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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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For a long time vulcan has been the only turret  for me. But, the latest update has left it useless against any enemy tank that causes an impact to my hull. vulcan is a weak turret that relies on  a constant stream of bullets in order to get the kill. But now it is  so consistently knocked off it's aim that i can no longer use it.  

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Please, explain to everyone here how extreme the nerf was.

Extreme? That's not my word. But I would say this is a major nerf.

 

Aim gets knocked off very easily now. If I am firing on the move and stop I'll rock the hull and fire into the ground.  If I'm stil while shooting and start to move, I rocj and miss upwards. I can't shoot vertically like I could before, and rocking the hull to shoot higher does not do more than land 2-3 bullets. Vullcan needs to land dozens of bullets to be a fanger.

 

It is indeed easier to turn the turret while firing and while moving ... but the loss of gyro effect means it is also harder to keep your shots landing on target.  

 

In effect the loss of stability means 10% to 20% of the shots you'd had landed with the gyro effect will miss doe to the overly-sensitive turret now.

 

And as for the big old "buff" in the weak damage zone ... meh.  This is not how to fight efficiantly, shooting at weak ranges.  But most significantly having a fast turning turret means nothing ... noithing at long ranges.  The slightest turn covers a lot of territory at 150+ meters.  But the loss of stability does matter ... because a slight bump also means missing at long range.

 

And this atop a massive 10% across the board nerf just weeks ago. Now with added missed shots we're talking about a 20% to 30% reduction in effective dps w/in the past month or so.

 

Is that "extreme"? I'll let teh reader decide.

Edited by LittleWillie
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Played my Smoky  Viking ... Mamoth / Vulcan on the other side.  

 

Poor Vulcan. I can tell you one thing... the faster spinning turret does not do squat to stop me from circle-strafing.  And smoky (with +impact alteration at least) will throw off even a mammoth's aim w/Vulcan. I must of killed that poor SOB 10 times in a row.

 

============

 

Also an addition to the above.  If you are firing forward  while still then move you will rock up... and the recoil from your firing will sustain that. This is even worse if you get hit in the same position... that upwards rock will stay almost forever unless you stop firing.

 

Before the gyro nerf my Wasp could be smacked around and tipped very easily if I was firing directly left or right (sidewyas).  So I had to make ap oint of it to face the enemy as best as possible while firing. That position and the gyro kept me from being flipped and tipped.  But now the same exact position rocks me up and the recoil keeps me there.  It's essentially a death sentence. By the time you stop firing, drift back level, spin up again... the other guy has hit you again and/or killed you.

Edited by LittleWillie

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vulcan is unplayable for me now. It was the only turret i used. It is well upgraded for the rank. I used to compensate for the slow moving turret by moving the tank as well, and I had absolute control over it by combining the spin of the tank and the turret. Now there is no fine control of angles,  they have fundamentally changed how the gun handles, and i will probably just quit using this account.

i didn't complain about the previous nerf even though it was annoying to have the turret weakened. But now it is not merely weakened. It is a totally different type of turret

168 hours mastering vulcan, and countless crystals upgrading it. All for nothing.

Edited by BestNoobEver
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vulcan is unplayable for me now. It was the only turret i used. It is well upgraded for the rank. I used to compensate for the slow moving turret by moving the tank as well, and I had absolute control over it by combining the spin of the tank and the turret. Now there is no fine control of angles,  they have fundamentally changed how the gun handles, and i will probably just quit using this account.

 

i didn't complain about the previous nerf even though it was annoying to have the turret weakened. But now it is not merely weakened. It is a totally different type of turret

 

168 hours mastering vulcan, and countless crystals upgrading it. All for nothing.

Exactly!

 

Before Vulcan/Wasp was a very different beast to control. It took entirely different reaction instincts to operate compared to

"conventional" setups like Viking/Smoky. But in learning those instincts I had a rare combo many people were not used to fighting. Net result: a lot of fun.

 

But this change does not tweak Vulcan for balance ... it makes it a new turret and all those hard-learned instincts are now obsolete. I now have to learn an entirely new way of playing. But there's much reason t believe this will be futile.  The loss of gyro means a loss of accuracy and that loss is felt more and more the lighter your hull.

 

But they bumped "weak" damage.  Clearly Tanki thinks the only way Vulcan should be played is to put it on a Mammoth and pout a brick on the spacebar. 

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Exactly!

 

Before Vulcan/Wasp was a very different beast to control. It took entirely different reaction instincts to operate compared to

"conventional" setups like Viking/Smoky. But in learning those instincts I had a rare combo many people were not used to fighting. Net result: a lot of fun.

