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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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Some of you may recognise my username: IAmTheTankyTank. Generally, I use a Vulcan/Viking tank. So, I decided to search up some strategies for Vulcan online. And, everywhere I looked, including the official Tanki page itself, I was told that Vulcan should NOT be used at close range. This confused me a lot, since that's exactly where I like to use my Vulcan, and I think that I get pretty decent results. I don't understand how Vulcan is NOT good at close range, since I use it there all the time!

At close range, Vulcan will reliably beat: Shaft, Railgun, Thunder, Magnum, and Striker. Since there are only 11 turrets in the game (not including Vulcan itself or XT turrets), this is pretty good! A decent tanker could also beat medium range guns with this supposedly long range turret. Finally, there are countless times where I have come across a Firebird, and using a combination of strafes to knock of its aim, escaped with my life with pretty decent health.

I for one certainly wouldn't class Vulcan as a purely long range gun: I'd say rather that it's an all arounder, being able to fend for itself in any fight that Tanki throws at it. So, I'm going to teach you how to use the Vulcan/Viking at close range, like I do.

Now, I like Viking for its good health, decent speed, and great acceleration. Perfect for quick dodges at close range! Combined with a Vulcan, you can quickly get to the side of an enemy tank, which is especially useful if the enemy is inexperienced and can't rotate their turret (I see these players all too often). If the enemy has a close range weapon: eg Firebird, I try to dodge to one side, then quickly pull back and draw up on the other side of the enemy. This is a reliable way to knock off their aim just long enough to pull off the win. This is a lot harder with Freeze, for obvious reasons, so in the case of Freeze, I'd recommend keeping your distance and use your range advantage. In fact, I'd recommend doing this for Firebird as well, but I'm just saying that it's possible to beat a Firebird at it's own range.

Thunder and Striker are easy to beat. Just keep close to them, drawing advantages from your maximised damage potential and THEIR self damage. They'll be gone before you know it.

And long range weapons, like Shaft? Just get close, and you can completely destroy them and drive off without a scratch.

I appreciate that this method of play may not be for everybody, but be sure to let me know if this works for you!

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The guides that say that Vulcan should not be used at short range were written at a time when Vulcan was actually relevant. Now it's so bad you HAVE to use it a short range. 

Edited by ThirdOnion
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I don't play with Vulcan, but to me it doesn't seem like a good close range turret at all. Whenever I faced one in close range, I always won, with any turret. I mean, the barrel warm-up time, the slow rotation, the low damage - it all makes Vulcan significantly inferior in close range. The only way you can be effective in close range with it is if you use supplies a lot and others don't. 

 

Since there are only 11 turrets in the game

13* :P

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Vulcan is only good at close range if your enemys stay infront of you. If you end up facing a Thunder+Hornet or XP and they start circling you ur screwed cause of the slow rotation . Beating a Magnum at close range is something even a shaft can do cause of it having no rotation

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The thing is that you are a low ranker, fighting against people who don't turn their turret and just fight head on. Vulcan wins a lot of head on fights. The reason it does actually stink at close range is that the rotation speed while firing is terrible and once you rank up you will fight people with close range turrets that know how to circle around you and you will lose those fights.

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To be honest, Vulcan can easily face a defeat in close range, at least at my ranks. Unless the opponent is really noob or is using an ineffective combo like Wasp Twins or something without supplies. Vulcan is an annoying kind of thing, which doesn't deal a whole bunch of damage but slowly it will finish you off so its better to have a vulcan in the enemy base from where it can shoot at least half of the map. People are kinda afraid to get in its line of sight because everyone wants full health :D

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Vulcan is terrible at long range. Sure you can get some damage, but not much. If you're going for the kill at long range, you need a lot of RK so you don't burn up first. Damage is much better at medium and short range. 

 

On one of my other accounts, I use Vulcan/Dictator or Viking, depending on the map. At close range, I set the rotation at an angle to my tank (about 45 degrees) and start circling. You have to be fairly good at maneuvering your tank around forward, backward and evasive moves in order to do this.

 

I rarely use it for long range, unless it's to discourage someone from coming out in the open to attack a team member. As for vertical angles, you do need to be at least medium range. 

 

On another account, I use Shaft/Dictator or Viking. If I'm being attacked long range by Vulcan, I have plenty of time to zero in on him for a good shot. If I don't kill him, then an arcade shot will, usually, finish him off.

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Some of you may recognise my username: IAmTheTankyTank. Generally, I use a Vulcan/Viking tank. So, I decided to search up some strategies for Vulcan online. And, everywhere I looked, including the official Tanki page itself, I was told that Vulcan should NOT be used at close range. This confused me a lot, since that's exactly where I like to use my Vulcan, and I think that I get pretty decent results. I don't understand how Vulcan is NOT good at close range, since I use it there all the time!

 

 

At close range, Vulcan will reliably beat: Shaft, Railgun, Thunder, Magnum, and Striker. Since there are only 11 turrets in the game (not including Vulcan itself or XT turrets), this is pretty good! A decent tanker could also beat medium range guns with this supposedly long range turret. Finally, there are countless times where I have come across a Firebird, and using a combination of strafes to knock of its aim, escaped with my life with pretty decent health.

I for one certainly wouldn't class Vulcan as a purely long range gun: I'd say rather that it's an all arounder, being able to fend for itself in any fight that Tanki throws at it. So, I'm going to teach you how to use the Vulcan/Viking at close range, like I do.

