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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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51 minutes ago, TheCongoSpider said:

I still see more than half the Vulcans I encounter in battles (on both teams) using Incendiary Band. It's weak overall but that surely doesn't stop people from using it. Same for Plasma Torch Ricochet. 

It makes no sense.  Unless you have a buddy Isida willing to follow you around the map you will cause way too much damage to yourself, even with HR equipped.  There are much better alternatives out there.

But I'm not sure how you classify Plasma Torch like IB.  You don't self-destruct using Plasma Torch.  It has specific applications (like close encounters/quick kills) but there's no self damage.

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11 minutes ago, wolverine848 said:

It makes no sense.  Unless you have a buddy Isida willing to follow you around the map you will cause way too much damage to yourself, even with HR equipped.  There are much better alternatives out there.

 

It have changed, now time to overheat for Mk8 is 3 seconds. You can easily burn yourself then after you see no enemies you stop firing, before you can't stop firing because you have to wait 12 seconds. I use it with my Titan Mk7-10 + HR , and I last a good amount of time.  But to be honest, it's not just a 3 seconds. From the time you stop to fire again is 3 seconds also. So 3s + 3s = 6 seconds to start overheating again, and 15 seconds for the old system.

Edited by asem.harbi

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4 minutes ago, asem.harbi said:

It have changed, now time to overheat for Mk8 is 3 seconds. You can easily burn yourself then after you see no enemies you stop firing, before you can't stop firing because you have to wait 12 seconds. I use it with my Titan Mk7-10 + HR , and I last a good amount of time.  But to be honest, it's not just a 3 seconds. From the time you stop to fire again is 3 seconds also. So 3s + 3s = 6 seconds to start overheating again, and 15 seconds for the old system.

Not sure what you are trying to say.

Yeah it takes less time to actually get to the overheat to deal overheat damage.

But every single time I've tried to use it - I take too much self-damage.  If the weapon is dealing even remotely the same damage to me as to my enemies, it's just not worth it.  Without Isida helping you, you die way too often.

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3 hours ago, wolverine848 said:

It makes no sense.  Unless you have a buddy Isida willing to follow you around the map you will cause way too much damage to yourself, even with HR equipped.  There are much better alternatives out there.

Yes, that's what I saying. "It's weak overall but that doesn't stop people from using it."

 

3 hours ago, wolverine848 said:

But I'm not sure how you classify Plasma Torch like IB.  You don't self-destruct using Plasma Torch.  It has specific applications (like close encounters/quick kills) but there's no self damage.

I meant it in the sense that it is subpar in the big picture (like IB) but it is used very often, because it's fun. I don't like Plasma Torch and I never liked Incendiary Band's playstyle so I can't understand what players see as fun in those augments but they do. IB HI has been nerfed and they simply moved on to use IB with Heat Resistance instead of switching to something else like Adrenaline or Reinforced Aiming Transmission. It gets changed again, letting you overheat faster but less DPS and it is still used very frequently. 

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3 hours ago, wolverine848 said:

PBut every single time I've tried to use it - I take too much self-damage.  If the weapon is dealing even remotely the same damage to me as to my enemies, it's just not worth it.  Without Isida helping you, you die way too often.

You're too knowledgeable. ?

 

Stop thinking so hard about it and you might start liking the augment. Take the blue pill instead of the red pill and enjoy your subpar augments. ?

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9 minutes ago, TheCongoSpider said:

I meant it in the sense that it is subpar in the big picture (like IB) but it is used very often, because it's fun. I don't like Plasma Torch and I never liked Incendiary Band's playstyle so I can't understand what players see as fun in those augments but they do. IB HI has been nerfed and they simply moved on to use IB with Heat Resistance instead of switching to something else like Adrenaline or Reinforced Aiming Transmission. It gets changed again, letting you overheat faster but less DPS and it is still used very frequently. 

I see IB occaisionally but not all that often.

As for PT - I use it on modes like CP with Hunter, where I can kill a squatter quickly and then recharge while capping or moving between points.  May not work for all occaisions but seems to work well in CP.  Also depends on the map of course.

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➕

I was using my PT with Booster against the Juggernaut, and when I empty my reload-bar Juggernaut will be in a low health. My Booster and Ricochet weren't fully upgraded, but I think for old fully upgraded Booster and Ricochet will do more than 15K damage.

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On 12/31/2021 at 5:30 PM, wolverine848 said:

It makes no sense.  Unless you have a buddy Isida willing to follow you around the map you will cause way too much damage to yourself, even with HR equipped.  There are much better alternatives out there.

But I'm not sure how you classify Plasma Torch like IB.  You don't self-destruct using Plasma Torch.  It has specific applications (like close encounters/quick kills) but there's no self damage.

It's the same in the sense that it's just simply not practical for general play, but people use it anyways.