 

But this change does not tweak Vulcan for balance ... it makes it a new turret and all those hard-learned instincts are now obsolete. I now have to learn an entirely new way of playing. But there's much reason t believe this will be futile.  The loss of gyro means a loss of accuracy and that loss is felt more and more the lighter your hull.

 

But they bumped "weak" damage.  Clearly Tanki thinks the only way Vulcan should be played is to put it on a Mammoth and pout a brick on the spacebar. 

Exaclty. They didn't want twins to be "noobish". Now they are making vulcan noobish. Now I can't fight with vikings in close range when I am moving.

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  http://prntscr.com/eebqz1 , Just 1 image to show, what can happen with me in close range.
http://prntscr.com/eebscr , 2nd Image what happens too, You can't modify your aim by moving up and downwards, because you'll miss even more with vulcan.

I don't have images how easy is to knock off my aim, when I use dictator
This are reasons why this update seems pretty big nerf, this update is pretty useless, because you lose effectiveness in shooting enemies. Higher weak damage surely doesn't counter this and these updates make me to stay in same place to shoot effectively enemies most times.

 

Sry, I didn't find way to put pictures into here

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Time to switch turrets. Vulcan is a weak turret now. This always happens with a powerful turret. They nerfed over and over again Shaft, and after a couple years they have finally started buffing it because it went to far. (Though I think the buff went too far because it can now one shot even the heavy hulls with no protection.) SO now I've switched back to my rail and I'm also having fun with firebird and (can you believe it) twins. This is a cycle that will last at a minimum a year before there is any chance of a buff. So switch out boys and girls unless you can team up with and Isada or another Vulcan. I've put mine in the back of the garage for now. The anti-Vulcan whiners won.

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This Vulcan nerf of course happened right as I was on the verge of ranking to @LT and thus unlocking the m2. Fortunately it did not come right after I bought the m2 so I had time to think about it and evaluate.

 

After considering the aletrnatives I decided to go with the m2 aftr all. There just wasn't another turret I liked around that rank. And I thught the m2 version might make up for the nerf.  So I did it and, of course, things are better.  I'm learning different driving techniques ..some of the lost accuracy has returned with practice. Oddly enough I find I can circle strafe a heavy hull / vulcan .. didn't expect that.

 

So I guess I am going to be using this combo still. I still feel the change is a nerf and I still despise  the loss of vertical reach. And both alterations available for it need to be scrapped for something useful. 

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Time to switch turrets. Vulcan is a weak turret now. This always happens with a powerful turret. They nerfed over and over again Shaft, and after a couple years they have finally started buffing it because it went to far. (Though I think the buff went too far because it can now one shot even the heavy hulls with no protection.) SO now I've switched back to my rail and I'm also having fun with firebird and (can you believe it) twins. This is a cycle that will last at a minimum a year before there is any chance of a buff. So switch out boys and girls unless you can team up with and Isada or another Vulcan. I've put mine in the back of the garage for now. The anti-Vulcan whiners won.

 

In your ranks it is easier. I don't have opportunity to take other m3 turret yet.I'm stuck atm, because Vulcan is pretty trash. These 37k Which I need to get to marshal are so painful/hard to come.

Edited by Brokkolo
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In your ranks it is easier. I don't have opportunity to take other m3 turret yet.I'm stuck atm, because Vulcan is pretty trash. These 37k Which I need to get to marshal are so painful/hard to come.

Play on maps which suits Vulcan better. It's not that hard to be competitive at all on the right map.

I don't know much about high-rank battles, but it's pretty easy for me to be top 3 in my team almost anywhere I play.

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Well, we have two schools of thought, I guess, on what Vulcan "should" be.

 

1. A machine gun ( sweeping fire). This means low damage, low effective range, but an almost endless supply of fire and fast turning speed, with good auto-aim.

 

2. A machine gun, (concentrated heavy fire). This means high damage, higher-than-average range, average time before overheating, and gyroscopic effect.

 

I guess they are trying to find a middle ground, and it's quite haphazard. Add to that the fact that there are only 3 effective alteration slots.

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Well, we have two schools of thought, I guess, on what Vulcan "should" be.

 

1. A machine gun ( sweeping fire). This means low damage, low effective range, but an almost endless supply of fire and fast turning speed, with good auto-aim.

 

2. A machine gun, (concentrated heavy fire). This means high damage, higher-than-average range, average time before overheating, and gyroscopic effect.

 

I guess they are trying to find a middle ground, and it's quite haphazard. Add to that the fact that there are only 3 effective alteration slots.

Btw 1st gun is Twins almost :D It used to be 2nd before, but now it isn't. Now is feeling like going with machine guns against tanks.

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They said they weakened the gyro effect, but they effectively removed it. It's still there just so they wouldn't need to change the turret's description in the Garage. You can't even rotate your hull while keeping a window on-target, now imagine if you and/or the target are moving. It is possible to move the turret by turning your hull, even with Mammoth, something that only happened when you used a light hull. That's how nerfed the gyro is.

