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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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On the other hand the Vulcan without alt. Before the update could do only 3240 damage nonstop without overheating and after and with the alt. It can do 8100 damage.

If you want to sit there in the open for that long - and assuming you are not destroyed during that time.

 

My m2.5 Vulcan never had a problem destroying enemies with the original stats.

 

It is now a camping weapon for heavy hulls.  Boring...

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I'm not even sure Vulcan needed much in the way of increased DPS.  I wouldn't say no to a 10%-15% boost, but 25% might have been too much.

 

All it really needed was a fix for the overheating.  But Devs can't seem to address the actual problems - they need to re-vamp everything every time they touch an item.

 

Me-thinks they did this to sell more Alterations. Unfortunately, to (partially) get back the spin-up (alt only reduces by 50%) I think the Vulcan will lose some DPS as net compared to before the "buff" (only M4s with better spin-up consider this a buff).

 

M4 before "buff" was 540 DPS.  After was 600 DPS.  With MFR Alt it's 600-25% = 600-150 = 450.

So after alteration Vulcan has less damage than before, and still as longer spin-up.  = a NET LOSS overall.

I definitely performed better before the "buff" that was in reality a nerf. I think the damage increase would have made it a much better weapon and would not be OP still. Now if they extended heat up time, kept spin up/down at a second, and increased DPS while leaving turret rotation alone it would have been ridiculously OP. All they needed to do was fix the hyper-burn dynamic and buff the DPS...all the rest would have kept it in balance against the other turrets while encouraging a variety of playing styles...as it stands now I went back to Thunder, Rico, Shaft and Twins last night. Placed top3 most times. With Vulcan close to the bottom.

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If you want to sit there in the open for that long - and assuming you are not destroyed during that time.

 

My m2.5 Vulcan never had a problem destroying enemies with the original stats.

 

It is now a camping weapon for heavy hulls.  Boring...

True, the changes that are done, look like that it's made for long-range camping. That point about it being "boring" reminded me on Hazel saying a while ago that "we don't want boring turrets in our game" when referring to Vulcan. The question I ask myself is then how much camping is associated with being boring...

 

Anyway, especially the spin up and the temperature changes are terrible for low rankers, and this needs to be repaired or somehow compensated.

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New wacky rebalance idea for vulcan: No more overheat damage! Now as soon as you let the bar run out, you instantly die. This would make vulcan too weak, so to compensate for this we also increased impact tenfold.

 

I really don't see the point in doing this, they're completely screwing over buyers too by forcing them to use specific turrets, where one of the perks of having a ton of crystals was garage diversity. Why would anyone want to buy vulcan with real money? It's just been screwed over one way or another ever since release.

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Vulcan is not weak, it because most of player don't know how to use it

It aint weak for sure but it takes Infinity to start firing  :mellow:

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Okay...I have experimented with different approaches to using the Vulcan. Sort of my last attempt at salvaging a turret I have invested quite a bit of crystals and time into. Prior to the "buff" I enjoyed using it even though it felt underpowered on most boards. Normal outcome was a top half finish on CTF, CP, Assault, and Rugby. I usually play with m4 Titan and Vulcan. When Firebird afterburn got buffed, I noticed an immediate penalty for barely exceeding the shooting time (normally around 5.8 sec) to finish off an opponent. I began to notice 2-3 self-destructs in a game, prior to firebird buff I rarely experienced that. I hated the afterburn...

 

After the "buff" I did horribly in almost every battle except 2 (large maps). Instead of finishing on top half I was bottom 1/3rd. Instead of a good k/d ratio I was below 1.0. I vented above several times. I was leaving Vulcan forever...I still might, but

 

So what has been working to improve my new Vulcan experience:

1) If I join a battle and the enemy has taken over the base (i.e., spawn killing), I quit the battle immediately. Normally I wouldn't...but this turret does no damage for 5 seconds, which means you are fried by firebird, frozen by freeze, or sucked dry by Isida before you can hurt them at all.

2) Immediately upon spawning hit the space bar and hold it...you know, just like those twins users:)

3) Unlearn turning your turret and begin rotating your hull along with turning turret...if you do not do this you will rarely get a kill on a moving hull.

