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Let's Discuss Vulcan!


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LETS DISCUSS VULCAN  

23 members have voted

  1. 1. Which gaming style do you prefer when playing with Vulcan?

    • Attack
      11
    • Defence
      3
    • Support
      10
    • Parkour
      1
  2. 2. Which Vulcan augments do you prefer?

    • Shooting speed regulator Shooting speed regulator
      4
    • Reinforced aiming transmission
      5
    • Incendiary band
      3
    • Rubberized rounds
      5
    • Adrenaline
      11
    • Standard
      2
  3. 3. Which skin for Vulcan do you prefer?

    • Standard
      4
    • XT
      7
    • Prime
      4
    • Ultra
      15


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it only takes a 1 point nerf going from close range to max range (Look at the wika, M4 Twins only drops 1 point, all the other levels a 2 to 3 point drop, not an 80 percent drop).

dude, check the weapon yourself, damage drop starts at 15m (whichever level it is), and damage drops down to 1-20% (1 for M0, 20 for M4) at max range.

http://en.tankiwiki.com/Twins

 

Twins would be stupidly OP if it had 20 damage per shot (80 damage per second) up to 80m (M4 range).

that's only 4.2 damage for M4...

 

also, what you didn't mention -

Vulcan has instant hit bullets while Twins has much slower projectiles than Ricochet.

Twin's projectile radius is a big problem - Vulcan shots is rarely blocked by teammates or destroyed tanks if the shooter knows where to aim because of the lack of projectile radius.

Vulcan has very good auto-aim angles.

 

those are the key advantages of Vulcan over Twins in my opinion, other than the obvious range advantage.

 

lastly, I know they are very different weapons (as if any weapon in this game are actually similar?), the reason I compared them is because they both fire a continuous stream of bullets/projectiles and can do so for as long as their hull can handle all the damage its taking.

 

not going to compare Vulcan to Rail or Shaft ever because those two weapons doesn't suffer any damage drop at all.

as for comparing weapons with damage drop, the best comparisons to make would be between those having similar maximum damage range.

(in order of maximum damage per second)

Firebird 5m

Freeze 5m

Isida 16-23m

Twins 15m

Vulcan 32-50m

Hammer 48.3-65m

Ricochet 60-80m

Smoky 40-60m

Thunder 51-70m

Railgun x

Shaft x

as can be clearly seen, Vulcan has much higher maximum damage range so like I said, "the reason I compared them is because they both fire a continuous stream of bullets/projectiles and can do so for as long as their hull can handle all the damage its taking."

 

this "apples and oranges" phrase is used improperly too much. you can compare apples with oranges.

if all you do is compare apples with apples, or oranges with oranges, you are not doing a full comparison, you are just measuring.

definition of compare: estimate, measure, or note the similarity or dissimilarity between.

Edited by RAG1NG

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wait a minute...

2. Vulcan's overheating is similar to Firebird's afterbrun and if I'm not wrong max afterburn damage(at M4) is 30 HP/s which is achieved in 4s.      (They told that in a certain VLOG). Assuming you don't have any protection.

Vulcan M4's damage per second is 60, if it takes 30 damage per second from maximum afterburn damage, then wtf?

and that 60 damage per second is only up to 50m, if the target is at 100m, it only does 45, then 30 at 150m.

someone please confirm if this is correct.

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add the spin-up and down to what? I don't see any reload stat or amount of energy + energy recharge rate (firebird/freeze/etc. has this as reload stat).

 

are you saying a Vulcan M4 with Wasp M4 will self-destruct within 17 seconds (7 seconds no overheat firing + 1 second spin-up)?

There is nothing like reload when it comes to Vulcan you can start firing when the barrels start spinning. If you leave space the barrels will take 1s(at M4) to stop rotating and then when you hold space again you can start firing after the barrels start spinning again(takes 1s). There is no 'charge' when it comes to Vulcan, it has a unlimited rate of fire(Until you SD)

The stat that says Time taken to start overheating is NOT the time taken to SD. After you start firing you'll not receive overheating damage until a certain amount of time(which is your time taken to start overheating). If you go on shooting you'll start receiving damage every second which will depend on the modification of your Vulcan.

 

wait a minute...

Vulcan M4's damage per second is 60, if it takes 30 damage per second from maximum afterburn damage, then wtf?

and that 60 damage per second is only up to 50m, if the target is at 100m, it only does 45, then 30 at 150m.

someone please confirm if this is correct.

Just tested those numbers with my Viking and Vulcan combo. I did the math and the afterburn damage came up to 21-22 Hp/s. Now I did a lot of approximations and my combo isn't even M4 so those numbers are most probably true.

I hope that helps :)

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There is nothing like reload when it comes to Vulcan you can start firing when the barrels start spinning. If you leave space the barrels will take 1s(at M4) to stop rotating and then when you hold space again you can start firing after the barrels start spinning again(takes 1s). There is no 'charge' when it comes to Vulcan, it has a unlimited rate of fire(Until you SD)

The stat that says Time taken to start overheating is NOT the time taken to SD. After you start firing you'll not receive overheating damage until a certain amount of time(which is your time taken to start overheating). If you go on shooting you'll start receiving damage every second which will depend on the modification of your Vulcan.

oh, just used one in battle.

