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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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I have been just slaughtering foes the past couple weeks with Vulcan / Wasp. The combination of speed and 50% weak damage means you can bring fire down on all over the map. And it's a lot of fun. On Parma it's a feeding frenzy.  It is not an easy combo to use but once you do OMG.

 

Now if I can only learn to stop tipping myself over.  

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I have been just slaughtering foes the past couple weeks with Vulcan / Wasp. The combination of speed and 50% weak damage means you can bring fire down on all over the map. And it's a lot of fun. On Parma it's a feeding frenzy.  It is not an easy combo to use but once you do OMG.

 

Now if I can only learn to stop tipping myself over.  

Always thought there were issues aiming Vulcan while on the move... no?

 

Started a new account and am currently at Staff Sergeant.  Will upgrade my Hunter to M1 (who can afford Predator kit without buying???) and then buy Thunder m1. 

 

But after that was thinking of getting Vulcan at m2.  How is m2 compared to it's "peers"?

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Horrible, don't waste your time. In fact don't waste your time with Vulcan at any modification.

Wow - that's disappointing to hear.

 

I know the impact needed reduction badly - the weapon was bouncing tanks around way too much.

They nerfed the damage too much as well?

 

I notice that Vulcan along with Striker seem to be the most rare turrets - must be a reason...

 

On the plus side there's likely not as many Vulcan protections out there.

Hopefully by time I get to m2s on my alt account it has been tweaked (upward) some. Will have to re-visit at a later time.

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Always thought there were issues aiming Vulcan while on the move... no?

 

Started a new account and am currently at Staff Sergeant.  Will upgrade my Hunter to M1 (who can afford Predator kit without buying???) and then buy Thunder m1. 

 

But after that was thinking of getting Vulcan at m2.  How is m2 compared to it's "peers"?

Oh yes the Wasp / Vulcan combo is always on the edge of instability.  You have to be very careful firing to the side. Any enemy hit w/impact will knock you over.  But learning to fire on the move is what this combo is all about. That and hit and run.  You have to "unlearn" a lot of insticts you use for a conventional combo like Smoky/Viking.. You have to ignore the large number of time you freaking tip over.  It is definitley a learning curve. I'm still learning. But I htink it is my most fun combo overall.

 

M2 Vullcan unlocks at a pretty low rank so MU steps give a good gain.  With Wasp unlocking at a hihrank I am still at m1_10/10. That mismatch bewteen hull weight and weapon recoil makes it even more unstable. 

 

Yep Vulcan and Striker are probably at the bottom of popularity. They ar enot the easiet turrets to use.  But of the two I reckon Striker is more in need of a boost.  

 

========

 

The biggest hurt (besides damage reduction) was the loss of vertical arc. The huge impact had to go. It could stop an enemy from driving forward. 

 

The loss of gyro was at first a negative for my combo.  With full gyro I actually used the gyro resistance to counter gun recoil and enemy impacts.  But a change in technique and now it is helpful.  You can re-direct the gun quickly with the hull then adjust aim with turret rotation.  

 

At first I di dnot think much of the boost in weak damage. But time has shown that help.  You can rain damage on so many enemies. Even if yo do not kill them you weaken them and/or make them run for cover.  If they don't you can kill them.

Edited by LittleWillie

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Oh yes the Wasp / Vulcan combo is always on the edge of instability.  You have to be very careful firing to the side. Any enemy hit w/impact will knock you over.  But learning to fire on the move is what this combo is all about. That and hit and run.  You have to "unlearn" a lot of insticts you use for a conventional combo like Smoky/Viking.. You have to ignore the large number of time you freaking tip over.  It is definitley a learning curve. I'm still learning. But I htink it is my most fun combo overall.

 

M2 Vullcan unlocks at a pretty low rank so MU steps give a good gain.  With Wasp unlocking at a hihrank I am still at m1_10/10. That mismatch bewteen hull weight and weapon recoil makes it even more unstable. 

 

Yep Vulcan and Striker are probably at the bottom of popularity. They ar enot the easiet turrets to use.  But of the two I reckon Striker is more in need of a boost.  

 

========

 

The biggest hurt (besides damage reduction) was the loss of vertical arc. The huge impact had to go. It could stop an enemy from driving forward. 

