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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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SSR is godly for DM. You need the fastest reaction time in order to win gunfights, and everyone will expect you to spool up for at least a couple of seconds. Other than that, I guess you can take it out if you want higher damage. I never have problems with damage though - even if the TTK is slower.

Congrats on ranking! :D

 

The decreased wind-up and down time has enabled me to steal kills where I'd still be winding up with Stock Vulcan. I've only done a few DM battles with it:

 

 

 SSR-DM.png

 

SSR-DM2.png

 

 

SSR-DM-3.png

 

ssr-dm-4.png

 

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Congrats on ranking! :D

 

The decreased wind-up and down time has enabled me to steal kills where I'd still be winding up with Stock Vulcan. I've only done a few DM battles with it:

 

 

 SSR-DM.png

 

SSR-DM2.png

 

 

SSR-DM-3.png

 

ssr-dm-4.png

 

Thanks man!

 

Yeah, the spool up time really is key when it comes to getting those kills, especially on smaller maps. I personally think that those crystals I spent on SSR were well worth it. It's actually not even that hard to reach the score limit in DM...

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Congrats on ranking! :D

 

The decreased wind-up and down time has enabled me to steal kills where I'd still be winding up with Stock Vulcan. I've only done a few DM battles with it:

 

 

 SSR-DM.png

 

SSR-DM2.png

 

 

SSR-DM-3.png

 

ssr-dm-4.png

 

 

  

Thanks man!

 

Yeah, the spool up time really is key when it comes to getting those kills, especially on smaller maps. I personally think that those crystals I spent on SSR were well worth it. It's actually not even that hard to reach the score limit in DM...

It seems like SSR is an upgrade from stock Vulcan. Nothing like incendiary band but still an upgrade.

 

Damage decrease probably isn't even noticeable while the spin up time decrease and the time before overheating increase seems to be quite noticeable.

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It seems like SSR is an upgrade from stock Vulcan. Nothing like incendiary band but still an upgrade.

 

Damage decrease probably isn't even noticeable while the spin up time decrease and the time before overheating increase seems to be quite noticeable.

Damage decrease is noticeable. Thunders and some other turrets get in one or a few more shots at me before they die. My damage barely pushes 100. Most of it is in the 90's while before, I'd get 100 much more often.  

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Damage decrease is noticeable. Thunders and some other turrets get in one or a few more shots at me before they die. My damage barely pushes 100. Most of it is in the 90's while before, I'd get 100 much more often.

 

Ok maybe, but probably not enough to affect the user since its a high firing rate turret.

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Ok maybe, but probably not enough to affect the user since its a high firing rate turret.

Well if you want kills, you'd want more damage. I would rather not attack solo with SSR. I'd stay with teammates or give suppressive fire, or maybe cancel out a specific enemy's repair kit as soon as possible. 

 

And it would affect it just as an Autocannon Smoky would be if there was another Autocannon that had a further 20% damage decrease. 

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I'm going to go ahead and say that Dictator is a contender for the best hull paired with Vulcan. It has average HP as it's a medium hull. It has great traction so it's great to use in conjunction with Vulcan's gyroscope effect. It's tall so it can utilise Vulcan's upward auto-aim. Because of that, I can't use Reinforced Aiming Transmission as I can be smothering their hull with mine and the bullets will not hit because of the decreases auto-aim. I having much fun using this with Dictator. 

 

Its Overdrive allows you to have supplies on a lot of the time. With SSR, I expect to get more assists than kills. Assists are always nice as they contribute to the Overdrive charge. 

 

I get a similar feel with Wasp in terms of traction and players don't expect Vulcan to be paired with it. 

I prefer Hunter for it's perfectly mediocre stats and speed, but I never know what to do with the Overdrive. I'm never in any position to use it for the team, and when I use it for self defense it just feels cheap and selfish. 

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Well if you want kills, you'd want more damage. I would rather not attack solo with SSR. I'd stay with teammates or give suppressive fire, or maybe cancel out a specific enemy's repair kit as soon as possible. 

 

And it would affect it just as an Autocannon Smoky would be if there was another Autocannon that had a further 20% damage decrease.

 

But still that increased time before overheating means that it'll do more damage than stock Vulcan before it dies. So it's an upgrade the way I see it.

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But still that increased time before overheating means that it'll do more damage than stock Vulcan before it dies. So it's an upgrade the way I see it.

But it'll take longer to get the extra damage. I've barely had situations that require me to shoot for 80% of my ammo bar. And when you're low on ammo while shooting, it's best to stop and wind up again because an enemy can jump and what are you going to do, mow them down with 75% less damage? 