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how do you counter non-stop firing vulcan + heavy hull combo players? i am constantly up against legends with 9999GS fully maxed out vulcan + hull + supplies 24/7

it feels like there is nothing I can do against them, I always end up dying if I try and go after them from short or medium range
My only good long ranged turret is Gauss Mk6, I dont want to just camp and use a long range turret the entire game, that aint fun at all

 what turret would be the best to counter these players?

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15 minutes ago, sarim2345_the_master said:

how do you counter non-stop firing vulcan + heavy hull combo players? i am constantly up against legends with 9999GS fully maxed out vulcan + hull + supplies 24/7

it feels like there is nothing I can do against them, I always end up dying if I try and go after them from short or medium range
My only good long ranged turret is Gauss Mk6, I dont want to just camp and use a long range turret the entire game, that aint fun at all

 what turret would be the best to counter these players?

I always find the stun augments to be useful against Vulcans.

Stun Striker is probably the ultimate anti-Vulcan weapon.

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14 minutes ago, LambSauce said:

I always find the stun augments to be useful against Vulcans.

Stun Striker is probably the ultimate anti-Vulcan weapon.

Alteration_vulcan_shooting_speed_regulat100px-Stun_Immunity.png

One of these is always waiting for you in my garage :ph34r:.

 

In all seriousness though, shooting speed regulator is not an 100% solution and stun immunity prohibits you from using fire immunity, so stun striker still makes an impact even if you have ways to counter it.

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50 minutes ago, sarim2345_the_master said:

how do you counter non-stop firing vulcan + heavy hull combo players? i am constantly up against legends with 9999GS fully maxed out vulcan + hull + supplies 24/7

it feels like there is nothing I can do against them, I always end up dying if I try and go after them from short or medium range

You start by cursing the Matchmaking System for pitting you against these players despite your obvious rank and GS differences.

 

55 minutes ago, sarim2345_the_master said:

My only good long ranged turret is Gauss Mk6, I dont want to just camp and use a long range turret the entire game, that aint fun at all

Your current Gear Score is a tad bit underwhelming for someone being thrusted into endgame battles. Is your Brutus upgraded? Finish upgrading that. 

 

There are readily available ways to mitigate Vulcan's effectiveness and ways that are locked behind RNG. The readily available ways are Vulcan protection modules and movement. I emphasise the latter, especially after recent changes. Keep your distance against Vulcans and drive perpendicular to them. They will have a hard time keeping their train of bullets on your for maximum DPS. You do not want to be stationary against a Vulcan. When one starts shooting you, start moving immediately. The more you move, the less bullets they consistently connect, the longer they take to kill you, the more time you have to deal serious damage to or kill them in return. 

 

1 hour ago, sarim2345_the_master said:

 what turret would be the best to counter these players?

The ways locked behind RNG are Stun augments, Cryo augments and Vampire Nanobots. Every Stun augment except Stun Smoky and Stun Tesla can chain their stuns in enough time to wreck a Vulcan's damage output. In the most extreme case, Stun Striker stops the Vulcan user from playing the game entirely. Vampire Nanobots when paired with a Vulcan protection module and a hull that is low to the ground can outheal the damage from Vulcan. 

 

Another readily available method to counter Vulcans is melee range combat, but you are in no position to do that with your subpar garage fighting Legends. Freeze is a prime counter to Vulcan now where it can circle strafe it and cut its DPS in half at the same time. Cryo augments let you do that from range. Vikings and hover hulls are harder to hit at melee range when they're competent. 

 

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Why would people find Vulcan + heavy hull hard to deal with? They are one of the easiest type of enemies. They are big and slow and are unable to react to anything except stuff happening directly in front of them because of the ridiculous slow turret rotation speed. Just circle around them.

Vulcan + hovering hulls are the one you should be worry about.

 

 

You should start blaming the Devs on adding protection modules when over half of the enemy team find your Vulcan threating and switch to 50% Vulcan protection.

Also, the damn alterations, why all the turrets get at least a few OP ones, while Vulcan stuck with a bunch of garbage alts? Don't start talking about Rubberized bullet, yes it is in legendary rarity, but its effectiveness is nothing legendary about it.

Edited by Warpriest
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51 minutes ago, Warpriest said:

Why would people find Vulcan + heavy hull hard to deal with? They are one of the easiest type of enemies. They are big and slow and are unable to react to anything except stuff happening directly in front of them because of the ridiculous slow turret rotation speed. Just circle around them.

Vulcan + hovering hulls are the one you should be worry about.

 

 

You should start blaming the Devs on adding protection modules when over half of the enemy team find your Vulcan threating and switch to 50% Vulcan protection.

Also, the damn alterations, why all the turrets get at least a few OP ones, while Vulcan stuck with a bunch of garbage alts? Don't start talking about Rubberized bullet, yes it is in legendary rarity, but its effectiveness is nothing legendary about it.