 

The loss of gyro was at first a negative for my combo.  With full gyro I actually used the gyro resistance to counter gun recoil and enemy impacts.  But a change in technique and now it is helpful.  You can re-direct the gun quickly with the hull then adjust aim with turret rotation.  

 

At first I di dnot think much of the boost in weak damage. But time has shown that help.  You can rain damage on so many enemies. Even if yo do not kill them you weaken them and/or make them run for cover.  If they don't you can kill them.

On the mid levels (m2-ish) how important are things like fire protection to reduce overheating?  Worth spending the crystals at that rank for the moderate (at best) reduction in self-damage?  Is it really something to worry about?

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I used a module w/o fire protection for a long time. I just learned to cut out my firing and spin back up.  Finally I decided to just d a little test.  IIRC I had something like 14 seconds of sustained firing after the heatup began before I blew up.  I think I had a 10 or 11 pct module lying around. With that I could fire about 20 seconds.  Since then I've used afire module most of the time. There are times you catch 3-4 enemies in the open. When you do you just want to keep hosing them down as long as you can.  

 

So I guess the answer is, fire protection is not strictly needed. Even with a low HP hull. Most times you can get by with a feel for your safe firing limit. But even a moderate amount of fire will make a notable difference.  

 

Tell you what I will re-do those tests and see about posting some numbers for you.

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OK my memories were pretty far off.  And/or I did my earlier test with DA up. Anyway I just did 1 repetition each at 0%, 11%, and 34% fire protection. I did that for two hulls a Wasp with 1618 HP and a Mammoth with 2429 HP. Timing was done with the highly scientific one-one-thousand oral timer. ;)

 

0%

 

Wasp          1618 ---- 11 seconds

Mammoth   2429 ---- 15 seconds

 

11%

 

Wasp          1618 ---- 12 s

Mammoth   2429 ---- 17 s

 

34%

 

Wasp          1618 ---- 16 s

Mammoth   2429 ---- 22 s

 
 
So I would say you can certainly get along well w/o a Fire module.

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Wow - that's disappointing to hear.

 

I know the impact needed reduction badly - the weapon was bouncing tanks around way too much.

They nerfed the damage too much as well?

 

I notice that Vulcan along with Striker seem to be the most rare turrets - must be a reason...

 

On the plus side there's likely not as many Vulcan protections out there.

Hopefully by time I get to m2s on my alt account it has been tweaked (upward) some. Will have to re-visit at a later time.

Lots of people don't know hot to use both effectively. 

I for one, love vulcan (getting it to m4 soon) and it pairs well with my titan. As long as your playing a defensive/mid player role. You will rack up kills with vulcan with its fast fire rate. The stats aren't everything. Try everything and come up with your own opinions. 

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I think vulcan is perhaps not being given proper credit. I have thought this out a little in my head... I'll probably forget something, but oh well.

 

Ok so let's start with some unfortunate news. The damage is not significant. Double damage isn't necessarily a must, but a ready supply of them sort of turns vulcan into a substantially more worthwhile weapon. If you can't access double damages from drugs, or map, and are just relying at the at best 540 damage, or depending what rank you... you're job becomes harder without. It is in fact the lowest dps in the game.

 

Furthermore, you can't really hide while using this turret. You hit someone, you can usually target a number of times where you get a second or 2 of free damage, but they quickly know where you are. Also, you give yourself away to everyone. In DM, TDM, CP, CTF you fire you let everyone know where you are. 

 

The overheat once started comes on fast, and sometimes because of the vulcan bug, you will overheat has soon as you hit shift. No draining the bar, you just overheat. This has gone unattended to for some time. At least 3-4 months. But it is just a once per game type of thing. Not every spawn kind of thing. it can be mitigated somewhat by jus tstoppign the fire, and restarting, and with protection. 

 

That's most of the bad. And how bad is it? Well with the good, I think it can be overcome. 

 

So, the good is that its consistent damage. Using repair against it is usually just an extra 1000 health, which on double damage only gains them a second, on normal damage its about 2 seconds of damage. ... I have m4 so I know that is best case scenario, and for some those stats will be extra 2 seconds, and extra 3 seconds firing. 

