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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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7 minutes ago, TheCongoSpider said:

They usually come equipped with Defender, but even when they're not, they still dispose of enemies very quickly because it only takes 2 seconds for a heavy hull to be killed by one. So if this gets a flank on teams in Siege, it can your team will be wiped before you can properly react. 

Gauss is good at this (flank shots) too, since it can snipe comfortably by ambush.  On a hornet that Gauss can wipe out a team even under a Dome.  Any heavy survivors won't last long.  Magnum too.  A firebird that gets close can cause havoc since very few can protect against afterburn,

All in all Vulcan probably has a bit too much of a punch - as mentioned above it's damage at mk8 should be closer to 900 DPS than 1000.

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My record has once again been broken. Everything went almost perfectly. I could have gotten a 70 if a certain scenario went in my favour. 

Despite me thinning out a good number of their newly spawned players, they still managed to get a last second capture around the middle of the battle and won the battle in the end. 

 

I-did-it.png 

Edited by TheCongoSpider

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9 hours ago, TheCongoSpider said:

My record has once again been broken. Everything went almost perfectly. I could have gotten a 70 if a certain scenario went in my favour. 

Despite me thinning out a good number of their newly spawned players, they still managed to get a last second capture around the middle of the battle and won the battle in the end. 

 

I-did-it.png 

I've said it before and I'll say it again. Siege is such a horrible gamemode. You have to go and sit on the point for like a minute or so to capture it. And it actually discourages teamwork due to the capture time taking longer with every teammate at the point.

It's also why I just go around and killing enemies instead of going to the point.

Siege is a lame version of CP.

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9 hours ago, At_Shin said:

What's your equipment micro upgrade level?

 Vulcan 19/20

Dictator 9/20

21 minutes ago, DieselPlatinum said:

It's also why I just go around and killing enemies instead of going to the point.

Siege is a lame version of CP.

In that, I was trying to get as close to Marshal as possible before the day of premium ran out. The best way to do this is to get kills. What I would do is get on the point with teammates first, fend off anyone coming to contest it, go into the enemy base, distract them a bit, then get back to the point just in time to collect OD charge to then give it to my teammates after we capture the point. Repeat until the battle finishes or they overpower us. 

In this case more killing was done as the point was C (the one with the narrow and uncomfortable driveway).

Edited by TheCongoSpider
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12 hours ago, DieselPlatinum said:

And it actually discourages teamwork due to the capture time taking longer with every teammate at the point.

What? It is slower when more people are capturing?

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7 minutes ago, coconuttree said:

What? It is slower when more people are capturing?

Yes, the more players on the point, the slower it captures. That's why it's a perfect breeding ground for moshpits. One team can get a teamwipe, but since they're all on the point, they'll capture slower allowing the siped team more time to get back on the point and do it to them. Repeat until one team captures a point. 

 

Whenever I'm on the point with another person, I stand outside of the radius so that it captures as quickly as possible before enemies come. Many times I've seen people rush to the point only to slow it down, make it 99% captured and then lose it because enemies had more time to come to the point. 

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I'm almost Generalissimo (on another acc) and I just want to make an OP vulcan combo. Sadly, I barely have any batteries. Any ideas on what hull to pair it with and what augment to use? Crystals are no issue.

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2 minutes ago, Thomas11239 said:

I'm almost Generalissimo (on another acc) and I just want to make an OP vulcan combo. Sadly, I barely have any batteries. Any ideas on what hull to pair it with and what augment to use? Crystals are no issue.

well... hornet+vulcan+defender drone for a start.

If you have the rare heat-immunity hull augment I hear vulcan+incendiary-band pairs well with that...

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4 minutes ago, Thomas11239 said:

I'm almost Generalissimo (on another acc) and I just want to make an OP vulcan combo. Sadly, I barely have any batteries. Any ideas on what hull to pair it with and what augment to use? Crystals are no issue.

I use Dictator with mine. Always have and I intend to continue that road. Hornet is tempting with its Overdrive, and despite Dictator being the slowest medium hull and the easiest target out of them, I'd be giving up too much just to follow the Vulcan Hornet fad. 

 

Dictator allows you to shoot your Vulcan over some walls, making it hard for the enemy to counter you. And its Overdrive allows you protection (sometimes) when you use it on allies and also cuts down on your repair kit usage. Some areas where you can ricochet your projectiles and hit targets don't work with Dictator but some are also only available with Dictator. 

 

As for Augments, Reinforced Aiming Transmission is currently the best available one. I've used it with Dictator since before the rework. The decreased vertical auto-aim was noticeable but I adapted to that and took the L every time the downside of the alteration screwed me over, because having a faster turret rotation speed while firing helps so much.

