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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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Anyway, this is how I usually play Vulcan, this is just an average battle, but you get the idea. 

Also, I noticed later that we can see in the chat a dear member of our forum being rather... wholesome.

Spoiler

And in true TO fashion, the server crashes, we still won the battle after reloading tho.

 

Edited by 2shots2kills

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On 1/27/2023 at 1:16 PM, 2shots2kills said:

I personally have no such problems with Dictator and Vulcan. That said, I don't usually facehug my opponents, if you find yourself being that close to your enemy, you are usually doomed anyway due to the insane DPS of Firebird, Freeze and Isida.

Also,I would not call dumb a combo that with its overdrive can wipe out the entire enemy team... 

Yeah i guess its not a bad combo given how common it is, I guess I play more aggressively with vulcan as one would do with a melee turret and honestly it works quite well. I think you were using the aiming augment in which case mouse controls are fine and a fast turning hull isn't necesary, I just find adrenaline helpful and do fine without the aiming augment. Hunter's overdrive is not bad either, dictator od can be strong but it takes longer to charge up. 

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Fire rate nerfed to 10 bullets per year.

M0 Railgun has a faster fire rate.

 

All Vulcan does now is pop off a bullet, overheats, and makes you explode before that 1 bullet hits anything.

 

R.I.P Vulcan.

It was nice spending all my diamonds upgrading you, just for you to sit on the shelf, never to be used again.

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After a few months...

Vulcan turret rotation speed while firing is now slowed down by 90%, instead of the previous 50%. I would argue it is unplayable without RAT now.

 

Mega RIP to Vulcan.

Edited by Warpriest

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On 4/29/2023 at 5:38 AM, Warpriest said:

Instead of the previous 50%. 

It was a 70% reduction before. 

 

On 4/29/2023 at 5:38 AM, Warpriest said:

Mega RIP to Vulcan.

It's hard to speak with you about this because:

  1. You play many AAA games
  2. You haven't played Tanki 100% consistently throughout the past few years
  3. You vehemently use only one turret, knowing that they do balance changes for equipment

 

You do give constructive feedback, now that Vulcan has had a rework you personally dislike, you're out through the ropes that many other players have had over the years if you were consistently here to notice it. 

 

Expect Vulcan to be like this for some time. Changes like these could be preparation for another change or for any new non-status augment considering Vulcan's predicament. 

For someone like you, the only thing that'll properly speak to you is analytics released by the devs, which they don't really disclose. The only information we know about Vulcan is that it was one of the best scoring turrets alongside Freeze earlier this year. 

 

Don't see it as a personal attack on you. It only seems so because you refuse to use anything else. 12 other turrets have gone through at least one major rework in the past 3 years. The only turret that has remained relatively unchanged for years was Isida. Expect it to get a rework in the near future as well. 

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On 4/29/2023 at 8:10 PM, TheCongoSpider said:

It was a 70% reduction before. 

 

It's hard to speak with you about this because:

  1. You play many AAA games
  2. You haven't played Tanki 100% consistently throughout the past few years
  3. You vehemently use only one turret, knowing that they do balance changes for equipment

 

You do give constructive feedback, now that Vulcan has had a rework you personally dislike, you're out through the ropes that many other players have had over the years if you were consistently here to notice it. 

 

Expect Vulcan to be like this for some time. Changes like these could be preparation for another change or for any new non-status augment considering Vulcan's predicament. 

For someone like you, the only thing that'll properly speak to you is analytics released by the devs, which they don't really disclose. The only information we know about Vulcan is that it was one of the best scoring turrets alongside Freeze earlier this year. 

 

Don't see it as a personal attack on you. It only seems so because you refuse to use anything else. 12 other turrets have gone through at least one major rework in the past 3 years. The only turret that has remained relatively unchanged for years was Isida. Expect it to get a rework in the near future as well. 

Thanks for the correction on the previous stats of Vulcan. 