 

The protections out there I can see are generally pretty low. People use protections for twins, thunder, isida, firebird, rail. .. increasingly magnum I assume though I don't have the turret so I never really see it. Vulcan, I regularly go in to battles with 1 or no opponents having vulcan protection, and a "bad" game is when i see 3-4 users with some kind of protection. But in a legend protection its usually like a lower number of the 4. So overall, I think using vulcan you will get the most out of it. i have twins, and I'm always disheartened to see that I go into game and 8 out of 10 opponents have a 40 percent protection against me. So my twins just don't get the game time they used to. 

 

So opponents can't repair, and they won't protect very much against you. 

 

Again, good news comes with double damage, and its consistent fire. We are now talking map style. Pick the maps that vulcan can abuse and it shines just like any other turret used on a map designed for it. A high spot, with an open valley like setting with minimal walls and blockages. You want your opponents to be caught in view always. So as mentioned in this thread recently, superhov has an entire mid map area that is open for vulcan. Sandbox is open. Kunger has bridges and open areas. Polygon has the perches of high ground on the side to kill cp centre. 

 

The range can catch short ranged turrets at a distance without reprisal. If they get close though, short ranges will generally beat you. As they are designed to... but of all the turrets that are not short ranged (doing consistent damage) you are the only turret that can block their repair ability and that does at times give an edge. I have seen that with low health attackers while lets say a quarter health isida that can say withstand one hit from thunder, smoky, rail etc, and kill them before a second, they don't have that edge against a vulcan. So let's say a 1/4 health isida vs a half health vulcan, thunder, smoky rail. striker etc, The isida will absorb the single shot from thunder smoky rail and striker and finish them before ether can reload even with its low low life. But a vulcan doing consistent damage with half health can survive not he odd occasion. Both the isida and the vulcan doing consistent damage, and the vulcan getting maybe a split second head start in firing. 

 

Scenarios continued. What turret pairs best with an isida? Well probably a twins, or another isida, and many long range guns can make powerful combos... let's also throw in a double isida with what turret. A double isida combo with twins is also immensely powerful. Similarly a triple isida combo is so strong. Ctf etc. But why would two isida team up with any other turret except a long range turret or invading turret seeking to wreck an enemy base? It doesn't always happen often. 

 

So now we end off with IN my view one of THE strongest possible combos in tankI. Drum roll please.

 

One Vulcan, two isida support. 

 

One vulcan and one isida is great, but with two the isidas can heal each other so you don't lose your healers as easily. From here I truly hope everyone can appreciate how vulcan shines. Because this pairing works on levels that I find just remarkable playing as either the isida or Vulcan. 

 

It is just pure fun. 

 

The self damage actually becomes a non issue, its a bonus! Isidas are encouraged to team with vulcans because vulcan WILL SELF DAMAGE. It's not like a double isida healing a thunder where there MIGHT be self damage, and EVENTUALLY there will be enemy attack to heal. With vulcan, the isidas will be healing regardless of enemy fire. They will have a job to do. The job is always just 6 seconds away. The only other combo that comes close is twins with unlimited ammo, but guess what vulcan gets with two isidas? Unlimited ammo. It. Just. Keeps. Shooting. Witht he changes to isida and I'm thinking like 30 seconds of healing, you will wreck everything. Two isidas can get bored following a shaft TOGETHER. What keeps an isida entertained with the other turrets? Following a vulcan every component is important. And twins might have higher dos, but vulcan has it beat on ranged. And while twins has doulbe barrel and can sometimes miss 1 or 2 of its double barrel shots, vulcan is pretty reliable for its auto aim, And just like twins needing to keep opponents in sight, vulcan kinda takes the win in this one I feel. Sure the turret turns a bit more slowly, but with hull rotation and turret rotation in unison it is pretty solid.

 

In a CP game the other day on Silence on the blue team I just had a boat load of fun with two isidas. All credit to them. The whole game for 5 games straight they just stayed with me. The whole game was just teamwork. Them and me. We capt all points, then just hung out in the red team base. I had a good lock on most spawn zones. A few sometimes got away but will easily picked off by my team on the A or C points. And I know from how strong it was the opponents felt just hopeless. They stuck with it, so good for them allowing me that fun. 