 

It is the least optimal with Dictator due to the height. You're no longer able to comfortably fight Vikings at mid-range if they're moving. Your main weakness is fighting Vikings that are in your face. Most of your projectiles will go straight over them unless you rock your hull to adjust the auto-aim.

That isn't only a bad thing though, it can also be helpful. Say a player is going away with your team's flag, and a Viking is trying to distract you or push you away from getting to their teammate you can damage the flag carrier comfortably because your projectiles are going straight over the Viking and will vertically auto-aim to the flag carrier. 

 

If you want a drone to go with it when you get batteries, you can try Driver. 

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Seems like in the low ranks it can overpower a juggernaut with double damage. That is if it can get in close.

 

Then again, they could just very well be newbies and/or noobs.

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2 minutes ago, TheCongoSpider said:

690 at Mk8. 

Wow it really was crap - no wonder it hardly got used.

1000 was too much but, with needing to lead targets now I think 800 goes to far.

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1 minute ago, wolverine848 said:

Wow it really was crap - no wonder it hardly got used.

1000 was too much but, with needing to lead targets now I think 800 goes to far.

Well it was a laser before. It would do that damage by just keeping the focus on the target. The good thing was that there weren't many Vulcan protection modules equipped or maybe even purchased because it was rare enough that you didn't need to equip it. 

 

Now that it is as mainstream as Railgun, more protection modules are purchased and equipped. I miss the old Vulcan. 

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6 minutes ago, Tidebreaker said:

690 is nowhere near crap - it was a literal laserbeam to make up for it.

It was hardly used for a reason.  The silly long spin-up time certainly did not help sales.

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Just now, wolverine848 said:

It was hardly used for a reason.  The silly long spin-up time certainly did not help sales.

Hence my use for SSR. I could fire just about infinitely. The TTK wasn't impressive or anything, but it could still hold its own relatively well.

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21 hours ago, TheCongoSpider said:

Well it was a laser before. It would do that damage by just keeping the focus on the target. The good thing was that there weren't many Vulcan protection modules equipped or maybe even purchased because it was rare enough that you didn't need to equip it. 

 

Now that it is as mainstream as Railgun, more protection modules are purchased and equipped. I miss the old Vulcan. 

And I was right about Magnum coming out of the wood-work once Vulcan got nerfed.  They and Rail are all over the place.  Still Vulcans around but I'm seeing just as many Magnums.

And of course most are mounted on murder-hornets.  Saw 5 hornets on enemy team.  No point in playing Titan to that.  EXIT.

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On 8/7/2020 at 8:00 PM, TheCongoSpider said:

Yes, an ~20% damage nerf to Vulcan for all modifications.

Also, the devs added projectile speed into the equation. That means Vulcan is no longer hit-scan. This is exceptionally noticeable when using Incendiary band.

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well,i'm equipped with vulcan M7 Mammoth M7 with heat resistance and incendiary band modifications, but i see some tanks with same modification doesn't overheat at all,but my tank gets a lot of damage overheating, is there a drone to prevent this overheating issue in vulcan or any other modification to be done to hull or turrets???

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1 minute ago, SHERRY2711 said:

well,i'm equipped with vulcan M7 Mammoth M7 with heat resistance and incendiary band modifications, but i see some tanks with same modification doesn't overheat at all,but my tank gets a lot of damage overheating, is there a drone to prevent this overheating issue in vulcan or any other modification to be done to hull or turrets???

There is a hull alt called heat immunity that completely removes heating effect. It costs 4990 tankoins.  Heat resistance is a weaker form of heat immunity that gives only partial protection against burning damage.

 

More info: https://en.tankiwiki.com/Augments#Augments_for_Hulls

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On 8/13/2020 at 3:10 AM, SHERRY2711 said:

well,i'm equipped with vulcan M7 Mammoth M7 with heat resistance and incendiary band modifications, but i see some tanks with same modification doesn't overheat at all, but my tank gets a lot of damage overheating, is there a drone to prevent this overheating issue in vulcan or any other modification to be done to hull or turrets???

IF you have heat resistance, 50% vulcan prot, 50% fire prot., and/or DA, your mammoth or titan should be able to dish out an absurd amount of damage before killing yourself.  Look at combining fire protection and double armor when playing with the incendiary band. It will extend your time tremendously...

For example, the Heat Resistance will reduce afterburn damage from 300 a sec to 150 a sec. Add on 50% fire protection and that is now 75 per sec. Hit Double Armor and it is now 37.5 per second. You can spray a heck of a lot of fire-breathing bullets in a mammy or titan (remember the titan dome) before needing a repair kit.

PLEASE SEE TheCongoSpider's comment re: Fire Protection no longer reducing afterburn on Vulcan users.

Edited by enri_chill

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