 

It seems that you are trying to suggest "because other turrets had gone through some sort of major changes, therefore this particular change of Vulcan kind of make sense and expected". I disagree with that. That's a logical error IMO. Just because it exists doesn't mean it has to make sense. Just because some major changes have been conducted doesn't mean every subsequence major change will automatically make sense, nor has to happen.

I still remember the day when projectile speed is introduced to Vulcan, which obviously affects the practical DPS of this weapon. But in exchange, Vulcan's damage is greatly increased to compensate for that, so that hitting a moving target in medium range will roughly result in similar damage. This is what a "major rework" should be, and I still remember the Devs said they now have a lot of parameters for them to manipulate to create interesting augments, which we all know never happened at the end of the day, as they were too busy copying and pasting status augments.

What we are having now for this particular change is a straight nerf, not so-called "major rework" you are suggesting, at least for now.

 

Quote

Changes like these could be preparation for another change or for any new non-status augment considering Vulcan's predicament. 

I do agree. It is a common tactic used by this particular group of Devs, and I hate it, although they have all the right and freedom to do so.

However, it is just speculation after all. And it doesn't make sense to take this into consideration right now since it is still not a thing at this moment.

 

 

 

But on the other hand, this is the part I don't really understand

Quote

It's hard to speak with you about this because:

  1. You play many AAA games
  2. You haven't played Tanki 100% consistently throughout the past few years
  3. You vehemently use only one turret, knowing that they do balance changes for equipment
  1. How is that even related? 
  2. This game's mechanics is easy enough for a 7 yr old to pick up in a week or two, a month at most. This is how it is designed, to begin with. If someone requires "playing Tanki 100% consistently throughout the past few years" to understand this game, man, I'm seriously worried about him/her.
  3. And how is that related? Like how you were asking for a video of the driver augment to get a grasp of how it works, you don't need to actually get your hands on something to have a basic understanding of it.
Edited by Warpriest

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I remember when vulcan first came out, there was no protection against it and it knocked you all over the map when it hit you.

The problem with vulcan is what kind of turret is it? Up close and personal, mid range, long range, up to the player really because all turrets now can fit into any of these categories because of the copy/paste attitude of the devs.  I was a big vulcan user but saw quite quickly how bad it had become when all these pathetic augments were introduced into the game, copy/paste augments I might add. What is obvious though is that vulcan's rotation speed is indeed useless, so 1v1 up close on a tracked hull puts it at a distinct disadvantage. If it's on a trash can then that player deserves all the bad luck he can get. 

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On 4/29/2023 at 10:58 PM, TargetXAcquired said:

I remember when vulcan first came out, there was no protection against it and it knocked you all over the map when it hit you.

The problem with vulcan is what kind of turret is it? Up close and personal, mid range, long range, up to the player really because all turrets now can fit into any of these categories because of the copy/paste attitude of the devs.  I was a big vulcan user but saw quite quickly how bad it had become when all these pathetic augments were introduced into the game, copy/paste augments I might add. What is obvious though is that vulcan's rotation speed is indeed useless, so 1v1 up close on a tracked hull puts it at a distinct disadvantage. If it's on a trash can then that player deserves all the bad luck he can get. 

Yeah, the lack of status augments for Vulcan is another disadvantage of it. I would imagine it is related to the high firing rate causing the status effect to be applied too easily, which is why they keep nerfing the crit rate (and increasing the crit damage in exchange, aka "rework" in @TheCongoSpider's terminology) of Vulcan.

But the nerf of turret rotation speed is another story, I can't really think of any possible explanation to justify this change except for the classic "create a problem; sell the solution"  formula. Actually, I think the Devs screwed this up. One of the exotic items in the loot box right now is the Jammer Band, the only status effect augment available to Vulcan, and it is made available not long after Vulcan got this nerf, but because of the horrendous turret rotation speed, this exotic augment is actually worse than Reinforced Aiming Transmission, a F2P friendly augment. After all, you can't apply status effects when you can't hit people.