4) Release and re-hit space bar every 11-12 seconds. It doesn't even matter what or who is around you. Since it takes so long to spin up the turret, you have to assume that you will need it. In other words, playing with the new vulcan involves non-stop starting spin up, shooting through energy bar, releasing before it is gone, and immediately hitting the space bar again to get the spin up. 

5) Navigate to safety when you are beginning to get close to the energy bar being gone...this will save your life often.

 

I know this isn't rocket science, but I have finished in the top-5 once again over the last few battles employing this approach.

 

I would love to know what is going well for other Vulcan users too. Make suggestions.

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I get higher K/D nrs now as i did before  , and im cerainly not a camper . I did however bought the M1 alt , and i use the alt it like 70% of the battles ( depending which map ) . The alt didnt make the difference , its the medium/long range damage which is much higher then before . Before it was near impossible to shoot somebody further away , allthough you did damage . Overheating , not my issue since i got 50% fire prot , and even i fire in the red , im still get over the damage thx to heavy hull .

As for firing , well ... when i spawn i start shooting , and i try stop when i cannot hit anybody in a sec orso , and or my beam is done . As soon as i stopped , i startup the barrel again . My biggest fears are the ones like before , freezes in particular , since they stop my movement and even if the damage is OK , i cannot kill anybody with 1 bullet . I do not stand any chance against a close freeze , unless he is hit hard before , and im a bit lucky  .

The alt , it brings me back the turret rotation of before , maybe even faster ( then standard ) , but i lose some angles but in most maps they are not that important . I ogt now the larger range making up for it most times .

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I get higher K/D nrs now as i did before  , and im cerainly not a camper . I did however bought the M1 alt , and i use the alt it like 70% of the battles ( depending which map ) . The alt didnt make the difference , its the medium/long range damage which is much higher then before . Before it was near impossible to shoot somebody further away , allthough you did damage . Overheating , not my issue since i got 50% fire prot , and even i fire in the red , im still get over the damage thx to heavy hull .

As for firing , well ... when i spawn i start shooting , and i try stop when i cannot hit anybody in a sec orso , and or my beam is done . As soon as i stopped , i startup the barrel again . My biggest fears are the ones like before , freezes in particular , since they stop my movement and even if the damage is OK , i cannot kill anybody with 1 bullet . I do not stand any chance against a close freeze , unless he is hit hard before , and im a bit lucky  .

The alt , it brings me back the turret rotation of before , maybe even faster ( then standard ) , but i lose some angles but in most maps they are not that important . I ogt now the larger range making up for it most times .

On several boards...like Highways...I actually rock the Vulcan and am able to land substantial damage at fairly extreme angles for the turret. You might try that with the Alt. I personally haven't spent much crystals on alts...got the long range on Rico, Capacitors on Shaft, long range on Twins, and the compact tanks on firebird. The ones that really make a huge difference are Stable Plasma, Heavy Capacitors and twins m2...haven't noticed much difference on the rest.

 

Wondering if I should rent the Vulcan Alt...

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On several boards...like Highways...I actually rock the Vulcan and am able to land substantial damage at fairly extreme angles for the turret. You might try that with the Alt. I personally haven't spent much crystals on alts...got the long range on Rico, Capacitors on Shaft, long range on Twins, and the compact tanks on firebird. The ones that really make a huge difference are Stable Plasma, Heavy Capacitors and twins m2...haven't noticed much difference on the rest.

 

Wondering if I should rent the Vulcan Alt...

On Highways the alt is no good , since you need there the angles , you would really feel the difference there , and the advantages of faster turret movement are not usefull , since everybody is completely on the other side .

The advantages are on maps where the enemies can come from all sides and you need fast movement left to right , while still driving .

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I don't get why some people are fed up about the spin up increase, the damage at long range makes this thing really capable.

It take 3 seconds of holding down the space bar before it can actually fire now.

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I don't get why some people are fed up about the spin up increase, the damage at long range makes this thing really capable.

