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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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What I hate in this turrent is that it has a very big angle in autoaim. So you have a noob who just stand in a high place and just keep pressing space and he shoot right left up down with just little movement of his turrent.

This is very annoying, even in stadium map he can still shoot me when im in the central yard to an incredible angle

That is annoying, huh? Which is why I use it! Smoky used to have the greatest angle...then Vulcan came along! :D

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Epic God of a turret. The Only one seemingly unaffected by the rebalance. Not many protection modules on enemy tanks due to rampant Freeze, Fire, and Thunder/Smoky usage, so Vulcan generally rules unchecked.

 

With supply cooldowns shortened, you can run fully drugged pretty much non-stop.

 

Titan-Vulcan is pretty much the combo to beat.

 

I've been looking for a good turret to help me with my 9999 kills super mission - this might be it.

Edited by austen_pierce

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I've been looking for a good turret to help me with my 9999 kills super mission - this might be it.

What you've said about Vulcan is good...but I will only focus on the quoted part.

 

Best turret for kills= shaft, and preferably if you have a lot of DDs.  Unquestionably the best for gaining kills, (obviously pick a good map too)-but I do understand Shaft (playstyle) is not for everyone. It's also one of the hardest turrets to use effectively at your rank.

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What you've said about Vulcan is good...but I will only focus on the quoted part.

 

Best turret for kills= shaft, and preferably if you have a lot of DDs. Unquestionably the best for gaining kills, (obviously pick a good map too)-but I do understand Shaft (playstyle) is not for everyone. It's also one of the hardest turrets to use effectively at your rank.

I'm open to suggestions but... errrm... at 1st Lieutenant, what would you know about Shaft usage at Gissmo?

 

The Shaft users I see are generally pummeled by more mobile rigs or bored to death in some obscure corner.

 

Yes, maps make a difference. I've seen Shaft do well on Rio and of course Highways and Brest as well as Monte Carlo, but nowhere near the kills per minute I've gotten with Vulcan on Poly CP.

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I'm open to suggestions but... errrm... at 1st Lieutenant, what would you know about Shaft usage at Gissmo?

 

The Shaft users I see are generally pummeled by more mobile rigs or bored to death in some obscure corner.

 

Yes, maps make a difference. I've seen Shaft do well on Rio and of course Highways and Brest as well as Monte Carlo, but nowhere near the kills per minute I've gotten with Vulcan on Poly CP.

That was exactly my point. Shaft is very hard to use effectively at the highest ranks. The thing is, Shaft is an Alpha Damage weapon, whereas Vulcan is a DPM weapon. So in DMs, Shaft can killsteal easily, whereas Vulcan gets killstealed a lot.

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Not at all. Smoky's damage decreases a lot more than Vulcan's damage over distance

Both turrets' damage decrease significantly over range. With the rebalance update they doubled Vulcan's weak damage parameter. But TO secretly halfed the weak damage parameter from 50% to 25% again after the rebalance update took place. Since Vulcan's shots don't die out (it has no max. range), it affects the damage decrease even stronger.

 

P.S. I'm curious about the values of Vulcan's self-cooling parameter  :ph34r:

Edited by Tani_S

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That was exactly my point. Shaft is very hard to use effectively at the highest ranks. The thing is, Shaft is an Alpha Damage weapon, whereas Vulcan is a DPM weapon. So in DMs, Shaft can killsteal easily, whereas Vulcan gets killstealed a lot.

No, the arcade mode damage of M3+ Shaft is extremely low compared to M3+ hull armor. Shaft's only hope in DM is getting enough time to power up to full charge in sniper mode before getting burnt, frozen, railed, or hammered.

 

Then you have to consider drugging. No way does a Shaft get in two full power sniper shots before the Vulcan destroys him, not even with repair kits.

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No, the arcade mode damage of M3+ Shaft is extremely low compared to M3+ hull armor. Shaft's only hope in DM is getting enough time to power up to full charge in sniper mode before getting burnt, frozen, railed, or hammered.

 

Then you have to consider drugging. No way does a Shaft get in two full power sniper shots before the Vulcan destroys him, not even with repair kits.

First, why is that shaft using arcade mode? Shafts who constantly drug DDs get the most kills.  DD shaft is a troller.

 

Also, Shaft is great against Vulcan. Vulcan's bane- is often Shaft.  When a Shaft does peek-a-boo, it does much more damage than a vulcan hitting it. The scope negates Vulcan's impact forces completely.

 

Third, shaft's arcade mode is great for killstealing, if you can judge the right time to shoot.

 

Anyway, you don't have to always play DMs. :P

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^ btw I think I've read (maybe misread) that you said, that shaft's arcade does half of the normal damage if it is shot with only half of the charge. I tested it and I can't confirm this.

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^ btw I think I've read (maybe misread) that you said, that shaft's arcade does half of the normal damage if it is shot with only half of the charge. I tested it and I can't confirm this.

