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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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1 minute ago, Michael828 said:

Is it just me or does it only do damage when the projectiles are hitting the enemy turret? They don't seem to do anything when hitting the hull.

I deal damage to both. 

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Just now, At_Shin said:

Can Vulcan hit a magnum's protruding barrel? 

I don't think so, thought it might. If it's tangible enough for a Shaft shot to deal damage to it, then it may be possible others turrets maybe, maybe more on the improbable side. 

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3 hours ago, TheCongoSpider said:

I deal damage to both. 

Not sure how to explain it, but it feels a lot harder to deal constant ticking damage to an enemy now, although I noticed the dmg. points are noticeably higher.

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5 minutes ago, Michael828 said:

Not sure how to explain it, but it feels a lot harder to deal constant ticking damage to an enemy now, although I noticed the dmg. points are noticeably higher.

Before you had a constant stream that was more like a laser - easier to keep on the target as there was no "travel time".

Now, since they follow bullet physics and have travel time, it is harder to keep your fire on a moving target - especially if they are moving fast with SB.

For stationary targets you should not see any difference.

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20 hours ago, wolverine848 said:

Before you had a constant stream that was more like a laser - easier to keep on the target as there was no "travel time".

Now, since they follow bullet physics and have travel time, it is harder to keep your fire on a moving target - especially if they are moving fast with SB.

For stationary targets you should not see any difference.

 

I see, that explains it. Thank you

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7 hours ago, Truthteller said:

Vulcan looks like it got buffed? it that alt that reduces barrel start up time worth it now or not?

Not really.  Yeah it basically gives you 0 spin-up time, but, I find stock is pretty quick - basically like what it was 2 years ago before they ruined it (so they could sell more of those alts).  I don't feel losing the 15% damage is worth this alt.

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50 minutes ago, wolverine848 said:

Not really.  Yeah it basically gives you 0 spin-up time, but, I find stock is pretty quick - basically like what it was 2 years ago before they ruined it (so they could sell more of those alts).  I don't feel losing the 15% damage is worth this alt.

I definitely get good scores with it, but the experience of playing it doesn't feel right after the rework. I didn't have this problem before the rework. 

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I use Vulcan with the alt which makes your horizontal aiming faster and I'm scoring first every battle even though my Vulcan is M3 

The new sound is a good improvement too. I have a question though, do the ricocheting bullets of Vulcan do damage to the enemy? it looks like either they don't do damage or don't auto aim on the opponent 

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4 hours ago, Truthteller said:

I use Vulcan with the alt which makes your horizontal aiming faster and I'm scoring first every battle even though my Vulcan is M3 

The new sound is a good improvement too. I have a question though, do the ricocheting bullets of Vulcan do damage to the enemy? it looks like either they don't do damage or don't auto aim on the opponent 

Yes they deal damage. They do auto-aim on the opponent but it's kinda small, and may be made smaller by having Reinforced Aiming Transmission (horizontal aiming faster) equipped. 

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On 3/21/2020 at 12:23 PM, wolverine848 said:

Not really.  Yeah it basically gives you 0 spin-up time, but, I find stock is pretty quick - basically like what it was 2 years ago before they ruined it (so they could sell more of those alts).  I don't feel losing the 15% damage and 140k crystals is worth this alt.

you forgot this.

 

but yeah, now it's just not worth it considering they removed the time to OH buff. Might be a good alteration, but definitely not worth 140k.

Better to just stick with stock or incendiary band since they're both much cheaper.

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28 minutes ago, DieselPlatinum said:

but yeah, now it's just not worth it considering they removed the time to OH buff.

Except it's better in the fact that to stop shooting and start back only takes 0.3 seconds, which is better than getting +6 seconds of firing and having to wait 1.5 seconds to stop and start firing before the rework. So removing the time to overheat buff means nothing when you now have the ability to never overheat at all. 


SSR Vulcan winds up and down faster than Stock Vulcan with Viking's Overdrive. That is how fast it is. So after the rework, you should never need to have 6 extra seconds of firing on top of the 12 you have already. 

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8 minutes ago, TheCongoSpider said:

Except it's better in the fact that to stop shooting and start back only takes 0.3 seconds, which is better than getting +6 seconds of firing and having to wait 1.5 seconds to stop and start firing before the rework. So removing the time to overheat buff means nothing when you now have the ability to never overheat at all. 


SSR Vulcan winds up and down faster than Stock Vulcan with Viking's Overdrive. That is how fast it is. So after the rework, you should never need to have 6 extra seconds of firing on top of the 12 you have already. 

12 seconds?    You hardly ever approach that anyway.  Your target is either dead or under cover, or ... becuase vulcan is exposed to reciprocating fire for that 12 seconds - it is dead.  Sure you can switch targets to appraoch 12 seconds.  But that is the minority of the time in my experience.

The stock spin-up seems fast enough for 85% of my usage.

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1 hour ago, TheCongoSpider said:

Except it's better in the fact that to stop shooting and start back only takes 0.3 seconds, which is better than getting +6 seconds of firing and having to wait 1.5 seconds to stop and start firing before the rework. So removing the time to overheat buff means nothing when you now have the ability to never overheat at all. 


