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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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Well one more info about vulcan that is very important. First Look at these parameters.

 

Self heating per second - 2.1 (After barrel finishes)

Temp. limit                  -  8.1

 

This is after the overheating starts. And the self damage starts after the twmp. limit is crossed. So in actual a vulcan will overheat afer about 6.4 seconds, but will deal a proper self damage after 10.5 seconds.... Well I think thats enought time to kill 2 vikings m3 with its firing rate.

 

See more specs here - http://en.tankiwiki.com/Vulcan

Edited by sidg16

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First of all, thank you for your comment about the wiki stats, it was very helpful.  However, I wish to point out that the burning parameters grow relative to the reload time, which also increases.

 

no they dont ;) k

 

self burn is based on damage, not reload.

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Well it requires skill like a railgun for the delay before shooting.and it needs turning skill as well. twins require less skill than vulcan. anyway by the looks of it .vulcan looks as if it has no impact force.quite like a long ranges isida :mellow:

Yes, I have to agree. Twins and Vulcan are true competitors in skill-lessness.

 

Twins does win this competition I guess, because it 's indeed not important at all when to start or

stop firing with this turret: just keep your finger on the trigger.

 

However a lot of Vulcans I meet do almost the same thing. When they have enemies in sight they start

shooting, heat up, apply a repair kit and continue shooting till they blow up by overheating...

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While you might be correct in that the burning temperature and the reload bar are in correlation of each other, the mere fact that both have differing max temperature limits makes the M3 Vulcan shave off more health than the M0 Vulcan after both reach maximum temperature. After each stabilize, M3 Vulcan will continue to output more burning damage, making M3 do more after a series of time.

 

I would be more interested in to see what Vulcan does along each modification when compared to hulls of the same modification. And M2 Hunter/Vulcan might die faster than an M3 Hunter/Vulcan.

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If you want to get more out of this turret but don't want to start a drug fest, spam Nitro. The difference is amazing.

  • Not intimidating enough to the majority of players, so spam it as much as you like
  • Noticeable increase in turret rotation, allowing you to shoot in Twins' range AND boosts your tank to circle enemies at close-mid OR run away.
  • Switch to Double Armor/Power after only a few more moments--for those emergencies and whatnot
  • Probably have an oil tanker or two's worth sitting in the garage, because DP/DA spam only.

People, just do it.

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If you want to get more out of this turret but don't want to start a drug fest, spam Nitro. The difference is amazing.

  • Not intimidating enough to the majority of players, so spam it as much as you like
  • Noticeable increase in turret rotation, allowing you to shoot in Twins' range AND boosts your tank to circle enemies at close-mid OR run away.
  • Switch to Double Armor/Power after only a few more moments--for those emergencies and whatnot
  • Probably have an oil tanker or two's worth sitting in the garage, because DP/DA spam only.

People, just do it.

Sounds like a very good advice...so just don 't do it... :P

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So sad it's OP. I was looking forward to seeing a nerf when they mentioned it in V-LOG, but no. :( It's auto-aim must be decreased as it can fire where we all think it's impossible.

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This is just a comment on those who constantly complain about a Vulcan being OP. I think it is mainly those, such as the ones who use Rails and Shafts who just sit around sniping who complain the most. Some of them just camp out in the same spots where they always have sat thinking that they're going to rack up easy kills. Then here I come in my supposedly OP Vulcan and take them out. Of course it has nothing to do with being smart at how you attack them.  They're used to being the Kings of the battlefield and  hate having another turret giving them competition. My favorite part of battle now is when someone screams out "Will someone kill that ***** Vulcan!" . Just like Rails, Shafts, and Smokies, it takes skill and practice to get really good with a Vulcan. I think Rails and Shafts are over powered when they can one shot you clear across the board. But everyone screams that a Vulcan is Over-Powered when all it is is that the person running a Vulcan is in a lot of cases just fighting smarter than them.  If you are having trouble with Vulcan's, do what I do about Rails and Shafts.... Develop tactics to kill them before they Kill you. Change hulls, change weapons, change paints, or do all 3. Change what you're doing because what you're doing isn't working. Remember if a Vulcan was as over-powered as everyone is making it out to be then everyone would own one.  Looking forward to hearing you guy's cry out.... "WILL SOMEONE KILL THAT ******* VULCAN, HE'S KILLING US!" 