Edited by Warpriest
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On 4/29/2023 at 10:49 AM, Warpriest said:

But on the other hand, this is the part I don't really understand?

 

How is that even related? 

You often made comparisons to other much more popular games. Perhaps that one shouldn't have been listed so we can ignore that one, but the other two are more relevant. 

 

On 4/29/2023 at 10:49 AM, Warpriest said:

This game's mechanics is easy enough for a 7 yr old to pick up in a week or two, a month at most. This is how it is designed, to begin with. If someone requires "playing Tanki 100% consistently throughout the past few years" to understand this game, man, I'm seriously worried about him/her.

This was me saying you aren't used to what is normal here. If you are a player that reads patch notes when they come, you'd notice that they make many changes in steps or as preparation for future equipment implementations. Meaning you can't look at any random patch note with a big change to turret balance and think that's how it's going to be for the next year. There is often context to a patch. That is either found in subsequent patches or in patterns found in previous patches/news announcements. 

 

On 4/29/2023 at 10:49 AM, Warpriest said:

And how is that related? Like how you were asking for a video of the driver augment to get a grasp of how it works, you don't need to actually get your hands on something to have a basic understanding of it.

You refusing to use anything else gives you tunnel vision on Vulcan. Using other turrets broadens the scope in which turret balance changes affect you, and it would make you notice what I said above faster. 

 

As for the Driver thing, it was completely new to the playerbase. As I'm a F2P, I wouldn't have had access to it until the last day of the event, assuming I was lucky enough to reach there. The Wiki had the parameters but I wanted to see with my own eyes if those parameters are what they are in-game, to see if there were anything unusual about it, and to track its early-stage effects so I would know if anything silently changed with it. There are sometimes changes that are made unannounced in patch notes, 

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On 4/29/2023 at 10:49 AM, Warpriest said:

It seems that you are trying to suggest "because other turrets had gone through some sort of major changes, therefore this particular change of Vulcan kind of make sense and expected". I disagree with that. That's a logical error IMO. Just because it exists doesn't mean it has to make sense. Just because some major changes have been conducted doesn't mean every subsequence major change will automatically make sense, nor has to happen.

I still remember the day when projectile speed is introduced to Vulcan, which obviously affects the practical DPS of this weapon. But in exchange, Vulcan's damage is greatly increased to compensate for that, so that hitting a moving target in medium range will roughly result in similar damage. This is what a "major rework" should be, and I still remember the Devs said they now have a lot of parameters for them to manipulate to create interesting augments, which we all know never happened at the end of the day, as they were too busy copying and pasting status augments.

What we are having now for this particular change is a straight nerf, not so-called "major rework" you are suggesting, at least for now.

To make sure you understand where I'm coming from, my definition of a turret rework is a reshuffling of its paramater numbers to give it a noticeably different feel in battle. This can be both big amor small number of changes and it can be a net nerf or a net buff. It depends on how it is changing because there are many augments in the game. The change has to keep all of them in mind. 

 

What I was getting at was being part of the game, even many, many years ago, you know equipment undergo balance changes, especially turrets. The number of balance changes became frequent since 2018. You can't expect a turret to stay exactly the same way for a decade while everything else ranging from equipment to maps change. Those balance changes can often be something players don't expect. They could be trying out a new vision for the turret's gameplay to gather data on. What I'm saying is at this point, it shouldn't be a surprise if a turret receives a major change. The balance is always changing and no turret is immune. 

At the end of the day I just wanted to give you some context to the change as a response to your feedback often saying Vulcan users are being persecuted. There is no doubt your tunnel vision on Vulcan has a part to play in that. What is happening with Vulcan right now is nothing out of the ordinary. Express your dissatisfaction with the change, leave out the parts about being persecuted. It's simply not true.

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On 4/30/2023 at 6:55 AM, TheCongoSpider said:

You often made comparisons to other much more popular games. Perhaps that one shouldn't have been listed so we can ignore that one, but the other two are more relevant. 