 

Something I almost forgot is the kill steals, and the target priority. So when you get used to vulcan, and the timing of how other turrets kill. It is very easy to learn how two steal two kills. So in any scenario where there is a 1 v 1 like a twins vs fire. You come in, assess who is going to die first. Then you can do one of two things, kill the guy who is going to win before he gets the kill, then steal that kill. Getting two kills. Or if say a thunder vs twins and the twins will lose. Thunder takes a long time to reload for that final kill. So you can steal the kil from thunder, get the twins, then finish the thunder off. And this works at range. So getting kills once practised can be very easy. 

 

I realize i got most in, probably forgot a bunch too. But while I agree vulcan has drawbacks, it is certainly a potent weapon with how things are now. But I wouldn't mind a bit more dos... oh well. I unfortunately never witnessed it with the gyro effect. And yes you can get aim knocked off rather easy. So it would have been amazing to see vulcan in action without having its aim knocked off. Oh well. 

 

I have certainly had my fill of games where vulcan just owns the map.

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Twice in the last couple days I ran into enemy Vulcan players that were both a real PITA.  Heck maybe it was the same guy using a V/Titan.  I ran into him with Smoky once on a Viking and once on a titan. Ordinarily Smoky is all but immune to Vulcan after the gyro nerf.  At closre range either impact slow turret rotation, and/or overheating will kill Vulcan before my Smoky.  At long range you run for cover then decide how to deal with him.

 

This guy knew the narrow firing angles so I was always getting hosed from long range. He wasn't killing me but he was making me keep my head down. He was flaying off my armor before I got started.  Like I say a real PITA.  I like to think this is exxactly what opponents think of me in my Wasp/Vulcan.  You might not be getting a lot of kills outright (actually you probably will) but you are constantly pouring DPS into the foe.  I thnk of Vulcan like an Isida beam that can reach across the map.

 

I an throw up 30% or better protection against 12 turrets. But I own not even an m0 Vulcan mod. I rely on getting close to the Vulcan. But that guy did a good job of keeping his distance.  He really had an impact on the games.

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Twice in the last couple days I ran into enemy Vulcan players that were both a real PITA.  Heck maybe it was the same guy using a V/Titan.  I ran into him with Smoky once on a Viking and once on a titan. Ordinarily Smoky is all but immune to Vulcan after the gyro nerf.  At closre range either impact slow turret rotation, and/or overheating will kill Vulcan before my Smoky.  At long range you run for cover then decide how to deal with him.

 

This guy knew the narrow firing angles so I was always getting hosed from long range. He wasn't killing me but he was making me keep my head down. He was flaying off my armor before I got started.  Like I say a real PITA.  I like to think this is exxactly what opponents think of me in my Wasp/Vulcan.  You might not be getting a lot of kills outright (actually you probably will) but you are constantly pouring DPS into the foe.  I thnk of Vulcan like an Isida beam that can reach across the map.

 

I an throw up 30% or better protection against 12 turrets. But I own not even an m0 Vulcan mod. I rely on getting close to the Vulcan. But that guy did a good job of keeping his distance.  He really had an impact on the games.

I met a legend like that.  I was surprised how quickly the health on my m3.5 Viking was reduced.  It was shocking.

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Yeah even running for cover you get abraded by 25% or much more.  Yesterday I ran into a pair of Vulcans both on titan on the enemy side in Rio.  They seemed to enjoy hosing down the same target.  It was brutal.

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Yeah even running for cover you get abraded by 25% or much more.  Yesterday I ran into a pair of Vulcans both on titan on the enemy side in Rio.  They seemed to enjoy hosing down the same target.  It was brutal.

I had the same situation, but this time the Vulcans were easy fodder.

 

With Vulcan, if you find yourself out on open ground against a peek-a-boo enemy, the best bet is to shift your position.  Otherwise you only have two options-

       1. To continuously fire at the spot where the tank will come out.  This only reliably works on heavy hulls as the overheating can become fatal.

       2. To start and stop firing every time the tank peeks out.  Can be improved with skilled guesstimation at the opponent's timing but Vulcan's warm-up time makes this deal out negligible damage.

 

On Rio, I was on the Blue side facing down 3 Mammoth-Vulcans on the Red Side. They fired down the highway by the beach, but it was very easy to kill them with Striker.  Even though the damage was tripled, three times a small amount is still a small amount, especially at that range.  Splash damage made the peek-a-boo a viable option and they died often.