M2 Vulcan, M2 Hunter, Sandstone Paint 

Edited by Dliver
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This is just a comment on those who constantly complain about a Vulcan being OP. I think it is mainly those, such as the ones who use Rails and Shafts who just sit around sniping who complain the most. They're used to being the Kings of the battlefield and hate having another turret giving them competition. My favorite part of battle now is when someone screams out "Will someone kill that ***** Vulcan!" . Just like Rails, Shafts, and Smokes, it takes skill and practice to get really good with a Vulcan. I think Rails and Shafts are over powered when they can one shot you clear across the board. If you are having trouble with Vulcan's, do what I do about Rails and Shafts.... Develop tactics to kill them before they Kill you. Looking forward to hearing you guy's cry out.... "WILL SOMEONE KILL THAT VULCAN, HE'S KILLING US!" 

That 's your perspective, here 's mine.

I play with Hornet/Smoky and are constantly moving around the battlefield. Doing just fine facing enemy turrets but the only chance I have

when facing a Vulcan is to take cover as soon as possible or if I 'm close I better try to circle it.

In most cases the best option is to take cover, only possible if the distance to cover is not too huge because than it 's better to make a stand:

because I will be wasted in mere seconds anyway if I can 't find cover soon enough. That 's how much damage a Vulcan deals out.

 

Moving under Vulcan fire is already hard enough because the impact force beats you of track and slows you down, so escaping without

a lot of damage is virtually impossible made even worse by far too unrealistic firing angles.

Best way to fight back is from out of cover, waiting for Vulcan to spin down or heat up and than give it some pay-back.

 

Most Vulcans are mounted on heavier hulls, Viking being the lowest in armour normally, so the combo will already endure

quite some damage which in most cases is complemented with a constant stream of supplies:

with repair kits being the worst. Do Vulcan and Twins owners get some extra repair kit discount??

These 150 crystals boxes seem to be used by Vulcan players in every battle, even when the fund isn 't by far worth it.

I do understand that the heating up is a reason to do so, but facing a completely repaired armour over and over again...sigh...

 

I also had my go with Vulcan (from real OP to normally OP) on the test server and IMO the slow spin-up, spin-down and

gyro which makes turning a hard job are handicaps which force you to a certain gameplay.

The stream of bullets that have to be fired with giving up cover only adds too that.

Ofcourse you can and have to develop skills on a Vulcan, but those are very turret related skills,

just like with Shaft and it 's hard to translate them to other turrets.

Nothing wrong with that, it just means (thank whoever) that Vulcan only has appeal to a relatively small group.

 

So indeed I see Vulcan is a formidable opponent as you wrote and no way I will deny that.

It 's just still too OP and if there are multiple Vulcans I won 't even bother to go in for a fight (or go out).

Worst case scenario? Some nooby Isida that doesn 't do (or can do?) anything else than keeping that Vulcan alive.

 

Nope, the amount of skills you may have developed don 't matter a bit when that constant stream of Vulcan fire gets you...

  • Like 2

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That 's your perspective, here 's mine.

I play with Hornet/Smoky and are constantly moving around the battlefield. Doing just fine facing enemy turrets but the only chance I have

when facing a Vulcan is to take cover as soon as possible or if I 'm close I better try to circle it.

In most cases the best option is to take cover, only possible if the distance to cover is not too huge because than it 's better to make a stand:

because I will be wasted in mere seconds anyway if I can 't find cover soon enough. That 's how much damage a Vulcan deals out.

 

Moving under Vulcan fire is already hard enough because the impact force beats you of track and slows you down, so escaping without

a lot of damage is virtually impossible made even worse by far too unrealistic firing angles.

Best way to fight back is from out of cover, waiting for Vulcan to spin down or heat up and than give it some pay-back.

 

Most Vulcans are mounted on heavier hulls, Viking being the lowest in armour normally, so the combo will already endure

quite some damage which in most cases is complemented with a constant stream of supplies:

with repair kits being the worst. Do Vulcan and Twins owners get some extra repair kit discount??