 

This was me saying you aren't used to what is normal here. If you are a player that reads patch notes when they come, you'd notice that they make many changes in steps or as preparation for future equipment implementations. Meaning you can't look at any random patch note with a big change to turret balance and think that's how it's going to be for the next year. There is often context to a patch. That is either found in subsequent patches or in patterns found in previous patches/news announcements. 

 

You refusing to use anything else gives you tunnel vision on Vulcan. Using other turrets broadens the scope in which turret balance changes affect you, and it would make you notice what I said above faster. 

 

As for the Driver thing, it was completely new to the playerbase. As I'm a F2P, I wouldn't have had access to it until the last day of the event, assuming I was lucky enough to reach there. The Wiki had the parameters but I wanted to see with my own eyes if those parameters are what they are in-game, to see if there were anything unusual about it, and to track its early-stage effects so I would know if anything silently changed with it. There are sometimes changes that are made unannounced in patch notes, 

 

On 4/30/2023 at 7:24 AM, TheCongoSpider said:

To make sure you understand where I'm coming from, my definition of a turret rework is a reshuffling of its paramater numbers to give it a noticeably different feel in battle. This can be both big amor small number of changes and it can be a net nerf or a net buff. It depends on how it is changing because there are many augments in the game. The change has to keep all of them in mind. 

 

What I was getting at was being part of the game, even many, many years ago, you know equipment undergo balance changes, especially turrets. The number of balance changes became frequent since 2018. You can't expect a turret to stay exactly the same way for a decade while everything else ranging from equipment to maps change. Those balance changes can often be something players don't expect. They could be trying out a new vision for the turret's gameplay to gather data on. What I'm saying is at this point, it shouldn't be a surprise if a turret receives a major change. The balance is always changing and no turret is immune. 

At the end of the day I just wanted to give you some context to the change as a response to your feedback often saying Vulcan users are being persecuted. There is no doubt your tunnel vision on Vulcan has a part to play in that. What is happening with Vulcan right now is nothing out of the ordinary. Express your dissatisfaction with the change, leave out the parts about being persecuted. It's simply not true.

First of all, it seems that you are taking a video game way too seriously. I'm no body to judge how an individual show spend his/she time, but if person is proud of himself/herself to be very knowledgeable to the game like "I have X years of experience in this game and I have deep understanding to how every game mechanic work". I'm actually worry.

 

As for your wall of text, it feels that you are saying "similar things has been done previously many many times, this is how it is. Deal with it", while I'm suggesting "just because the history repeats itself doesn't mean it is right. And the nerf of Vulcan turret rotation speed is simply over done"

 

I know the Devs are trying to monetize by manipulate the meta around all the time and calling it "balance changes". And nothing can stop them from doing so. They just won't listen.

 

That's why I'm not giving constructive feedback here. That's a rant. I'm not expecting it to change. I can't talk to a brick wall and expect it to respond or react. And you are taking it way too seriously trying to convince me something that quite frankly I don't really care.

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Ah and one more thing, @TheCongoSpider, the reason of why Vulcan user is "often getting prosecuted" is actually pretty simple:

Vulcan is relatively easy to use because of the high firing rate, especially on mobile which they "simplified" some part of the game.

That's why it has several drawbacks when it is initially designed. But as the the Devs are trying to monetize harder and harder, the drawbacks are getting compensated/mitigated by other equipments. This is actually a good thing in a single player game or non-P2W MMOs, in which in case you don't know about it, it's call synergy.

This doesn't happen to Vulcan alone. But the different being other turrets typically have those items being super premium (hence way more OP, but way less common at the same time), e.g. crisis + hyperspeed for Railgun to fix the pain point of it unable to one hit kill, while Vulcan's can be obtained much easier (a simple Heat Immunity can make the experience vastly different).