 

Now the one time I tried to lock a salvo down, they fired as they retreated behind cover, leaving me with less hp and them still fine. 

 

Sure Vulcan can be nasty especially on open ground but

      1. Short range guns can circle it (freeze) 

      2. Long-range guns can peek-a-boo as described above.

      3. Medium range guns can out-DPM it.

It's pretty team-dependent.    With Isidas and a good position it is the almighty god of the battle, but I've never had big problems with a Vulcan drugger.

 

I think of Vulcan almost like those slow, big-hitting Tank Destroyers in WoT fighting mediums. Wherever they turn all the targets fade away.   But from afar the damage isn't reliable.

 

Smoky, Thunder, and Twins are far more lethal on drugs. 

Edited by r_I_already_won0

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I had the same situation, but this time the Vulcans were easy fodder.

 

With Vulcan, if you find yourself out on open ground against a peek-a-boo enemy, the best bet is to shift your position.  Otherwise you only have two options-

       1. To continuously fire at the spot where the tank will come out.  This only reliably works on heavy hulls as the overheating can become fatal.

       2. To start and stop firing every time the tank peeks out.  Can be improved with skilled guesstimation at the opponent's timing but Vulcan's warm-up time makes this deal out negligible damage.

 

On Rio, I was on the Blue side facing down 3 Mammoth-Vulcans on the Red Side. They fired down the highway by the beach, but it was very easy to kill them with Striker.  Even though the damage was tripled, three times a small amount is still a small amount, especially at that range.  Splash damage made the peek-a-boo a viable option and they died often.

 

Now the one time I tried to lock a salvo down, they fired as they retreated behind cover, leaving me with less hp and them still fine. 

 

Sure Vulcan can be nasty especially on open ground but

      1. Short range guns can circle it (freeze) 

      2. Long-range guns can peek-a-boo as described above.

      3. Medium range guns can out-DPM it.

It's pretty team-dependent.    With Isidas and a good position it is the almighty god of the battle, but I've never had big problems with a Vulcan drugger.

 

I think of Vulcan almost like those slow, big-hitting Tank Destroyers in WoT fighting mediums. Wherever they turn all the targets fade away.   But from afar the damage isn't reliable.

 

Smoky, Thunder, and Twins are far more lethal on drugs. 

Im vulcan titan user and i played good enough time on Rio map . Vulcans should only fire on the beachroad for closing enemies or moving forward . The damage made on the other side is too low when they are in their own base . Obviously the people who were doing that did not have the knowledge of their damage and the skill of the gun . I also tend to disagree on the fact you say that smoky , thunder and twins are more lethal on drugs . Twins yes , no doubt , good protection is the key here , same with the rico's btw . Thunder ( ive made it all the way to marchal with only thunder ) , a good thunder can do many things , however the thunder is imho a lot weaker then the vulcan . Its selfdamage is way higher , you only need to lock on your target and keep firing those bullets on it . Smoky , it depends , when its a skilled smoky user , it is a very powerfull gun . here the trick is to keep your distance at medium range , for maximal damage of the vulcan vs weakening of the smoky and potentially missing shots "Never ever" sit still when you shooting on targets . Basically every weapon has its good and bad points and can kill easy if they know his equipment and the enemies equipment .

Facing  enemies , a vulcan has low rotational speed and thats its achilles heel . A enemy who knows that and uses it is very likely to win against vulcan . Especially medium sizes hulls ( aka viking or hunters ) together with strong close distance weapon are the ones who i dont like to encounter ( freeze being the main one , if he gets close to me , due to low own speed and freezing i stop at a instant and get killed . Never face vulcan at medium range since you are highly likely to get killed , its the best medium range killer imho .

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 "Never ever" sit still when you shooting on targets . Basically every weapon has its good and bad points and can kill easy if they know his equipment and the enemies equipment .

 

Facing  enemies , a vulcan has low rotational speed and thats its achilles heel . A enemy who knows that and uses it is very likely to win against vulcan . Especially medium sizes hulls ( aka viking or hunters ) together with strong close distance weapon are the ones who i dont like to encounter ( freeze being the main one , if he gets close to me , due to low own speed and freezing i stop at a instant and get killed . Never face vulcan at medium range since you are highly likely to get killed , its the best medium range killer imho .

