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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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2 hours ago, TheCongoSpider said:

Reinforced Aiming Transmission is generally the best augment for Vulcan overall. I've seen Incendiary Band Vulcans do well with Ares, usually paired with Heat Immunity. 

I am a huge fan on incendiary band if you happen to be blessed with heat immunity or resistance. Without those, definitely RAT.  IB gives a ton of flexibility that Vulcan lacks otherwise. It shines at midrange for sure. And it is always at a supreme disadvantage against long range turrets unless you are able to get the afterburn which closes the DPS gap tremendously.  That allows you to play a few different roles on your team. Coupled with Hornet OD it is also good...although RAT tends to out perform on hornet.

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3 hours ago, Ap3xA1pha said:

Speaking of augments, what are the best ones these days for Vulcan paired with Ares?

I started another account a few weeks ago and am saving for IB. Ended up getting Heat Immunity in a container during the September Challenge. The first thing I did was buy the Vulcan and start saving for IB. Almost there!

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11 hours ago, Ap3xA1pha said:

@enri_chill One gripe I have with IB is how slow the rate of fire feels compared to the other Vulcan augments and stock Vulcan. And being forced to press on the spacebar constantly (with Heat Immunity of course) is a real annoyance.

Do you use mouse controls or keyboard?

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13 hours ago, Ap3xA1pha said:

Keyboard.

Same here. I haven't really minded the spacebar too much...I enjoy playing Rico and Shaft (Flash-based only...RIP?) a lot more however. There are certain matches that the vulcan (with IB and Fire Immunity) makes all the difference for the team though...It can simply suppress enemies if they don't have fire immunity...Siege is a great game for it.

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My vulcan has stopped delivering damage the past day. I have logged out and back on. Shut the browser. Tried everything I can think of. Still no damage. I can receive damage, but just can't kill anyone except with land mines and making a thunder kill themselves with self-damage. Any one else having this problem. I really need to use this turret in Siege to score top level to make the missions.

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9 minutes ago, Ap3xA1pha said:

Just with Vulcan... sounds strange to be sure.

Yes, my Rico is hammering out damage...almost to stage 50 on the challenge, but want to complete the other missions too...went to Vulcan which I use on Siege and other games where enemies gather and stay (I have fire immunity and IB) so I can give them hot love. So I've gone back to jugger with the rico.

UPDATE:I forgot to add I started another account and that is the one with the problem. Haven't tried to replicate it on my legend account.

Edited by enri_chill
forgot stuff

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3 hours ago, Ap3xA1pha said:

Very strange indeed. Perhaps it's to do with the Flash version if you play on that, or maybe it's some bug with HTML5.

It is working now. I have been on html for a month...gave up shaft to make the shift to HTML. That's when I started my new account @Schleiermacher and it will never get the shaft:( Focus has been on smoky, rico, vulcan. Used Dictator until I could step into a m6 Viking. Now that unlocks the Rico with the OD to clear bases and take down the Jgr.

 

 

Edited by enri_chill

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hello I call on the creators of the game to improve the augument of incendiary band since it is an too expensive and inefficient improvement since I consider that it puts you more at a disadvantage than what helps you first, it takes away 50% of the speed of projectile and does not have the effect of heat in contact with the other tank and you have to wait for your own tank to overheat to get the effect if you are going to stop that mechanism of overheating the tank to get the effect, do not take 50% of me projectile speed and if it burns the projectiles on contact I agree that you reduce that speed so it seems to me a very bad and expensive augments that puts you at a disadvantage when using it improve it.

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4 minutes ago, betochingon said:

hello I call on the creators of the game to improve the augument of incendiary band since it is an too expensive and inefficient improvement since I consider that it puts you more at a disadvantage than what helps you first, it takes away 50% of the speed of projectile and does not have the effect of heat in contact with the other tank and you have to wait for your own tank to overheat to get the effect if you are going to stop that mechanism of overheating the tank to get the effect, do not take 50% of me projectile speed and if it burns the projectiles on contact I agree that you reduce that speed so it seems to me a very bad and expensive augments that puts you at a disadvantage when using it improve it.