 

I prefer Hunter for it's perfectly mediocre stats and speed, but I never know what to do with the Overdrive. I'm never in any position to use it for the team, and when I use it for self defense it just feels cheap and selfish. 

Dictator allows me to give Overdrives and supplies for my team so they can push and set me up for some suppresive fire. 

 

I use Dictator's Overdrive on myself when I see that there are 3 or more unprotected enemies in sight. That is ~37% OD charge from killing those 3 players. I sometimes use it if a player is going away with our flag or about to score a rugby touchdown. 

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Dictator allows me to give Overdrives and supplies for my team so they can push and set me up for some suppresive fire. 

 

I use Dictator's Overdrive on myself when I see that there are 3 or more unprotected enemies in sight. That is ~37% OD charge from killing those 3 players. I sometimes use it if a player is going away with our flag or about to score a rugby touchdown. 

True, but I dislike how Dictator plays. It only really shines when you have corners to hide behind, and I've never liked hiding.

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I think I have to agree with wolverine at the m0 and m1 ranks, Vulcan is quite weak.

 

· Overheating rate is way too much without fire protection.

 

· The spin up time actually feels like a million years.

 

· The 70% decrease in damage while overheating is just barbaric.

 

· The time before overheating is too little.

 

What should happen is the following:

 

· Overheat rate nerf.

· Reduce spin up time.

· Remove the 70% damage reduction when overheating.

· Increase the time before overheating by a bit.

· Slight range buff.

 

 

Btw, I'm just gonna shorten overheat to OH, sound good?

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I think I have to agree with wolverine at the m0 and m1 ranks, Vulcan is quite weak.

 

· Overheating rate is way too much without fire protection.

 

· The spin up time actually feels like a million years.

 

· The 70% decrease in damage while overheating is just barbaric.

 

· The time before overheating is too little.

 

What should happen is the following:

 

· Overheat rate nerf.

· Reduce spin up time.

· Remove the 70% damage reduction when overheating.

· Increase the time before overheating by a bit.

· Slight range buff.

 

 

Btw, I'm just gonna shorten overheat to OH, sound good?

 

Assuming that Vulcan is balanced as it is (in the devs' eyes), I would start off by halving the overheating temperature increase per second. You get to each modification's maximum temperature limit pretty quickly and usually in 2 seconds of firing after the gauge ran out. The fact that the afterburn damage is a fixed number means the lower tier will suffer greatly, as they have less Firebird protection and they have less HP to tank that afterburn. 

 

The spin up time actually feels better the higher you go. There is only a 1-second gap between the spin-up time from M0 to M3 but that one second is noticeable.

 

I agree that 75% is too much. Maybe 40%, or even 50%. At least Vulcan received 2 damage buffs in compensation. 

 

The time before overheating is certainly better than when it was only 6 seconds. i can't even remember how I used to play with Vulcan back then. I remember it being the least viable but how viable was it really? Granted that this was back when Firebird's afterburn wasn't a fixed number and was always less than 300 damage per second, Still, how did Vulcans back then survive with only 6-7 seconds of ammo? 

 

About the range, I doubt that that will happen. As you can see, the ranges are consistent with each turret in each category. It's kind of like Tanki changing Twins' Plasma Core Accelerators alteration but leaving Minus-Field Stabilisation's parameters unchanged. It would be inconsistent. 

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I think I have to agree with wolverine at the m0 and m1 ranks, Vulcan is quite weak.

 

 

· Overheating rate is way too much without fire protection.

 

· The spin up time actually feels like a million years.

 

· The 70% decrease in damage while overheating is just barbaric.

 

· The time before overheating is too little.

 

What should happen is the following:

 

· Overheat rate nerf.

· Reduce spin up time.

· Remove the 70% damage reduction when overheating.

· Increase the time before overheating by a bit.

· Slight range buff.

 

 

 

Btw, I'm just gonna shorten overheat to OH, sound good?

It's like they make changes to equipment, but only test it at the m4 level.

 

A lot of the Vulcan issues could be solved by reducing spin-up back to 1 second and lowering damage back to what it was before the spin-up fiasco.  This way you don't have to always have barrels spinning "just in case".  = less overheating overall.

 

But then maybe they won't sell as many alterations, right?   <_<

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But then maybe they won't sell as many alterations, right?   <_<

Yup, and Shooting Speed Regulator wouldn't be viable since Stock Vulcan's spin-up time would be so low. The next batch of alterations may come at the same time it did last year, so I assume any changes that happen to turrets now until then is preparing for the alterations to be added.