Yeah I never sit in one spot. I don't  just camp at the base and shoot until flowing red. I cannot afford to on a Wasp hull. I use the Wasp speed to move from firing spot to firing spot. Bullets keep coming from unexpected angles.  With 50% weak damage you an do considerable damage at the longest range, you might not score a kill outright but then again I often do. You can also help teammates all over the map. It is alo pretty good for attacking enemies on higher elevations.  It's a great combo on Parma and Deathtrack to nane a couple. 

 

For Freeze if the ambush you they get you. But due to the hit and run style you do not get ambushed too often/. That leaves short rangers trying to close in on you. But the wasp is also fast.. so you back up and hose down the attacker. As far as circle-strafing goes, you can swing that gun around faster than people think on a Wasp.  Railguns are my bane as they tip me over so easily when they hit me from the side. As for circle-strafing I can't say that happens too often... the Wasp is too fast to be circled. In fact I have circle-strafe killed with the Vulcan.

 

You are right about this, " Basically every weapon has its good and bad points and can kill easy if they know his equipment and the enemies equipment ".   Vulcan/Wasp is actually pretty killer and it definitely is a lot of fun. 

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Im vulcan titan user and i played good enough time on Rio map . Vulcans should only fire on the beachroad for closing enemies or moving forward . The damage made on the other side is too low when they are in their own base . Obviously the people who were doing that did not have the knowledge of their damage and the skill of the gun .. Its selfdamage is way higher , you only need to lock on your target and keep firing those bullets on it . Smoky , it depends , when its a skilled smoky user , it is a very powerfull gun . here the trick is to keep your distance at medium range , for maximal damage of the vulcan vs weakening of the smoky and potentially missing shots "Never ever" sit still when you shooting on targets . Basically every weapon has its good and bad points and can kill easy if they know his equipment and the enemies equipment .

Facing  enemies , a vulcan has low rotational speed and thats its achilles heel . A enemy who knows that and uses it is very likely to win against vulcan . Especially medium sizes hulls ( aka viking or hunters ) together with strong close distance weapon are the ones who i dont like to encounter ( freeze being the main one , if he gets close to me , due to low own speed and freezing i stop at a instant and get killed . Never face vulcan at medium range since you are highly likely to get killed , its the best medium range killer imho .

 

Great advice - I am playing with Dictator /Vulcan and its some great advice you offer. I use the rotation of the hulls to compensate for the low turret turns. 

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I know people don't believe me but Wasp / Vulcan can really be killer.  There seems to be something about the steady recall that allows the Wasp to dodge better that people expect. If you an keep your bullet stream on them while driving crazy you are a DPS machine. If any 2nd or 3rd enemy is anywhere in sight you can shift fire and just keep pouring out he bullets. 

 

But you will die a lot. A lot from having a light hull and a lot from tipping over again and again. (Every once in a while you can recover from a tip over BTW.) So it evens out. It's just a lot of fun when you are 'in the zone' with this combo. 

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I know people don't believe me but Wasp / Vulcan can really be killer.  There seems to be something about the steady recall that allows the Wasp to dodge better that people expect. If you an keep your bullet stream on them while driving crazy you are a DPS machine. If any 2nd or 3rd enemy is anywhere in sight you can shift fire and just keep pouring out he bullets. 

 

But you will die a lot. A lot from having a light hull and a lot from tipping over again and again. (Every once in a while you can recover from a tip over BTW.) So it evens out. It's just a lot of fun when you are 'in the zone' with this combo. 

1 day i will try it , 1st need to learn how to drive with a fast hull .

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1 day i will try it , 1st need to learn how to drive with a fast hull .

Cool! Hope you like it. You just have to accept the fact the damn thing will tip over a lot.  You must drive aggressively with this combo so tipping is going to happen.

 

You have to think in terms of you having two "forwards". As you dodge and struggle to keep your turret on target you find yourself moving backwards. Sometimes you have to instant invert the steering controls so reverse becomes forward. You end up acting like a tank that does a 180 in the time it should take ot turn 90... This is what seems to fool foes when you fight at close range.

 

-----------

 

Just the other day I had a Blast from the Past. Here's some actual World War 2 footage of the Wasp / Vulcan combo in action.against Rommel's vaunted Afrika Korps.  :rolleyes:

 

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