 

Another reason being the "the crying baby gets the milk" effect. If you actually take a look at the forum, among all the active forum users, only one person is actually actively against Vulcan (everyone has his preference, and I do respect that), and he doesn't mind ot express that frequently. And to be fair, he is specifically referring to those who are using this particular combination of Vulcan + HI + hovering hull + mobile player, in which there are many factors contribute to it but Vulcan being benefit the most from various factors compared to other turrets.

 

On 4/30/2023 at 7:24 AM, TheCongoSpider said:

leave out the parts about being persecuted

So really, the way of not to "leave out the parts being prosecuted" properly is doing something like making HI doesn't work on Vulcan overheat and make the effect a separate, most likely Exotic augment instead. Is this what the vast majority love to see? Properly not.

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On 12/25/2023 at 12:09 PM, The_Black_Pearl said:

is it just me or is the Vulcan turret weak now

What time period are you comparing it to? Vulcan currently is the strongest it's been in a while. 

 

On 12/25/2023 at 12:09 PM, The_Black_Pearl said:

gyroscope?

This hasn't been changed in many, many years. 

 

On 12/25/2023 at 12:09 PM, The_Black_Pearl said:

Vulcans auto-aim and gyroscope?

Vulcan and Striker in particular have 45° upward auto-aim. For comparison, Smoky and Thunder, the other two turrets in the range category, have the standard 9° upward. 

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On 12/25/2023 at 9:39 PM, The_Black_Pearl said:

is it just me or is the Vulcan turret weak now, and what happened to Vulcans auto-aim and gyroscope?

It is still strong only.. It has the highest dps out of any turret (I researched using xl sheet) which is not melee (even beats stock ricochet and stock hammer (counting clip reload for the hammer))

It may just require some experience because it does not have reload unlike other turrets. With just heat immunity it feels somewhat powerful (even the stock vulcan) because it then has infinite ammo.

About the auto aim, yes. 45 degree upward gives a hefty advantage in some maps where you can sometimes just hurt other turrets without them being able to retaliate! >:)

About the gyroscope: It is 50% gyroscope. It means that if your hull turns by 2x, then your turret rotates along ONLY by x. Example: If you turn around once with your hull, your turret simply turns back, so you need to turn your hull around again to get it back to the original direction. It makes it harder but not impossible to be knocked out of aim. It also ensures that if you get shredder augment, you can still turn the turret indirectly using your hull

Edited by Tuileries
Gyroscope and Autoaim info

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Shooting speed regulator: what does it do practically and is it worth using or the rotation speed augment?

it appears to make bullets do more damage but shoot fewer bullets which sounds like that would even out. 

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On 1/8/2025 at 10:18 PM, Potdindy said:

Shooting speed regulator: what does it do practically and is it worth using or the rotation speed augment?

it appears to make bullets do more damage but shoot fewer bullets which sounds like that would even out. 

Yes it is worth using. Alongside changing your damage and firing rate numbers (it's still the same 800 DPS as Stock), you get instant wind-up and wind-down of your Vulcan allowing for infinite fire. You can also use Reinforced Aiming Transmission if you want but with the current iteration of Vulcan balance, it's a mechanically unneeded augment. The Stock rotation speed is already fast enough and you likely wouldn't want to reduced your upward auto-aim from 45° to 9°.

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The most powercrept turret. I remember when this came out and people were talking about how broken and overpowered it was because of the impact force, boy were we in for it in a few years with way worse design decisions. I long for the days when Noise CTF was just incredibly unbalanced and not a death sentence for the lower spawn from a certain artillery turret.

 

Vulcan also has the distinction of being the first new turret to release when I started playing (unless you consider Railgun XT as a separate turret like it was back then).

 

Why is it so mid now? Because the total time to kill for everything else has gone down. There's just no niche for a long range sustained damage turret that requires focus fire. You get sniped by turrets you can't even retaliate against in seconds. Combine that with loads more sources of splash damage and you just can't win.

 

But oh man, this turret has some high highs! Nothing quite like getting set up in a choke point and mowing down entire groups of enemies as they push in.

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