Stop me if I'm crazy, but the Vulcan still needs some work.
#1
Posted November 23 2012 - 02:22 PM
The first solution I brainstormed was, with scaling heat, effective damage range increases. At no heat, damage range is the same, within the yellow bracket of heat, damage range is increased by some amount, (25%_) and in the red bracket of heat, the damage range is increased further. (50%_ 75%_)
This would allow the Vulcan to do what its supposed to do, which is suppression. In this case, the enemy has to be sure to stay away from the front of the Vulcan so that they don't take as much damage, even if they're at a range that normally would be safe. However, for the user of the Vulcan, they have to manage their heat, so that once they attain red bracket heat, they can keep it there. Anyone that's used a Vulcan for any amount of time knows that its really easy to accidentally over-heat when trying to stop firing before shutdown.
The second solution would be that, with heat, total damage increases. Obviously, the damage boost from this would have to be small to avoid walking laser-cannons from roaming around, but I believe that this, too, could be a viable solution. Perhaps to compensate, starting/no heat damage would have to be reduced. However, the damage gradient would remain the same, so that even though it would gain effectiveness at mid-range combat, at long range it would still be impractical.
Currently, the Vulcan really is only good at very short ranges, and I believe either of these changes could make it more competitive in the long run, bringing it in line with other weapons, and raising the skill ceiling of the mechs it belongs to.
Beeware the Bee-class, Buzzin' and Bashin'
(Fear the Swarm)
#2
Posted November 25 2012 - 06:26 PM
#3
#4
Posted November 25 2012 - 08:07 PM
#5
Posted November 25 2012 - 10:22 PM
Beeware the Bee-class, Buzzin' and Bashin'
(Fear the Swarm)
#6
Posted November 25 2012 - 11:08 PM
#7
Posted November 26 2012 - 11:34 AM
#8
Posted November 26 2012 - 11:48 AM
AND THAT IS STILL THE PROBLEM.
Berserker _
Should not have a Vulcan.
Assault _
SHOULD NOT HAVE A VULCAN !!
Seriously, you go up against a lvl 20 assault with one of these, you lose.
They spin up, wait for heat to go into the reds, hit F, presto : overpowered Mech that can kill anything else, even several other Mechs at once.
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#9
Posted November 26 2012 - 11:55 AM
#10
Posted November 26 2012 - 12:05 PM
Avlaen, on November 26 2012 - 11:55 AM, said:
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#11
Posted November 26 2012 - 12:32 PM
And i'm sure it was an Assault, double checked both the looks (Fred) and the type of the player's Mech in the Scorelist.
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#12
Posted November 26 2012 - 12:33 PM
#13
Posted November 26 2012 - 12:43 PM
Dread_Lord_Pitr, on November 26 2012 - 12:32 PM, said:
And i'm sure it was an Assault, double checked both the looks (Fred) and the type of the player's Mech in the Scorelist.
Assault wasn't even supposed to have the Vulcan in CBE2, and that it was "a bug."
I'd have assumed they fixed that.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#14
Posted November 26 2012 - 01:42 PM
Or there's iffy things going on.
If i run into the guy again i'll try and capture it with FRAPS.
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#15
Posted November 26 2012 - 02:10 PM
#16
Posted November 26 2012 - 02:51 PM
Looks like it's confirmed...
And coincidentally, i think it was the guy i ran into (and slaughtered me and half my team) that posted that.
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#17
Posted November 26 2012 - 03:15 PM
I use the SMG because the vulcan just doesn't give me that "challenge" that I crave. It lowers the skill cap.
On a bruiser it's a really pathetic weapon though, without the weapon cooldown ability. The SMG is actually more useful.
#18
Posted November 26 2012 - 05:35 PM
#19
Posted November 26 2012 - 09:23 PM
Lithium03, on November 25 2012 - 11:08 PM, said:
The other problem with the vulcan is its damage drop-off. At short-range, where it's most effective, it is out-classed by the miniflak and flak. At mid range, its out-classed by the the AR. However, if What Adhesive wants to happen is to have side grades, the weapon needs to be something other than "puts a lot of bullets down range" Because honestly it doesn't even do that very well.
Every single time I try to make the thing useful I just switch to my scout because that way I can actually kill things. I just end up as hell-fire support guy, and If I wanted to do that I would play rocketeer, because I could actually kill things.
Beeware the Bee-class, Buzzin' and Bashin'
(Fear the Swarm)
#20
Posted November 27 2012 - 12:49 PM
PlagueDoctor, on November 23 2012 - 02:22 PM, said:
The first solution I brainstormed was, with scaling heat, effective damage range increases. At no heat, damage range is the same, within the yellow bracket of heat, damage range is increased by some amount, (25%_) and in the red bracket of heat, the damage range is increased further. (50%_ 75%_)
This is a cool idea.
We've updated the vulkan internally (not to the above haha), but it should feel a lot better now. I hope to roll out that change (and a bunch of other weapon changes) to you guys later this week after we do a bit more playtesting
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