Now, I like Viking for its good health, decent speed, and great acceleration. Perfect for quick dodges at close range! Combined with a Vulcan, you can quickly get to the side of an enemy tank, which is especially useful if the enemy is inexperienced and can't rotate their turret (I see these players all too often). If the enemy has a close range weapon: eg Firebird, I try to dodge to one side, then quickly pull back and draw up on the other side of the enemy. This is a reliable way to knock off their aim just long enough to pull off the win. This is a lot harder with Freeze, for obvious reasons, so in the case of Freeze, I'd recommend keeping your distance and use your range advantage. In fact, I'd recommend doing this for Firebird as well, but I'm just saying that it's possible to beat a Firebird at it's own range.

Thunder and Striker are easy to beat. Just keep close to them, drawing advantages from your maximised damage potential and THEIR self damage. They'll be gone before you know it.

And long range weapons, like Shaft? Just get close, and you can completely destroy them and drive off without a scratch.

I appreciate that this method of play may not be for everybody, but be sure to let me know if this works for you!

 

 

As you can see from all the comments you sparked, there is a lot of "conventional wisdom" in Tanki that almost everyone believes but isn't actually true.  Even the devs believe Vulcan must be used at long range with a brick on the spacebar. But who are you going to believe? A bunch of words on a forum page or your own experience?  :lol:

 

I use Wasp/Vulcan and at times I find myself wondering if there is any stronger combo in the game. When you are clicking man it is just a total rush. "Can't fight at close range" OMG ROFL! I've gone total Matrix at times in the middle of an enemy pack. It is just so fun. If the darn thing didn't tip over so often my K/d would probably be a full point higher. That being said I will admit you need eyes in the back of your head.

 

I use Viking with my Smoky so I know what you mean about it being a good dancer at close range. I've never used it with Vulcan though. But I can see what you mean. And I bet you do not tip over as much. :)

 

Stick with it. Don't listen to anyone tell you differently.

 

Vulcan is terrible at long range. Sure you can get some damage, but not much. If you're going for the kill at long range, you need a lot of RK so you don't burn up first. Damage is much better at medium and short range. 

 

 

 

On one of my other accounts, I use Vulcan/Dictator or Viking, depending on the map. At close range, I set the rotation at an angle to my tank (about 45 degrees) and start circling. You have to be fairly good at maneuvering your tank around forward, backward and evasive moves in order to do this.

 

I rarely use it for long range, unless it's to discourage someone from coming out in the open to attack a team member. As for vertical angles, you do need to be at least medium range. 

 

On another account, I use Shaft/Dictator or Viking. If I'm being attacked long range by Vulcan, I have plenty of time to zero in on him for a good shot. If I don't kill him, then an arcade shot will, usually, finish him off.

 

 

I agree. I will hose down people at long reange at times but I do most of my work up close.  Well actually I start close and I often speed away from them when hosing them down. But that has a lot to do with keeping my Wasp upright with all the recoil effect.

 

I have an m3 Vulcan on an m2 Wasp and i really notice the effect from the light weight. As I was adding MU steps to my brands new m2 Vulcan I noticed the recoil getting worse and worse with each step. Now at MU_10 the recoil means driving and shooting this combo leaves you always on the edge of control. But once you get the hang of it it is very fun.

 

As you can see from a recent post I have even done full 360 circle strafes of a foe with the Vulcan. Most players simply are not used to reacting against this.  :)

Edited by LittleWillie

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I wouldn't get too close using Vulcan unless if you are using a heavy hull of the same modification and have supplies. Once you overheat, your turret rotation gets slower and slower until it feels like you're using a shaft or a hammer with slugger alt.

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Smoky Viking is one of the best combinations on tanki, but I think you're doing well with the vulcan wasp only because you're using more supplies than your opponents.

I don't expect vulcan paired with a light hull to do very well in battles with supplies turned off.

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I wouldn't get too close using Vulcan unless if you are using a heavy hull of the same modification and have supplies. Once you overheat, your turret rotation gets slower and slower until it feels like you're using a shaft or a hammer with slugger alt.

You are right about overheating. That is why the W/V combo typically avoids overheating. When I do overheat it is when there are several targets in one spot and its worth it even if i blow up.  W.V means a lot of fire move fire from new spot. Also when I am not firing I can turn my hull very fadt then start firing at the new angle,  I am not saying W/V is invincible at close rage. I'm saying it can more than hold its own when mixing it up.

 

Folks have to understand it does tke a differnt driving approach. I was all fingers at it at first when I would change over from a more conventional combo. But once you get teh hang of it the combo is surprisingly effective. 

 

Smoky Viking is one of the best combinations on tanki, but I think you're doing well with the vulcan wasp only because you're using more supplies than your opponents.

I don't expect vulcan paired with a light hull to do very well in battles with supplies turned off.

Yeah as I said I've heard all those rationalizations and stuff before on the forum but I will believe my own gaming experiences instead.  As for non-drug battles those do not exist for me so what do I care about  them? I play my daily missions and those are all drug battles.  So I have no idea how the combo would do but I have no reason to think it would do poorly against other non-drugged tanks. DA/DD cancels out. I'd miss the speedup but no one else would have them either.

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Any opinions on the M2 alteration? Just got Vulcan yesterday and was wondering about the M2 alt, seems decent on paper ^_^

I wouldn't recommend it unless you're going up against light hulls.Anything else and it takes to WAY too long to kill anybody.

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Any opinions on the M2 alteration? Just got Vulcan yesterday and was wondering about the M2 alt, seems decent on paper ^_^

I also got Vulcan. If you use a heavy hull with it then you might find the m2 alteration worth it. If you use Vulcan with say, Viking then you probably won't need it.

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