcan. With other turrets I've learned to deal with the incendiary abomination, to the point that now it's a minor annoyance (basically kill them every time you get the chance by sacrificing the repair kit, and run from them the rest of the time), but in a vulcan 1v1 I get the impression that the incendiary will have a clear advantage. Which can be annoying considering the prevalence of this abomination, and gives the impression that using it is the only viable way to use Vulcan in the high ranks.

But again, as I say outside of that particular issue at this point it no longer bothers me too much. The true evils of this world are the crisis/hopper combo and EMP Gauss (so glad I have the immunity against that one now).

Actually that needn't be the case. At close range, you will most likely be very easy to destroy by someone using Reinforced aiming transmission. At long range, aiming and actually landing hits is a challenge, and someone using the adrenaline augment (which lets you have 100% bullet velocity) would most likely do better. Unlike Thunder, the augments aren't all that clear cut. Heat immunity totally shuts down Incendiary band (as in if you are using incendiary band against an enemy who uses heat immunity) too.

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43 minutes ago, LOLKILLERTOTHEDEATH said:

Actually that needn't be the case. At close range, you will most likely be very easy to destroy by someone using Reinforced aiming transmission. At long range, aiming and actually landing hits is a challenge, and someone using the adrenaline augment (which lets you have 100% bullet velocity) would most likely do better. Unlike Thunder, the augments aren't all that clear cut. Heat immunity totally shuts down Incendiary band (as in if you are using incendiary band against an enemy who uses heat immunity) too.

yeah that's a fair point but not everyone can get the heat immunity augment as it seems ridiculously expensive or you would have to be super lucky to get this augment on the right hull from containers.. that's why the reinforced aiming transmission augment is op , because only a small percentage of people can actually afford to buy the heat immunity, if it was countered by a crystal item -say a drone for example that costs 150k- then ok, still OP but possible to deal with. Right now it's just OP and impossible to deal with... I usually just leave a game from the start if i find one of these annoying augments like this one or the EMP one from guass, they straight up ruin the game for everyone and immediately make it unfair without needing a whole lot of skill to use.

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5 minutes ago, mhh.2000 said:

yeah that's a fair point but not everyone can get the heat immunity augment as it seems ridiculously expensive or you would have to be super lucky to get this augment on the right hull from containers.. that's why the reinforced aiming transmission augment is op , because only a small percentage of people can actually afford to buy the heat immunity, if it was countered by a crystal item -say a drone for example that costs 150k- then ok, still OP but possible to deal with. Right now it's just OP and impossible to deal with... I usually just leave a game from the start if i find one of these annoying augments like this one or the EMP one from guass, they straight up ruin the game for everyone and immediately make it unfair without needing a whole lot of skill to use.

I assume you mean Incendiary band and not reinforced aiming transmission. Heat resistance can definitely help you counter it (50% less afterburn damage, which is pretty significant), as can using peek-a-boo tactics and staying far away from the player. Vulcan requires you to hit enemies consistently to ignite them badly, so really any strategy that makes you harder to hit will help. The augment itself isn't really overpowered as unlike EMP salvo, you can have some protection against the heat build up.

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I use Fire Effect augment for smoky,

it will burn enemy with critical shot, at mk7 max mu, it is about 3 shot to get critical shot to burn it on average, you can get it with crystal on sale, and you dont need heat immu with smoky, as smoky wont burn yourself like vulcan, vulcan you need to stay in line of sight most time.

also smoky can hit and run, special cool with hover hull on mobile, since you can use Auto Fire feature on mobile tanki, which is a auto aiming vulcan at same damage rate,

no need heat immu hull augment means you can use EMP immu or AP immu to counter emp guass or emp smoky or hornet OD.

so smoky fire > vulcan fire.

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I agree it's a pretty annoying combo, basically a long range firebird but i disagree that game is super P2W, it's going into a less buyer oriented direction since they introduced shards.

More containers = higher chance to get good augments and more crystals to buy some as well. On an alt i made recently i found heat immunity to titan early on and bought incineary band after saving up today. It's a blast to use, if you can't beat them, join them. You probably won't get some of the more OP items but you still get a lot more than you usually did and it's a great start.

It's heading in a positive direction and i'm hopeful they don't do something silly like remove the augments from containers and put them in ultra containers or something. Unless they already did and i didn't notice it. ?

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I think that the burning effect on Vulcan was too strong in 2019, but since tanki released the immunity augment I don't find people that still use it. And if they do, the whole of the tankers on the map change their augment immediately. So as you can understand Vulcan is not as strong anymore as it was.

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2 minutes ago, Knafo said:

I think that the burning effect on Vulcan was too strong in 2019, but since tanki released the immunity augment I don't find people that still use it. And if they do, the whole of the tankers on the map change their augment immediately. So as you can understand Vulcan is not as strong anymore as it was.

not everybody can afford to buy that augment, so technically releasing it did not exactly solve the issue, it just made it so that people who can buy it can actually play the game , while the others suffer...

i am not sure if you have the fire immunity augment or not , but of course you wouldn't notice them using the burning thing if they don't burn you. and by the way, one of these people on the enemy team is enough to ruin the game since he just needs to run around and shoot and burn everyone without losing any of his own HP, so it IS still insane.

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9 minutes ago, mhh.2000 said:

not everybody can afford to buy that augment

most of us had completed the last challenges. There we found more than 2 heat immunity augments for different hulls.

And most of the Tankers are completing challenges (Since Tanki has released that changes with the stars earning system)

if you don't have any immunity effect yet, I can understand your pain. Believe me, I felt it too.

 

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I say rubberized rounds are better than IB. The fact that rubberized rounds can bounce 4 times and still make its base damage despite the amount of ricochets it does, and its projectile speed is faster. than IB  I say this has more advantages than IB since many would have heat immunity on. On the contrary, Rubberized rounds are only obtainable in ultra containers but I say its pretty a great augment.b1297cf1c9890bd9da1757b3b63e188c.png

Edited by MysticBlood

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12 minutes ago, MysticBlood said:

I say rubberized rounds are better than IB. The fact that rubberized rounds can bounce 4 times and still make its base damage despite the amount of ricochets it does, and its projectile speed is faster. than IB  I say this has more advantages than IB since many would have heat immunity on. On the contrary, Rubberized rounds are only obtainable in ultra containers but I say its pretty a great augment.b1297cf1c9890bd9da1757b3b63e188c.png

Do you have Rubberised Rounds?

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2 hours ago, TheCongoSpider said:

Do you have Rubberised Rounds?

You see after i got terrible rewards from special missions. I had 250 tankoins and i was like why not take the chance to spend 150 tankoins for one ultra container in the shop.. and little did I know I got the augment. 

Edited by MysticBlood
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