LOL.   

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24 minutes ago, betochingon said:

hello I call on the creators of the game to improve the augument of incendiary band since it is an too expensive and inefficient improvement since I consider that it puts you more at a disadvantage than what helps you first, it takes away 50% of the speed of projectile and does not have the effect of heat in contact with the other tank and you have to wait for your own tank to overheat to get the effect if you are going to stop that mechanism of overheating the tank to get the effect, do not take 50% of me projectile speed and if it burns the projectiles on contact I agree that you reduce that speed so it seems to me a very bad and expensive augments that puts you at a disadvantage when using it improve it.

Imagine going against an Incendiary Band+Heat Immunity user who has no projectile speed nerf. HARD PASS.

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It's surprising (or possibly not) how many of your own team start shooting at you or trying to push you off things because they are sick of being deafened by you shooting without cease when you use IB and heat immunity. Oddly, I quite like the projectile speed reduction, it lets you chuck off a volley and duck behind something before they even hit. As a combo it's broken but then so much else is too now.

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3 hours ago, SONIC-BOOM said:

I think you will find it does. upgrade speed up and on the 4th upgrade you actually earn a single damage increase if you speed it up, these are the facts. 

I reiterate, every micro-upgrade on a Vulcan increases its statistics. It is just that the statistic increase with each micro-upgrade is so small that you don't see a "+whatever number" every time you micro-upgrade. 

 

For the damage parameter, it shows "+1" when the damage of the projectile crosses .5 after that number. Decimals round upwards. So for example, if your Vulcan's projectile damage is 30.26 and you see a "+1" when you're going to start the micro-upgrade, that means your Vulcan's projectile damage will be 30.50 or higher when the upgrade finishes. 

However, if your Vulcan's projectile da.age is 30.26 and you don't see a "+1" when you're going to start the micro-upgrade, then that means your Vulcan's projectile damage will be below 30.50 when the upgrade finishes. 

 

 

Now let's take a look at the reload parameter, the one controlling the firing rate. Mk1 Vulcan has a firing rate of 1 bullet every 0.075 seconds. However, in the game's garage, it shows as 0.08. This is because it is rounded upward. When an Mk1 Vulcan initiates its first micro-upgrade, you will see "-0.01". This is because the value for the reload will become below 0.075. It will then show "-0.01" again when the reload parameter is about to reach below 0.065.

 

Mk7+ Vulcan has a firing rate of 1 bullet every 0.055 seconds, but in the garage, it will show 0.06, because the 5 at the end is rounded upwards. 

 

 

I reiterate my original statement - every micro-upgrade increases its statistics little by little. It does not have any large gaps like the in-game garage leads you to believe.

 

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If I remember it right, Vulcan's gyroscope effect allowed turret to lock in one direction while firing and it was not possible to throw off its aim by shot impact or moving hull. But now every little shot move my aim when my hull is moved by any means. even rotating hull while firing also rotates turret. WHY ????

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On 11/28/2020 at 1:38 PM, GrayWolf8733 said:

Imagine going against an Incendiary Band+Heat Immunity user who has no projectile speed nerf. HARD PASS.

As a regular user of the IB+heat immunity the projectile speed nerf is definitely a help in balance. While it makes it much harder to land shots quickly vs. enemy tanks at distance, it also allows a nice barrage of shots and time to relocate and unleash some more. So I like it the way it is.

 

As far as an augment to a turret, do NOT get the IB without getting heat immunity. In other words, you will need to be a buyer or really, really lucky on containers to be able to use it with the augment. I am still hoping to get heat immunity on hornet or dictator. Until then, I am stuck with Viking as my heat immunity hull. I got it in a container and then saved for the augment. I love the combo, but it is not cheap.