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Assuming that Vulcan is balanced as it is (in the devs' eyes), I would start off by halving the overheating temperature increase per second. You get to each modification's maximum temperature limit pretty quickly and usually in 2 seconds of firing after the gauge ran out. The fact that the afterburn damage is a fixed number means the lower tier will suffer greatly, as they have less Firebird protection and they have less HP to tank that afterburn. 

 

The spin up time actually feels better the higher you go. There is only a 1-second gap between the spin-up time from M0 to M3 but that one second is noticeable.

 

I agree that 75% is too much. Maybe 40%, or even 50%. At least Vulcan received 2 damage buffs in compensation. 

 

The time before overheating is certainly better than when it was only 6 seconds. i can't even remember how I used to play with Vulcan back then. I remember it being the least viable but how viable was it really? Granted that this was back when Firebird's afterburn wasn't a fixed number and was always less than 300 damage per second, Still, how did Vulcans back then survive with only 6-7 seconds of ammo? 

 

About the range, I doubt that that will happen. As you can see, the ranges are consistent with each turret in each category. It's kind of like Tanki changing Twins' Plasma Core Accelerators alteration but leaving Minus-Field Stabilisation's parameters unchanged. It would be inconsistent.

 

 

Vulcan may have had only 6 or 7 seconds of ammo before OH, but at least we had the option to continue firing and still deal the same amount of damage. That was like the only way to play Vulcan.

 

 

It's like they make changes to equipment, but only test it at the m4 level.

 

A lot of the Vulcan issues could be solved by reducing spin-up back to 1 second and lowering damage back to what it was before the spin-up fiasco.  This way you don't have to always have barrels spinning "just in case".  = less overheating overall.

 

But then maybe they won't sell as many alterations, right?   <_<

Actually some alts might benefit from it, which is nice, and they can always just make adjustments to them.

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But still that increased time before overheating means that it'll do more damage than stock Vulcan before it dies. So it's an upgrade the way I see it.

I never really had issues with overheating before.  It's not like your target will sit in open for the full duration of your firing.

That 20% damage nerf hurts - lose lots of kills to friendlies (or other enemies in DM)

 

Compared to Vulcan before the changes, alteration results in net loss of DPS and except for m4, the spin-up time is still longer. Used be 1 second regardless of m-level.

 

Vulcan doesnt suit for me.

It's an acquired taste.  Kind of like me and Rail.

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Wait what? Maybe at M1 ranks, but... Vulcan is super OP at M0 ranks. Everyone uses Wasp. My record atm is 560 score without using any drugs at all. That's at . On my low Vulcan account () I have Harvester kit, and it's almost frightening to see the health bars just drain when one of my teammate Hornets have their OD on. The fear factor seems almost crazy, especially when I happen on a DD pickup box. I can have several tanks all attacking me in Desert and kill all of them - 4-5 tanks. Even without DD.

 

I bought the Tanki 1.0 paint solely because getting the 50 of all supplies is essentially 30 battles for me when I'm using Vulcan at .

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Wait what? Maybe at M1 ranks, but... Vulcan is super OP at M0 ranks. Everyone uses Wasp. My record atm is 560 score without using any drugs at all. That's at . On my low Vulcan account () I have Harvester kit, and it's almost frightening to see the health bars just drain when one of my teammate Hornets have their OD on. The fear factor seems almost crazy, especially when I happen on a DD pickup box. I can have several tanks all attacking me in Desert and kill all of them - 4-5 tanks. Even without DD.

 

I bought the Tanki 1.0 paint solely because getting the 50 of all supplies is essentially 30 battles for me when I'm using Vulcan at .

Nah, Vulcan is only decent at m2 to m4. At m0 it feels like ages before it starts shooting, which by then, enemies have either got to cover or just keel over dead and the vulcan don't even get kills from them.

 

Wasp on the other hand has a fixed timer, meaning that it's harder for m0s to escape it than it is for m4s.

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Nah, Vulcan is only decent at m2 to m4. At m0 it feels like ages before it starts shooting, which by then, enemies have either got to cover or just keel over dead and the vulcan don't even get kills from them.

Back when @Renomen was around , that wasn't the case. My experience was the same as HBTY's in his post; I was seeing constant protected light hulls, most notably Wasps (this was when you could potentially plant 2 bombs in 20 seconds). ESPECIALLY in Serpuhov where they're in the middle and it's like shooting fish in a barrel. When I went up against medium and heavy hulls, that whole dynamic changed, but Wasps were just flooding battles and were biting my bullets. Supply and Demand to the fullest because they always make a B-line straight to me. They wanna eat my bullets desperately, I'll serve it to them. 