As for the "buff" to the minimum damage... well, yeah, they pretty much had to do that, because a single shot is now enough to take you off aim and make you waste a ton a shots (and overheat time) on far away targets.

Edited by Battle-Spire
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Well I have to take back my first impression that the gyro nerf ended the days of Wasp / Vulcan. I had the most amazing weekend. I guess the adrenaline level was exceptional. :)  Halfway through Saturday I realized I was using virtually no Supplies. So i stopped using them the rest of the weekend.  I ran into tougher fights Sunday, but still bit more than I got bit. 

 

You really have to drive the combo hard. You gotta make the hull dance while spinning the turrets as fast as you can then slamming both still when you get on target.  OR keeps flying at top sped while still streaming bullets.  And always worry about facing for recoil / impact implications.To my surprise with Wasp I do actually find myself rocking my hull.  You can ding the foe by a couple hundred ... just a way to harass.

 

 

It is not easy and you WILL die but your foes will be aware of your presence in the meantime. Was great fun.

 

But that gyro change overall that was still a nerf. I still miss more, just not as much as at first.

Edited by LittleWillie
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They said they weakened the gyro effect, but they effectively removed it... It is possible to move the turret by turning your hull, even with Mammoth, something that only happened when you used a light hull. That's how nerfed the gyro is.

As for the "buff" to the minimum damage... well, yeah, they pretty much had to do that, because a single shot is now enough to take you off aim and make you waste a ton a shots (and overheat time) on far away targets.

Quite.

A year ago I was flipping tanks on the roof on Rio when firing from the cliffs... now, even though I have a mammoth, anything that hits me knocks my vulcan off its aim.  I even have to rotate my mammoth rather than rotate my vulcan to recapture target.  (I also got pushed around by a titan, but that's a separate whinge).

And I can't get the vertical angle on Noise any more... they nerfed Vulcan pretty comprehensively.  I don't seem to be suffering when firing at long range like I feared, but maybe I've just got impatient with the big maps.

The alterations are pretty meh.

 

They need to walk back, in order: (a) the gyro nerf (b) the damage nerf © the impact nerf.  I can see why light hulls could get infuriated when facing a vulcan.

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http://prntscr.com/ejv8ir That is humor in Wiki of Tanki. Tanki is saying that Vulcan is great gun. It isn't. Damage rate isn't compareable to Twins. Gyro effect doesn't help much or is good for enemy. Auto-aim angle is much less than respectable. I haven't noticed that I knock out aim of sb. 

That made me laugh :D . I hope that Tanki starts to tell truth, how bad is vulcan.

And that keeps annoying how Tanki and Tanki's tail cells talk about nerfs as they were buffs.

I have changed over to freeze and wait until vulcan gets ok turret again

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Not so long ago, any mid or long range battle (at M3 or M3+ level) you would see lots tankers using racoon. There was good reason for this - vulcan was scary. Mammoth vulcan's were not to be messed with, a sentry holding down lanes of the map. However now vulcan is barely worth using in my opinion. I have vulcan m4 and against m4 vikings I often find myself doing less than 100 damage if they have double armour, which is rubbish considering vik m4 has 3000 health. The time to kill against heavier hulls or an opponent with any protection against you is so poor you rarely get this kill before they reach cover or you die.

 

Old vulcan was too strong really, especially trying to fight the infuriating 'pocket isida' which I am sure you can relate to. However, I now find myself never feeling like using vulcan as it is just weak really, and never feeling compelled to take racoon or africa to ward off the damage of this turret. How often do you really see it being used effectively at high ranks anymore? 

 

Twins has seen a series of buffs which make it the preferred 'brick on keyboard' supressive weapon. On top of this the alterations available for vulcan are fairly weak where as the twins counterparts can make it a very versatile weapon. Do you think the vulcan has started to die out? And do you think it needs buffing again, and if so how would you want to see it buffed?

 

I think that it needs an small increase in max damage but a larger increase in minimum damage - restoring in to the long range machine gun it once was. Perhaps a decrease in the firing time before self damage or similar could be adjusted to stop it become the  OP monster it once was.. However I would like to see it become a more viable weapon.

 

What do you think about this weapon at m3 and m4 since the autumn update?

 

Thanks :D

Edited by r_Centurion2
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In my opinion, Vulcan does need a bit buffing and that doesn't mean making it as powerful as it was before but ''balancing'' the Turret once more but we will see what the Developers will do with it in the future, but for now I guess using different Turret is much better depending on the map/battle you playing.

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It's been weak for a while now. Meanwhile railgun and twins are flavour of the month with their insane impact force and rail can destroy my hull in one shot!

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