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On 11/28/2020 at 1:11 PM, betochingon said:

hello I call on the creators of the game to improve the augument of incendiary band since it is an too expensive and inefficient improvement since I consider that it puts you more at a disadvantage than what helps you first, it takes away 50% of the speed of projectile and does not have the effect of heat in contact with the other tank and you have to wait for your own tank to overheat to get the effect if you are going to stop that mechanism of overheating the tank to get the effect, do not take 50% of me projectile speed and if it burns the projectiles on contact I agree that you reduce that speed so it seems to me a very bad and expensive augments that puts you at a disadvantage when using it improve it.

Do not get the augment without getting the heat immunity. Otherwise you will be very disappointed in the results. I tried it on hornet and died so quickly. Luckily I had heat immunity on the viking...that became the "go to" set up for me. It is very nice...especially in team battles like Siege, Assault, and Juggernaut

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This is so fun to use, but OP and scuffed at the same time! You can basically live and shoot forever, due to Dictator's OV and Heat Immunity preventing Vulcan's overheat. Pair it with the Incendiary Band augment, (which i don't have yet) you'll be inflaming opponents without even burning. Augments make for some deadly combos!

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4 hours ago, SONIC-BOOM said:

Just been on the russian forum, same old complaints, they deff do not like the flying hack.

And here is a bit of sound advice for those who might need it, DO NOT take your vulcan past step 15 in the upgrades. (MK7) You only get 1 extra damage and it will cost you a lot of cry. (a substantial amount)

When they nerfed vulcan they didn't bother to also nerf the amount of steps it takes to fully upgrade it, usual devious devs doing what they do best.  

Refer to this below. ?

 

On 12/5/2020 at 5:57 PM, TheCongoSpider said:

I reiterate, every micro-upgrade on a Vulcan increases its statistics. It is just that the statistic increase with each micro-upgrade is so small that you don't see a "+whatever number" every time you micro-upgrade. 

 

For the damage parameter, it shows "+1" when the damage of the projectile crosses .5 after that number. Decimals round upwards. So for example, if your Vulcan's projectile damage is 30.26 and you see a "+1" when you're going to start the micro-upgrade, that means your Vulcan's projectile damage will be 30.50 or higher when the upgrade finishes. 

However, if your Vulcan's projectile da.age is 30.26 and you don't see a "+1" when you're going to start the micro-upgrade, then that means your Vulcan's projectile damage will be below 30.50 when the upgrade finishes. 

 

 

Now let's take a look at the reload parameter, the one controlling the firing rate. Mk1 Vulcan has a firing rate of 1 bullet every 0.075 seconds. However, in the game's garage, it shows as 0.08. This is because it is rounded upward. When an Mk1 Vulcan initiates its first micro-upgrade, you will see "-0.01". This is because the value for the reload will become below 0.075. It will then show "-0.01" again when the reload parameter is about to reach below 0.065.

 

Mk7+ Vulcan has a firing rate of 1 bullet every 0.055 seconds, but in the garage, it will show 0.06, because the 5 at the end is rounded upwards. 

 

 

I reiterate my original statement - every micro-upgrade increases its statistics little by little. It does not have any large gaps like the in-game garage leads you to believe.

 

 

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41 minutes ago, TheCongoSpider said:

Refer to this below. ?

 

 

Well it still does not upgrade you in any real sense. conclusion, it's a pure waste of cry if you upgrade past 15 on a MK7.

Sorry congo but your explanation might be correct, but in terms of making a difference to vulcan's damage output, the devs have conned the players yet again on top of the unnecessary nerf they applied to this turret.   

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3 minutes ago, SONIC-BOOM said:

Well it still does not upgrade you in any real sense. conclusion, it's a pure waste of cry if you upgrade past 15 on a MK7.

Sorry congo but your explanation might be correct, but in terms of making a difference to vulcan's damage output, the devs have conned the players yet again on top of the unnecessary nerf they applied to this turret.   

There is no con to be found, Sonic. With every micro-upgrade, your maximum DPS and total damage output per ammo bar increases. You go from having 293 DPS for 9 seconds, to 800 DPS for 12 seconds. That's an increase from 2,637 damage before needing to stop, to 9,600 damage before needing to stop. 