 

In terms of fully micro-upgrading Vulcan early, M1 is the worst as there is a small increase in each parameter from M1-M2. It's not bad as it's extra damage (why not do it for extra damage?), but not much as a gap as large as Magnum's gap from M1-M2. At Stock M2, it is on the lower end of the M2s, but if micro-upgraded, it will be deadly as the gap between M2 and M3 is large. 

 

I've learned to do away with the frustration of revving up. I just imagine myself being a machine gun when I rev up and if enemies get out of my sight right before I fire, I'd say, "Ah well" and move on. It's only when it happens more than 3 times in a row (it's not uncommon) is when I get frustrated As long as I land one damage number on them, I am viable for an assist if there are teammates near the enemy I shot. 

 

After the overheating damage decrease, it was harder finish off enemies. Before, I could have finished them off and suffered maybe 3 or 4 ticks of afterburn damage, but with the decreased damage, I'd need to keep shooting for more than 6 seconds and by that time, I'm already at my Vulcan's maximum temperature, which will inevitably kill me if I don't use a repair kit. 

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What should happen is the following:

 

· Overheat rate nerf.

· Reduce spin up time.

· Remove the 70% damage reduction when overheating.

· Increase the time before overheating by a bit.

· Slight range buff.

 

 

Btw, I'm just gonna shorten overheat to OH, sound good?

Agree everything. But the 70% DPS reduction kept, only to Incendiary Band when overheating. I feel like 50% DPS reduction may be better though

 

Stock Vulcan don't need that overheating penalty.

 

OH? Ok. I will accept that.

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Nah, Vulcan is only decent at m2 to m4. At m0 it feels like ages before it starts shooting, which by then, enemies have either got to cover or just keel over dead and the vulcan don't even get kills from them.

 

Wasp on the other hand has a fixed timer, meaning that it's harder for m0s to escape it than it is for m4s.

Well you'll have to explain my results :) I've used Vulcan for very few hours, so I'm pretty noob at it (I'm not a dumb player, but I have very few turret-specific skills for Vulc), and already I can NOT USE A SINGLE DRUG and get top scores in every battle.

 

How about you try it? Start an account, and play Vulcan/whatever hull (I used Titan) and see how you fare. Remember, you can't say that it's just noob opposition, because that's all you find at M0/M1 ranks. I'd say it's pretty balanced/slightly OP at those ranks.

 

One thing I always do is I'm constantly shooting. Since my Vulcan can kill 2-3 Wasps at least (I once killed 1 Viking and 3 Wasp M0s with my M1 Vulcan in one go, but they might have been damaged prior), I don't need a full charge to attack/defend. I just start shooting immediately. No one in sight? Stop shooting, start immediately again. That way you're pretty much always shooting.

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Well you'll have to explain my results :) I've used Vulcan for very few hours, so I'm pretty noob at it (I'm not a dumb player, but I have very few turret-specific skills for Vulc), and already I can NOT USE A SINGLE DRUG and get top scores in every battle.

 

How about you try it? Start an account, and play Vulcan/whatever hull (I used Titan) and see how you fare. Remember, you can't say that it's just noob opposition, because that's all you find at M0/M1 ranks. I'd say it's pretty balanced/slightly OP at those ranks.

 

One thing I always do is I'm constantly shooting. Since my Vulcan can kill 2-3 Wasps at least (I once killed 1 Viking and 3 Wasp M0s with my M1 Vulcan in one go, but they might have been damaged prior), I don't need a full charge to attack/defend. I just start shooting immediately. No one in sight? Stop shooting, start immediately again. That way you're pretty much always shooting.

I guess it's just me. I'm so used to having a fast spin up time, like my m2 Vulcan has on @Killer2_the_best. Though I still think it's quite discouraging when you lose 75% of your damage when OH, and when your rate of OH is quite large.

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I guess it's just me. I'm so used to having a fast spin up time, like my m2 Vulcan has on @Killer2_the_best. Though I still think it's quite discouraging when you lose 75% of your damage when OH, and when your rate of OH is quite large.

You're making me want to check it out with Titan/Vulcan M2 on this acc.

Right now I had a huge break from everything irl so I'm back but only for a couple days :)

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Here is some Wasp Vulcan gameplay I decided to record with a potato. Sorry for the video quality and fluidity, but that shouldn't be too important there (the quality).

 

 

 

 

 

This video also gives insight as to how I play Tanki. My FPS is usually 40-60 but with the recorder, it dipped. 

 

This is one of the good games but others can result in me coming almost last, in the middle of the board, or first place.

 

 

 

I actually watched it from here and it's worse than how it was when I was viewing it on the application. Really sorry. 

Edited by TheCongoSpider
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