SSR Vulcan winds up and down faster than Stock Vulcan with Viking's Overdrive. That is how fast it is. So after the rework, you should never need to have 6 extra seconds of firing on top of the 12 you have already. 

Still not worth 140k. The most I'd be willing to spend for this alteration is 50k, maybe 55k. 

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59 minutes ago, At_Shin said:

Can anybody tell me exactly how many bullets does vulcun fire in one second?  you see i wanted a clear idea of it's Damage Per Second. But the wiki has not been updated yet.

Vulcan Mk7-20 does 50 damage every 0.05 seconds (20 bullets per second).

So its DPS is 1000 dmg/sec, which in practical terms is incredible high (more than double the dps of thunder for example).

The displayed damage value when firing enemy tanks sum the damage done by several bullets, up to 4. So when doing full damage you see "200".

When paired with hornet OD and DD it becomes completely OP.

I guess it will be nerfed soon, or made more difficult to use (like slower bullets for example).

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3 minutes ago, dont_you said:

Vulcan Mk7-20 does 50 damage every 0.05 seconds (20 bullets per second).

So its DPS is 1000 dmg/sec, which in practical terms is incredible high (more than double the dps of thunder for example).

The displayed damage value when firing enemy tanks sum the damage done by several bullets, up to 4. So when doing full damage you see "200".

When paired with hornet OD and DD it becomes completely OP.

I guess it will be nerfed soon, or made more difficult to use (like slower bullets for example).

Slower bullets would suck - and not be in line with trying to keep it more like an actual Vulcan rotary cannon.

IF it had to be nerfed some slightly less damage per bullet would be better.

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16 minutes ago, At_Shin said:

@wolverine848   Hey the wiki says an Mk7+ Vulcun bullet deals 34 hit points of damage. Is this info wrong? Is it actually like you say, 50 hit points per bullet? I am quite confused right now.

I was planning on buying the vulcun+hornet mk7 kit when i hit the next rank ( with crystals as the currency). I hope it does not get de-buffed any time soon...

Wiki damage stats are wrong unfortunately. You can see the real damage stats in-game. Yes it's 25 for Mk1 and 50 for Mk8.

 

42 minutes ago, wolverine848 said:

Slower bullets would suck - and not be in line with trying to keep it more like an actual Vulcan rotary cannon.

IF it had to be nerfed some slightly less damage per bullet would be better.

Slower projectiles for Vulcan has a benefit as well that can be seen with Incendiary Band, but overall, it's better to have faster projectiles. 

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5 minutes ago, wolverine848 said:

In what way are slow bullets themselves a benefit?

Your damage is more concentrated. Because your projectile speed is decreased, your first projectile will travel a shorter distance before the second projectile is shot out. Vulcan has a very fast firing rate. Your damage will arrive to the enemy slower, but it will deal damage slightly faster than Stock. This works ideally on stationary enemies. If the enemy is moving, then faster projectiles will definitely beat slower projectiles. 

 

Compare it to Stock Twins vs Heavy Plasmagun Twins on a stationary enemy. The enemy will be alerted to the Stock Twins' presence and react to avoid damage much quicker since it's projectiles are considerably far apart. 

With Heavy Plasmagun Twins, your projectile speed is halved, so you would be able to shoot much more projectiles before the enemy is alerted to your presence via the first projectile hitting them. Because the projectiles are now clumped up, the enemy will be bombarded with projectiles and will likely take much more damage before reacting. This is not taking into account Twins' projectile impact force disorienting the target on the spot.

 

The reason why this is can also be a benefit to Incendiary Band is that the bullets are less far apart from each other so more bullets will collide with the enemy is a specific amount of time than Stock. Because if this. It is a detriment overall in non-overheating mode, but when it is overheating and ignting the target, being able to pile on the projectiles on the target in a shorter space of time will see the target getting put to maximum temperature very quickly. So in the case of a stationary enemy, you might react to Vulcan hitting you in about 1-2 seconds, but by that time, you might already reach close to maximum temperature. 

 

TL;DR: Slower projectiles on a fast-firing turret give you more of a surprise factor. There is a silver lining to the disadvantage is what I mean. It's not like the disadvantage of Railgun having its reload speed reduced. That is solely a detriment. But having slower projectiles on a fast-firing turret is a detriment, while also having something (usually small) to benefit from it.

 

 

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3 hours ago, TheCongoSpider said:

Your damage is more concentrated. Because your projectile speed is decreased, your first projectile will travel a shorter distance before the second projectile is shot out. Vulcan has a very fast firing rate. Your damage will arrive to the enemy slower, but it will deal damage slightly faster than Stock. This works ideally on stationary enemies. If the enemy is moving, then faster projectiles will definitely beat slower projectiles. 

I see what you are getting at - and maybe in lower ranks with less experienced targets and slower moving tanks it might work out.  But against competent enemies, and as the tanks move faster, I'd say the DPS for Vulcan will keep dropping with the slower bullet theory.  And distance too will make things much harder.

I'll stick to my original wish that Vulcan keep it's high-speed projectiles, even if that means they do a little bit less damage each.

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