Adrenaline is a pretty good augment for Vulcan ,  I see buyers and other players exploiting the recent buff to vulcan with adrenaline , heat immunity and booster and they are decimating the enemy team to say the least. Vulcan doesnt need any op augments as it is fine the way it is. If anything I would want a legendary augment for thunder.

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2 hours ago, Thankxtu said:

Adrenaline is a pretty good augment for Vulcan ,  I see buyers and other players exploiting the recent buff to vulcan with adrenaline , heat immunity and booster and they are decimating the enemy team to say the least. Vulcan doesnt need any op augments as it is fine the way it is. If anything I would want a legendary augment for thunder.

Of course I know Adrenaline is the best choice. I have been playing Vulcan the entire time. Yet, it is merely the best of the worst. Adrenaline is there because there are no other options even slightly worth considering. 

It is not about about balance anymore. In fact, balance has been thrown out of the window long ago as soon as EMP, stun and AP is a thing in this game. It is about fairness. On one hand, we have a bunch of Russians and their goons trying give players an illusion that every turrets and hulls are equal (except during the so call early access period). On the hand, we see serval turrets are getting superior, OPer options while the rest of them are left in dust.

Edited by Warpriest

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10 minutes ago, Warpriest said:

Of course I know Adrenaline is the best choice. I have been playing Vulcan the entire time. Yet, it is merely the best of the worst. Adrenaline is there because there are no other options even slightly worth considering. 

It is not about about balance anymore. In fact, balance has been thrown out of the window long ago as soon as EMP, stun and AP is a thing in this game. It is about fairness. On one hand, we have a bunch of Russians and their goons trying give players an illusion that every turrets and hulls are equal (except during the so call early access period). On the hand, we see serval turrets are getting superior, OPer options while the rest of them are left in dust.

Vulcan is as good as it gets right now (my opinion that is). Of course there are situations where it is not suitable, but as a regular vulcan user, it never once occured to me to complain about this turret being weak.

(for clarification I use shooting speed regulator and rubberized rounds augments).

Edited by frederik123456

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4 minutes ago, frederik123456 said:

Vulcan is as good as it gets right now (my opinion that is). Of course there are situations where it is not suitable, but as a regular vulcan user, it never once occured to me to complain about this turret being weak.

(for clarification I use shooting speed regulator and rubberized rounds augments).

It is not weak when in equal playing field. That is with all the OP stuff like alts and drones out of the way.

Yet, in MM, you have to deal with players with AP alts, Striker that are heat seeking and stun lock you for the entire game, Twins with its new EMP alt and all those madness that the Devs added for the sweet sweet cash.

Now we have Vulcan, with nothing but a generic alt that pretty much are abandon by every other turrets? Wow, that DEFINATLY sound fair, right? What could possibly go wrong?

 

And be for some one suggests "just play Pro battle then". First, it is stupid to call it pro battle. Second, MM is the main game mode. It is as if you are asking players to ignore the main questline in MMORPG.

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4 hours ago, Warpriest said:

Why would people find Vulcan + heavy hull hard to deal with? They are one of the easiest type of enemies. They are big and slow and are unable to react to anything except stuff happening directly in front of them because of the ridiculous slow turret rotation speed. Just circle around them.

Not if they’re using RAT Vulcan.

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1 hour ago, LambSauce said:

Not if they’re using RAT Vulcan.

No, but as you may notice when playing the game. Not many people actually use RAT. Not to mention whether some one managed to perform good with it.

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9 hours ago, Warpriest said:

Why would people find Vulcan + heavy hull hard to deal with? They are one of the easiest type of enemies. They are big and slow and are unable to react to anything except stuff happening directly in front of them because of the ridiculous slow turret rotation speed. Just circle around them.

Vulcan + hovering hulls are the one you should be worry about.

 

 

You should start blaming the Devs on adding protection modules when over half of the enemy team find your Vulcan threating and switch to 50% Vulcan protection.

Also, the damn alterations, why all the turrets get at least a few OP ones, while Vulcan stuck with a bunch of garbage alts? Don't start talking about Rubberized bullet, yes it is in legendary rarity, but its effectiveness is nothing legendary about it.

The problem is that it's incredibly effective when it's actually pointed at you, and even more so when there's a ginormous rank gap. Vulcan is what I would consider "just okay" against other players with established garages, but when the majority of the enemy team is undergraded or is incompetent - as it so often is with matchmaking - it can shine, particularly with heavy hulls, as it creates the biggest statistical advantages possible without additional time setting up that ends up wasted because you'd kill them anyways.

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I use Vulcan quite a lot, and it's very powerful with Adrenaline, even against top players with full garages and what-not. 

I also happen to use it with Mammoth (Heat Immu) most of the time, and you can turn faster by turning both turret and hull in a certain way. That method is still not enough when a Freeze with a light hull decides to circle you to death. When that happens, I either equip RAT or i switch to Paladin. 

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