These 150 crystals boxes seem to be used by Vulcan players in every battle, even when the fund isn 't by far worth it.

I do understand that the heating up is a reason to do so, but facing a completely repaired armour over and over again...sigh...

 

I also had my go with Vulcan (from real OP to normally OP) on the test server and IMO the slow spin-up, spin-down and

gyro which makes turning a hard job are handicaps which force you to a certain gameplay.

The stream of bullets that have to be fired with giving up cover only adds too that.

Ofcourse you can and have to develop skills on a Vulcan, but those are very turret related skills,

just like with Shaft and it 's hard to translate them to other turrets.

Nothing wrong with that, it just means (thank whoever) that Vulcan only has appeal to a relatively small group.

 

So indeed I see Vulcan is a formidable opponent as you wrote and no way I will deny that.

It 's just still too OP and if there are multiple Vulcans I won 't even bother to go in for a fight (or go out).

Worst case scenario? Some nooby Isida that doesn 't do (or can do?) anything else than keeping that Vulcan alive.

 

Nope, the amount of skills you may have developed don 't matter a bit when that constant stream of Vulcan fire gets you...

Lord-of-the-Snipers thank you for your clear and pointed views. Plus the way in which you respectfully expressed those views was refreshing. 

 

I just wanted to say that smoky and light hulls combo are the ones that give me the most trouble. So I specifically target them when I see them as far out as I can. So that may be what is taking place with you, Vulcans don't like Smokies so we try to take them out as quickly as possible. In fact I really go after all the short range turrets because Vulcan's have more problems with them close up than with other turrets. Also the paint I use has no protection from them. I would suspect too,  that you might be having  similar problems with Rails and Shafts. They love targeting light hulls. Light hulls are their bread and butter because they can usually 1 shot them.  I would also like to point out that in the hands of a skilled player, smokies have an incredible shot angle too. I don't know how many times I've been killed by one that had an angle on me where I couldn't shoot back.  So you're making the same point that I am. Develop skill. Also if Vulcan's are so over-powered and easy to use you would see a lot more of them. Another point to go along with that  is,  yes  you may see a lot of noobs  using repair kits, but I bet if you go back later and check those guys out, they no longer use Vulcan's, because like you said, repair kits are expensive. Plus isn't that an argument that a Vulcan isn't over-powered? If you need to use a repair kit every time you use it, doesn't  that seem to indicate  that the opposite may be true?   Being good with a Vulcan is dependent on heat management and target choice. Lastly you talked about fights with multiple Vulcan's and how unfair they are, have you ever been in one with multiple Shafts all working together? Now that is a nightmare. Speaking of Shafts, the hull that I see them mounted on most is a Mammoth or one of the other heavy hulls for stability to steady their shots and protection because they are exposed more to incoming fire. So is that wrong or unfair for them to do that? The same goes for Vulcans, they need the stability and they are exposed to more shots because of having to sit out in the open to shoot. However I prefer the Hunter because of it's speed and you almost get the same protection as a Viking. Like you, I like to be mobile around the battlefield.

Last note, I think Ricochet, Smoky's, Shafts and Rails knock you around a lot worse than Vulcan's. 

Edited by Dliver
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So sad it's OP. I was looking forward to seeing a nerf when they mentioned it in V-LOG, but no. :( It's auto-aim must be decreased as it can fire where we all think it's impossible.

If you're going to do that, then they should decrease the aim ability of shafts back to the old days when it would bounce around more and more the longer you held the zoom aim key. These days they can kill you through the smallest openings all the way across the game board. And they can shoot at basically the same angles that a Vulcan does. Plus a Shaft can 1 shot most hulls across the whole length of the field then quickly duck behind cover,  while a Vulcan has to sit out in the open for long periods shooting, giving everyone and their brother a shot at him.  You tell me who is over-powered and has the advantage. Rails are even worse. Their auto-aim allows quick snap shots that can also one shot across the field. Once again a Vulcan has to sit out in the open for many seconds to do the same damage,  giving everyone, including the one being targeted,  a shot at him.

Edited by Dliver

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