Consider this...you spawn in an area where the enemy is over running it...no matter what you do you have zero ability to inflict ANY form of damage upon the enemy to retake your base. At least with Thunder, Shaft, firebird, etc. you can inflict large damage before you are dead. In the case of Vulcan, you are now dead before you even start shooting anything. Totally ridiculous. 

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That sounds fair enough,

 

I can't really make the connection since I don't use this thing but I am getting killed by it more frequently after the update

And it has always been easy to kill Vulcans at close range.

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That sounds fair enough,

 

I can't really make the connection since I don't use this thing but I am getting killed by it more frequently after the update

And it has always been easy to kill Vulcans at close range.

For sure, the damage buff and increased time of shooting before you begin to overheat have made the Vulcan a long range suppressor of many enemy tanks:) The problem is that the spin up/spin down coupled with incredibly slow turret rotation have made it a very one dimensional turret (similar to a shaft if you take away the arcade shot effectiveness). I do hate it when I am being drained by a Vulcan...usually die (I'm using m4 Titan more consistently) before I find cover:(

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I get higher K/D nrs now as i did before  , and im cerainly not a camper . I did however bought the M1 alt , and i use the alt it like 70% of the battles ( depending which map ) . The alt didnt make the difference , its the medium/long range damage which is much higher then before . Before it was near impossible to shoot somebody further away , allthough you did damage . Overheating , not my issue since i got 50% fire prot , and even i fire in the red , im still get over the damage thx to heavy hull .

As for firing , well ... when i spawn i start shooting , and i try stop when i cannot hit anybody in a sec orso , and or my beam is done . As soon as i stopped , i startup the barrel again . My biggest fears are the ones like before , freezes in particular , since they stop my movement and even if the damage is OK , i cannot kill anybody with 1 bullet . I do not stand any chance against a close freeze , unless he is hit hard before , and im a bit lucky  .

The alt , it brings me back the turret rotation of before , maybe even faster ( then standard ) , but i lose some angles but in most maps they are not that important . I ogt now the larger range making up for it most times .

With 50% "weak" damage vulcan was always good at very long range, before the "update".  Did not need a big damage boost.

 

Try using an m2 vulcan with 27% fire protection.  I don't think you will be as pleased with the performance as you are with your 50% module and an m4 vulcan.

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With 50% "weak" damage vulcan was always good at very long range, before the "update".  Did not need a big damage boost.

 

Try using an m2 vulcan with 27% fire protection.  I don't think you will be as pleased with the performance as you are with your 50% module and an m4 vulcan.

Got it on my 2nd account , on a hunter . There the startup time is more of a issue due to playing style , but i can still take care of myself . If you are talking overheating ... well the only problem is that now you certainly need fire module , while before it was usefull .

I dont get what the developers say that now its better for small hulls , i find its just the contrary . The spinup time is soo long that you are having more difficulty playing as a agressive weapon ( small hull ) .

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I dont get what the developers say that now its better for small hulls , i find its just the contrary . The spinup time is soo long that you are having more difficulty playing as a agressive weapon ( small hull ) .

I think they just said that because now the time until overheating starts is longer. Overall it's definitely worse for light hulls compared to some weeks before.

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Can anybody pls tell me the new features added to Vulcan in 2018?

No new features, just some changing of parameters.

  • Stronger overheating, but longer time until overheating starts
  • longer spin up time
  • stronger turret slowdown

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No new features, just some changing of parameters.

  • Stronger overheating, but longer time until overheating starts - but once overheated death is imminent.
  • longer spin up time
  • stronger turret slowdown
  • More damage dealt per second.

 

Fixed it for ya.

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I like using Vulcan on Polygon CP. But if I'm attacked by Firebird, Freeze, Twins M2 and up, I'm dead before I fire the first shot. Enemy players used to circle me, but not any more. They know my turret is slow and confront me head on. I'm an easy kill, now. There have been battles where I feel like the Mad Twins user. Because of the rotation speed, Vulcan is the slowest weapon in Tanki, though I don't know about Magnum after it's fired a shot. We asked for the overheating effect to be nerfed, not increased damage with the rotation being nerfed. 

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