It's true. My m2 shaft does 502 in arcade shot. If I fire as soon as the arcade lets you after the scope shot (half charge) it does 251 damage.

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It's true. My m2 shaft does 502 in arcade shot. If I fire as soon as the arcade lets you after the scope shot (half charge) it does 251 damage.

I tested it pretty extensively with low charges and it was always 536 with arcade shots. Are you sure, that the other tank didn't take DA? I don't get the purpose of this Min./max. damage of both the arcade and the snipe shot of Shaft. Contrary to the wiki the in-game stats don't show any difference between min.max. damage (neither for sniping nor arcade).

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I tested it pretty extensively with low charges and it was always 536 with arcade shots. Are you sure, that the other tank didn't take DA? I don't get the purpose of this Min./max. damage of both the arcade and the snipe shot of Shaft. Contrary to the wiki the in-game stats don't show any difference between min.max. damage (neither for sniping nor arcade).

Something's wrong with your Shaft. It's way too overpowered if you can just get the max damage without waiting to be fully charged. :D

Edited by r_I_already_won0
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Ok I finally got it, I haven't read carefully enough. All damage from shaft is independent from range. Arcade Shot is independent from charge too = always constant damage (all values of Min.Dmg. Arcade = Max.Dmg. Arcade). Shafts snipe damage is totally dependent from charge (probably a linear continuum between its min. and max. damage along the energy consumption). If you hold it to the max. (3 secs), you make max. snipe damage.

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Ok I finally got it, I haven't read carefully enough. All damage from shaft is independent from range. Arcade Shot is independent from charge too = always constant damage (all values of Min.Dmg. Arcade = Max.Dmg. Arcade). Shafts snipe damage is totally dependent from charge (probably a linear continuum between its min. and max. damage along the energy consumption). If you hold it to the max. (3 secs), you make max. snipe damage.

Yes- didn't you state you understood my explanation somewhere in the "wiki Hub"? :D  Shaft and Railgun's damage is not affected by range whatsoever.

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Ok I finally got it, I haven't read carefully enough. All damage from shaft is independent from range. Arcade Shot is independent from charge too = always constant damage (all values of Min.Dmg. Arcade = Max.Dmg. Arcade). Shafts snipe damage is totally dependent from charge (probably a linear continuum between its min. and max. damage along the energy consumption). If you hold it to the max. (3 secs), you make max. snipe damage.

Is that an M3? Three seconds to charge up for over 2000 dmg?  Wow!

 

It takes an M3 smoky 6 seconds to do slightly more than that (2255)...

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Yes- didn't you state you understood my explanation somewhere in the "wiki Hub"? :D  Shaft and Railgun's damage is not affected by range whatsoever.

Well yes  :P

I knew the range independence thing, but not that sniping damage is dependent from the charge level.

 

 

Is that an M3? Three seconds to charge up for over 2000 dmg?  Wow!

 

It takes an M3 smoky 6 seconds to do slightly more than that (2255)...

3 secs refers to the energy consumption (for all M levels for shaft). The energy reload is something else, because "Charge" and "Reload" is a difference. At M4 it takes 6 secs, at M0 8,5 secs.

So basically if you are starting with no energy left and you want to deliver max. damage at sniping, you first have to reload at M4 for 6 secs and then hold space for 3 secs to deliver 2400 damage. Doesn't look so marvelous when looking at it this way..

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Well yes  :P

I knew the range independence thing, but not that sniping damage is dependent from the charge level.

 

 

3 secs refers to the energy consumption (for all M levels for shaft). The energy reload is something else, because "Charge" and "Reload" is a difference. At M4 it takes 6 secs, at M0 8,5 secs.

So basically if you are starting with no energy left and you want to deliver max. damage at sniping, you first have to reload at M4 for 6 secs and then hold space for 3 secs to deliver 2400 damage. Doesn't look so marvelous when looking at it this way..

So if you've just fired it's another 9 seconds to do the 2400 dmg. Whew.

 

What's the reload for Arcade?

Edited by wolverine848

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So if you've just fired it's another 9 seconds to do the 2400 dmg. Whew.

 

What's the reload for Arcade?

for arcade it's 2,5 secs on m4 and ~3,4 secs on M0

 

onto the 9 secs you probably will also need to add 0,5 secs, so that the shot counts on the enemy tank or for leaving sniping mode.

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^At Gismo/Legend that 6-9 seconds is enough for you to be killed five times over

I almost exclusively play with Shaft (m4) and I agree that against a M3-4 Vulcan, in direct shootout between the two, Vulcan usually wins. However, you don't fo that as a Shaft user - You avoid the duel and shoot softer targets, including the ones the Vulcan already softened for you. :)

 

That being said, Shaft success (in DM) is also dependant of not having too fighting against too many heavy hulls, and all drugs being equal ofc. Speaking as someone who often finish top 3 in DM Polygon.

 

As for Vulcan: I agree, it's fantastic dps turret and often easily dominates, especially with drugs.

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