 

Of course, for someone with the Heat Immunity augment for their favourite/most frequently used hulls, it's not a problem for them. This is Vulcan's balance, ignoring external factors such as augments and drones. You upgrade your Vulcan, your range becomes larger, your DPS becomes higher and your overheat resistance becomes longer. 

 

As a (seemingly) avid Vulcan user, I presumed you would have known this. 

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27 minutes ago, TheCongoSpider said:

There is no con to be found, Sonic. With every micro-upgrade, your maximum DPS and total damage output per ammo bar increases. You go from having 293 DPS for 9 seconds, to 800 DPS for 12 seconds. That's an increase from 2,637 damage before needing to stop, to 9,600 damage before needing to stop. 

 

Of course, for someone with the Heat Immunity augment for their favourite/most frequently used hulls, it's not a problem for them. This is Vulcan's balance, ignoring external factors such as augments and drones. You upgrade your Vulcan, your range becomes larger, your DPS becomes higher and your overheat resistance becomes longer. 

 

As a (seemingly) avid Vulcan user, I presumed you would have known this. 

LOL i don't care much for stats, they bore me.

But what i do take notice of (in a massive way) is how every hull and turret actually perform in battle.

That is the real and ONLY way to determine what any combo is like. Although of course the actual player also determines how a particular combo will fare, ultimately i say what i see with my own ?

And congo, please no more stats lessons, it hurts my head.    

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6 minutes ago, SONIC-BOOM said:

LOL i don't care much for stats, they bore me.

But what i do take notice of (in a massive way) is how every hull and turret actually perform in battle.

That is the real and ONLY way to determine what any combo is like. Although of course the actual player also determines how a particular combo will fare, ultimately i say what i see with my own ?

And congo, please no more stats lessons, it hurts my head.    

1 extra damage... per bullet?  There's a lot of bullets flying out of that cannon.  Lots of +1 adds up.

It's never a great idea to take any turret to full upgrade as each next step has diminishing returns for the cost.  But if you have the crystals and there's a sale... why not?

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4 minutes ago, wolverine848 said:

1 extra damage... per bullet?  There's a lot of bullets flying out of that cannon.  Lots of +1 adds up.

It's never a great idea to take any turret to full upgrade as each next step has diminishing returns for the cost.  But if you have the crystals and there's a sale... why not?

Agreed, if you have a lot of spare cry and it's a decent sale, and you have nothing else whatsoever in your garage that needs upgrading (drones aside) then go for it, other than that it is a massive waste of cry imo.

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10 minutes ago, SONIC-BOOM said:

Agreed, if you have a lot of spare cry and it's a decent sale, and you have nothing else whatsoever in your garage that needs upgrading (drones aside) then go for it, other than that it is a massive waste of cry imo.

My other account has a vulcan currently at mk7.12   The next upgrade boosts turning speed and shot range - but no damage boost.  So maybe the next one after that will.  Does not mean I won't upgrade any more.  All the parameters are important.  It's just that with mk7+ each upgrade is a baby step and does cost a lot.

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1 minute ago, wolverine848 said:

My other account has a vulcan currently at mk7.12   The next upgrade boosts turning speed and shot range - but no damage boost.  So maybe the next one after that will.  Does not mean I won't upgrade any more.  All the parameters are important.  It's just that with mk7+ each upgrade is a baby step and does cost a lot.

You will get 1 extra damage at step 15.

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I'm saying as a vulcan user of quite some time now, that the extras you get after 15 are just not worth the cry.

Every account i have including 1 other legend account do not go past step 15. 

I have 2 commander accounts, both are at 15 and will never ever go any further. They never get used now because of the outrageous xp/cry ratio.

The devs want to nerf certain things in TO and leave other way more OP stuff untouched, then i will do what i think is best for my account, and imo going past 15 on a MK7 is insane and a waste of cry.

   

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