 

I thought there was a reload time because of the charge bar, but it seems to be there just to represent the time left to start overheating as it goes back up to full just as the barrels stop spinning no matter how much of the bar was used.

 

thanks for confirming the overheat damage. I guess 150m is a very long range anyway so (assuming you don't have firebird protection paint) trading your life for your target that far away is not enough to make the weapon suck.

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thanks for confirming the overheat damage. I guess 150m is a very long range anyway so (assuming you don't have firebird protection paint) trading your life for your target that far away is not enough to make the weapon suck.

At max range it only does 25% of the original damage <_<

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At max range it only does 25% of the original damage <_<

that's why I said 150m, max range is 200m.

 

tried Vulcan M0 and only thing I didn't like is the very long spin-up and spin-down combined with its terrible damage.

but M1 has like 40% more damage and the spin times are also less so I'm going to proceed and get one for my WO3.

Edited by RAG1NG

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the auto-aim is OP and if you cant see your enemy but all you can see is the sparks in the middle that is a way to know your hiting someone - another way is if you hear the sfx

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One of my favorite things to do with a Vulcan is to go to the map, Rio, and shower the enemy beneath with lead from the rooftop! There are ramps that let you angle your turret down and the auto-aim makes it easy to shoot almost anyone!

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Hey guys, I do not try this gun so much, I prefer twins or hammer. But tomorow is 50% off. Do you think that it is good idea to buy M2 vulcan, I do not know if I should buy it or buy viking M1 + freeze or viking save money for M2 twins? How much usefull is this turret?

Edited by krecek897

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Now it's time for me to rant about Vulcan.

 

I hate Vulcan, alright? I thought it was a good idea when it was first announced, it looks cool, sounds cool, does decent damage, has great range, and is terrifying to go up against. It has a unique gyroscope effect and a pretty decent weakness -- you can't turn and fire fast enough at a tank at close range. All around, it's pretty well-balanced, and I think that it could be a great turret, except for one aspect...

 

 

 

24mgoyq.jpg

 

 

 

While Vulcan's impact force increases heavily (I'm guessing to counter the increasing weight of hulls), the gap between Vulcan's impact force and the weights of Hornet or Wasp (which many, many players use) increases severely. Look at this:

 

Vulcan's Impact Force vs Wasp's Weight

 

M0 - 115 vs 1100 (10.45% ratio)

M1 - 235 vs 1391 (16.89% ratio)

M2 - 310 vs 1799 (17.23% ratio)

M3 - 475 vs 1908 (24.90% ratio)

M3+ - 580 vs 2200 (26.36% ratio)

 

As clearly seen by the figures, while Wasp's weight doubles between M0 and M3+, Vulcan's impact force is more than multiplied by 5 by the same modifications.

 

What does this look like in the battlefield?

 

As a Wasp M2 (full micro-upgraded Wasp M1) player, I've been rendered helpless simply by coming under fire from an M1 Vulcan, and have been literally flipped over by an M2 Vulcan on several occasions.

 

I thought that the only turret that was supposed to be able to incapacitate or disable a tank (for a short time) was Freeze, and with that gun, you have to drive up next to them and fire for several seconds before you can freeze them. With a Vulcan, you can do so at range, and completely incapacitate a Wasp or Hornet, flipping it or forcing it to drive into a wall.

 

In short, starting from Vulcan M1, the impact force for Vulcan is completely insane, and should definitely receive a nerf.

  • Like 1

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i dont even have vulcan in my garage... u know why? there's a bug

it happens quite often actually...

1.) i enter a game and encounter a vulcan near my spawnpoint.

2.) he sees me and starts to charge the turret

3.) i become solid and vulcan bullets start streaming towards me...

4.)  but... uh-oh what's this? it's not even hitting my tank xD AAAhahahaha

5.) i stand still for a while and move a bit... and it's still not hitting me? WHAT?  :blink:  :D :D

6.) i leave his fat butt and go for the flag :ph34r: ninjah :ph34r:

> and that folks - is why i never bought the vulcan

> but seriously tho ive never heard anyone report this bug before

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i dont even have vulcan in my garage... u know why? there's a bug

it happens quite often actually...

1.) i enter a game and encounter a vulcan near my spawnpoint.

2.) he sees me and starts to charge the turret

3.) i become solid and vulcan bullets start streaming towards me...

4.)  but... uh-oh what's this? it's not even hitting my tank xD AAAhahahaha

5.) i stand still for a while and move a bit... and it's still not hitting me? WHAT?  :blink:  :D :D

6.) i leave his fat butt and go for the flag :ph34r: ninjah :ph34r:

> and that folks - is why i never bought the vulcan

> but seriously tho ive never heard anyone report this bug before

This isn't a bug at all. The thing is the Vulcan is not glitching, the player shooting you has high PING. This occurs with all turrets but can easily be fixed. Usually if you have high PING and your turret does not function properly, (you will not be able to take bonus boxes or Gold Boxes either) you can simply reload your tank. (Self-destucting, getting destryoed, or changing equipment.) Sometimes however, the PING error is because of slow connection and requires you to reload the page. Hope this helped!

Edited by bobthebuilderisnot

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That'll work! I wouldn't say supplies are entirely necessary, though :P. I'll try and see if I can get the Vulcan/Mammoth kit - if not, then Vulcan separately and then MUs on equipment. 

Edited by NewbieCake

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