Zeshi, on November 13 2012 - 03:37 PM, said:
1. I'm actually a pretty good pilot and can beat (some) Vulcan users using poke tactics. The issue is that those poke tactics work just the same against an AR or smg user, and those weapons are undeniably weaker than the vulcan.
But that's how you beat high-ROF weapons, period -
by not standing there and getting shot. The fact that it's Vulcan, AR, or SMC has nothing to do with this - the simple fact is they live or die by Line-of-Sight, and if you can keep that minimized, you can beat them as long as you got adequate cover and play smart. On the other hand, if you rush them, then yes you're going to get your butt kicked.
This is why, by the way, I'm all for removing it from A-Class and B-Class. There the maneuverability of the A-Class and the heat-killing abilities of Assault absolutely combine to make it OP. But in both those cases, the simpler solution is to simply not let it be equipped on those classes (...Hmm, there's an idea, devs. Make it so that guns, items, and internals have classes of mechs they can be equipped on...) rather than just nerfing the Vulcan. It's fine as it is on the C-Class because you expect the C-Class to be slow, powerful, and hulking in general, but a speedier mech (especially an A-Class) can give it serious trouble.
Zeshi, on November 13 2012 - 03:37 PM, said:
2. I've been simply comparing the AR and vulcan, not bringing class into it. You know other classes besides the assault use the AR as well right_
Sure, but those classes don't have the heat-killing ability the Assault does. They're not designed for sustained fire, like the Assault is, and that's what the Vulcan-using C-Class is most akin to.
Zeshi, on November 13 2012 - 03:37 PM, said:
3. For the last time, the Vulcan generates more heat but it has even greater heat effencincy than both ther AR or smg. If it was to be a "high damage high heat weapon" it would need to be something like generate max heat in 6 seconds, but deal out 700 damage in those 6 seconds. Currently its not a trade off. You get better heat effencicy and much better dps.
Not going to deny it does better DPS (that's its job, after all) but there's still the fact that it assumes perfect hits - which, in practice, do not happen. Not every shot is going to land and any smart player begins evading like crazy if they hear a Vulcan spin-up. In both of these cases, the AR and the SMC is much more forgiving, since they generate less heat, and unlike the Vulcan, effectively have no spin-up time. (While they do have WarmUpTimes listed in the files, there's also an explicit comment next to both - "This is a special case, the weapon starts firing right away.") A Vulcan user who can't keep the crosshair on the enemy is in way more trouble than a AR or SMC user, and if the weapon ever does fully spin down, it's a half-second delay before they can spin it back up and begin firing.
The Vulcan has better heat efficiency with perfect aim, but humans aren't perfect. Even really good shots probably only make 70-80% hit.
Zeshi, on November 13 2012 - 03:37 PM, said:
4. "Nerfing a weapon should never be the answer" . Ok, so i guess if their was a, lets say, flamethrower secondary weapon in the game that did 400 dps and generated heat on the opponent you would just tell people to deal with it and "learn to counter it_"
I actually thought about making such a weapon (a heat-generating weapon) as a suggestion the other day, to be honest.
400 DPS, however, would be incredibly overkill, so if you're going to use such an example, use one that makes sense. My idea was actually more of a support weapon - it did no damage, but it increased the opponent's heat.
Plus, a flamethrower would have a range limitation, so yes, countering it would be as simple as getting out of range.
Zeshi, on November 13 2012 - 03:37 PM, said:
5. Adjusting how good/bad weapons are is not how you "wreck balance". Quite the opposite in fact, its how you achieve it.
But adjusting them to the point where there's no reason to get it is, indeed, how you wreck balance.
Put it this way. Let's say you tone down the Vulcan It loses three points of damage, and gains 0.015 seconds of refire delay - still faster than AR, and still better in heat.
- Assault Rifle: ROF 0.135 seconds, 1.08 heat per bullet, 12 damage per bullet (~7.4 shots/second, 8 heat/second, 88.88... damage/second). 1,111.11... damage in 12.5 seconds.
- Point-D Vulcan (with tweak): ROF 0.120 seconds, 1.05 heat per bullet, 11 damage per bullet (~8.3 shots/second, 8.75 heat/second, 91.66... damage/second). 1100 damage in 12 seconds.
How would you ever justify spending 3750 HP on it if you've got a class that can already use the AR and get nearly the same results_ The answer is, you wouldn't - not when the AR does nearly the exact same performance. Comparatively, the Vulcan spits out more bullets and does very slightly more damage with the nerf still - but it's nerfed enough that it's worthless in comparsion, and if they had the choice between the Vulcan or the AR, players who are smart would pick the AR because the Vulcan is way more noticeable while doing nearly the same overall damage.
It then literally becomes a weapon almost nobody uses (a fate that's already befallen the SA Hawkins).
Zeshi, on November 13 2012 - 03:37 PM, said:
6. The AR will not do steadier damage than the vulcan, just significantly slower damage. They both are just point and track.
It does do steadier damage because, ultimately, it's much more forgiving of missed shots than the Vulcan is. Vulcan users have to factor in a spin-up (which is necessary for any sort of real cool-down) and they also have to make much more of their hits count as the AR does have a superior spread, with a relatively predictable spread increase.
Zeshi, on November 13 2012 - 03:37 PM, said:
7. The brick wall comment is the result of you continuing to argue in spite of the fact that the Vulcan does more damage, in a shorter amount of time, and with a higher heat efficiency, than the AR or smg while having no significant disadvantage/counter that the AR and smg do not have.
Much more noticeable, has to be purchased, is eventually going to be limited to the slowest, bulkiest, hardest-hitting mechs... players are not going to be happy if they spend 3750 Hawken Points on something that's ultimately a "slightly-better-than-regular AR."
If people spend 3750 HP on a gun, they're going to expect something that can do some serious firepower. Flak, HEAT Cannon, and so on all pack some wallop - those are the sorts of weapons you can buy. Too much nerfing of the Vulcan will lower it to the point that it's basically a slightly (and not statistically significant) better AR and it essentially becomes a waste of Hawken Points.
Zeshi, on November 13 2012 - 03:37 PM, said:
8. I have never once claimed it is "game breakingly bad" (even though if the Vulcan is left completely as is i will not play in the final product. which is a shame because i am quite a fan)
Your own words just betrayed you. If you didn't think it wasn't game-breakingly bad, why will you refuse to play the game because of its mere presence, without a tweak_
The thing is you have to balance a weapon against other weapons in its class (which is the heavy weapons class, NOT automatic guns), you have to balance the effort taken to obtain it (sidegrade or not, it does need to differentiate itself), and the player needs to feel like it isn't the exact same gun with a different skin. If this is restricted to C-Class, you're already going to see a lot less of it, and it's a distinct risk/reward tradeoff - it's loud, it's obvious, and it should tell you to be ready to be on your toes.
Ergo, while it's devastating, it's also not un-counterable, and it's not going to turn you into a magical stomping machine if you don't have an idea of what you're doing (merely reaching Level 20 is no sign of skill). So ultimately, I feel it's fine as-is, because believe me, does using this thing
ever make you a target against someone who knows what they're doing.