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Hello everyone! One of the biggest physical problems with a turret like Vulcan is the speed of rotation. This is not so much of an issue at long range, but when faced with a wasp or hornet head-on, it becomes much clearer. As a heavy Vulcan user, I have been experimenting with the different ways that this gun can maintain focus on its targets at all distances. The most obvious ways is to speed up the rotation of the turret with a speed boost. Ever since this power-up had its perameters re-set to increase turret rotation speed as well as track acceleration, tankers have been blessed with even greater levels of precision aiming against faster targets. With a speed boost, Vulcan's turret rotation whilst firing is almost the same as it is silent without. This still requires the user to control the turret efficiently to hit opponents, however. It is also worth bearing in mind that whilst this may work well at short and medium range, tanks on the horizon may actually be harder to hit, since the turning becomes more responsive. Experience is key to precision controls. Another method involves the kinetic features of Vulcan. Due to its gyroscopic nature whilst firing, the turret rotation speed cannot be increased by turning the hull in the same direction. On the other hand, the hull can still be used to adjust position by moving forwards or backwards. To see what I am getting at, try the following: 1. Turn your tank sideways so that the Turret is facing at a right angle towards the enemy. 2. As the enemy moves either left or right, start to move your hull forwards or backwards in the opposite direction from them. Adjust the angle of Vulcan simultaneously. You will find that the angle of fire changes very rapidly like this. There are two other simple ideas I can think of: The easiest way to ensure that you do not get intercepted whilst firing is by changing the range. Backing off from the enemy allows you to keep aim at a safe distance. This is recommended when tackling an oncoming freeze, unless you choose to use the 'heated charge' I mentioned in 'Staying Cool with Vulcan'. The other is to pin down the opponent. Strong tanks like viking, or heavy tanks such as Mammoth, can destroy the foe best when they cannot flee. Since this offers the largest rate of damage from Vulcan as well, the degree of attrition is superb. Also, the extra power from Vulcan holds them in place. These are just my thoughts. I would love to hear yours, and feel free to comment on my abilities as a discussion writer. This is my second topic, and it probably shows... But thank you to everyone who reads these posts, and all those who viewed my earlier discussion on 'Keeping Cool with Vulcan'. Yours most gung-ho-lly, MARINE_ASSAULT_TANK
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In my opinion, the gold box is an advanced part of psychological strategy and tactics. If you start to apply rules to it, then the potential for strategy is lost. This is especially relevant in team matches. If I find I cannot get the gold box (because my tank is too big and slow :unsure:), I stick with the plan my team has formulated, and stay on task. There is also the basic point that to get a gold box drop, there has to a be a sizable battle fund. Some-one is going to be at the top of that list for rewards, so it is in your best interests to stop them.
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Banned for not using any punctuation, despite its obvious presence in the username. (Note that the word 'its' is applied correctly in this post, as opposed to 'it's', which many users cannot distinguish between)
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It's more of a beginners thing about double damage not doubling combustion. Since this is a unique feature of Vulcan which doesn't apply on other turrets, i thought it would make sense to bring it up.
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Also, I might be interested in writing a more extended article on this current forum subject for the TO Newspaper.
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Thanks for the feedback. This is my first time at writing a forum article. :) I added the colours to differentiate the ways of heat reduction. But I can keep things nice and simple in future. I understand that colours are only appropriate for titles and highlighting small bits. As for the script, I always start out big, since I don't always know what size is best for everyone to read. I will keep things at font 12. I am naturally good at writing stuff like this because I produce a lot of pieces for serious academic study. I like to keep things simple, and add little snippets of humour here and there. I am thinking of starting a few other forum articles on the following subjects: Disabling players (flipping them and pushing them over edges) with Vulcan Ways of sustaining and perfecting your aim with Vulcan Confounding Campers and runners with Vulcan Anyway, that's all for now from me. I will be back on Friday 29th January to write one of these. This has proved to be a very positive response for me, and I might add some more forum articles later
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Staying Cool with Vulcan
MARINE_ASSAULT_TANK replied to MARINE_ASSAULT_TANK in Staying Cool with Vulcan Archive
Hello Everone, Vulcan has been with us for nearly a year now, and whilst many of us consider overheating to be a nuisance, there have been various ways that tankers have gotten around this. Probably the most famous of these is to equip a heavy hull with a heat-resistant paint. Last year, some tankers discovered that the fire damage from an overheating Vulcan is exactly the same as from Firebird, therefore leading most newcomers to use effective combinations of Vulcan, Mammoth and Marine paint. This was what encouraged me to begin using Vulcan more seriously, and incorporate the term 'marine' into my Tanki username. I would like to know everone else's thoughts about how they get around this significant problem for Vulcan users. Below I have shared some of my best methods for both Death Matches and team games: 1. Equip a fire-resistant paint. This will not only reduce overheating significantly, but stagnate the effect before it gets too much to endure. This is complemented by a heavy hull (I use Mammoth). It also stands to reason that micro-upgrading your paints will also prove useful in fighting those 3rd Degree burns. 2. Get yourself a maintenance team. Isidas are the perfect solution to burn damage in a team battle, and the incentive of XP and points should be enough to attract a nice task force. Did I mention an invulnerable and invaluable machine-gun monster? In small team battles, this is almost always a means of guaranteed victory. Continual fire will overwhelm most enemies, until they start using drugs against you. Also, if you are using a big hull, you should rotate it sideways to block enemy fire from getting to your Isida supporters. Just remember that armour piercing weapons like Firebird, Freeze, Railgun and Shaft will still get through. You may want to ensure that the Isidas are at a safe distance. It is also good if your maintenance team hides in a side alley with some natural protection. 3. If there are no Isidas around, you can always rely on a friendly freezer to put out your fires. Whilst this offers no health for tanks which have already suffered burn damage, the cooling effect gets to work very quickly. It also allows the freezer to return to combat much quicker than an Isida would curing multiple casualities. 4. Go after freezers...Wait, what?! From my experience, I have noticed that whilst a heavy hull facing a freeze can be suicide, there is in fact a way of utilizing the burn damage from Vulcan for good use. As I mentioned previously, freeze cools down burning tanks, cancelling the overheating altogether. Get yourself nice and hot, and then charge at a freeze user - he won't be able to freeze you, and this combined with no burn damage levels the playing field with regular speed and damage ratios. You can even utilize this effect whilst attacking other tanks as well. WARNING: Do not approach Freeze before you start to overheat, otherwise things will begin to get frosty... 5. Drug...Okay, whilst this might not be a favourite of mine, since most players rage-quit almost instantly against it, there are obvious advantages, although they do not exceed those offered in team matches. Double Armour can usually be forgiven by most players. This will halve the time it takes for you to succumb to death from overheating. Repair kits are another choice, although they do not have the added bonus of protection from enemy fire. Repair Kits are also only useful when on low health, whereas the protective elements of Double Armour are far greater for Vulcan users on any amount of health. 6. The final one, if you are struggling. Contrary to popular myth, Double Damage does not double the effects of overheating. If you can bowl over enough tanks as possible before you self-destruct, you prove to be a powerful berserker. Yes, you die...but in this scenario, the positives outweigh the negatives.
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