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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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they need to nerf it because its overpowered with the new alterations...

it can kill a wasp in 2-3 seconds (without double armour)

Any other turret can kill it quicker.

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I am with increasing desperation looking for an answer to an issue with Vulcan repair, which nobody seems to know. I do not even know if this is a bug or a feature. Maybe one expert, or moderator, here? This is the issue:

 

When using a Vulcan deep into overheating, at some point one uses repair to avoid self-destruction. However, in about half of the cases, apparently by random, only instant repair works, but not complete repair. This appears independent of stopping or not stopping shooting during repair (and of course we are talking only about cases where there is no incoming enemy fire during repair, which would prevent complete repair). Can someone explain?

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I am with increasing desperation looking for an answer to an issue with Vulcan repair, which nobody seems to know. I do not even know if this is a bug or a feature. Maybe one expert, or moderator, here? This is the issue:

 

When using a Vulcan deep into overheating, at some point one uses repair to avoid self-destruction. However, in about half of the cases, apparently by random, only instant repair works, but not complete repair. This appears independent of stopping or not stopping shooting during repair (and of course we are talking only about cases where there is no incoming enemy fire during repair, which would prevent complete repair). Can someone explain?

I think the problem is that you need to wait about half a second or a second, so that the heating is not growing anymore. After waiting it should heal you completely.

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I think the problem is that you need to wait about half a second or a second, so that the heating is not growing anymore. After waiting it should heal you completely.

To make it a bit easier to understand, time the ticks of the fire damage. Activate the repair kit immediately as the tick damage happens.

 

When I'm healing Vulcans, I notice that they make the mistake of mistiming the ticks or they just activate the repair kit whenever they feel like it.

 

Perfectly timing the ticks can get you back more than 2,000 HP or even full your HP bar from low in some cases. 

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To make it a bit easier to understand, time the ticks of the fire damage. Activate the repair kit immediately as the tick damage happens.

 

When I'm healing Vulcans, I notice that they make the mistake of mistiming the ticks or they just activate the repair kit whenever they feel like it.

 

Perfectly timing the ticks can get you back more than 2,000 HP or even full your HP bar from low in some cases. 

 

You deserve a medal for this advice. No idea how I heal myself, but need to keep this in mind, ALWAYS, when dealing with afterburn.

 

Thank you!

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Vulcan with the Fire alteration is way too much OP.

 

Think about it, this is the ONLY weapon in the game that "forces" you to equip 2 protection modules! (Vulcan + Fire). I just noticed that in Iran with 3 Vulcan in the enemy team. I equipped my Vulcan module and it was useless against the burning effect. It makes sense, because only Fire module can fight the burning effect, but it makes this turret more powerful.

 

It's kinda the same thing for Magnum with Mortar alteration. But I don't think it forces players to equip the mines module.

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Vulcan with the Fire alteration is way too much OP.

 

Think about it, this is the ONLY weapon in the game that "forces" you to equip 2 protection modules! (Vulcan + Fire). I just noticed that in Iran with 3 Vulcan in the enemy team. I equipped my Vulcan module and it was useless against the burning effect. It makes sense, because only Fire module can fight the burning effect, but it makes this turret more powerful.

 

It's kinda the same thing for Magnum with Mortar alteration. But I don't think it forces players to equip the mines module.

Smoky with fire alt is same - you need to equip 2 modules.  it's ridiculous they give fire and freezing abilities to turrets other than Firebird and freeze.

 

They need to consider allowing 4 slots for protection modules - even if they drop % for each slot.

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They need to consider allowing 4 slots for protection modules - even if they drop % for each slot.

NO GOD NO! PLZ NO!

 

Time is up. Get rid off triple and replace by double modules instead. 

 

Alright fine! Then if you are using Ricochet and you are using M4 Panther and Fox. Only grant 25% of protection. Using Lion... full 50%.

Edited by FrozenRailgun

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Vulcan with the Fire alteration is way too much OP.

 

Think about it, this is the ONLY weapon in the game that "forces" you to equip 2 protection modules! (Vulcan + Fire). I just noticed that in Iran with 3 Vulcan in the enemy team. I equipped my Vulcan module and it was useless against the burning effect. It makes sense, because only Fire module can fight the burning effect, but it makes this turret more powerful.

 

It's kinda the same thing for Magnum with Mortar alteration. But I don't think it forces players to equip the mines module.

But you do realize that the vulcan is burning just as much as you are. Every vulcan has to equip fire module or face swift death. I equip fire all the time now due to the smoky, hammer, vulcan alts and the normal compact tank melting effect.

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But you do realize that the vulcan is burning just as much as you are. Every vulcan has to equip fire module or face swift death. I equip fire all the time now due to the smoky, hammer, vulcan alts and the normal compact tank melting effect.

Yeah RIP me. When I use my M2 Vulcan paired with my M2 Dictator.... I don't have the 2 most important modules: Shark and Fox. Now how am I supposed to survive from other Vulcans and overheating?!?!?!

 

Ever since Alternativa buffed afterburn damage from Firebird. That applies to Vulcan as well.

 

To make it a bit easier to understand, time the ticks of the fire damage. Activate the repair kit immediately as the tick damage happens.

 

When I'm healing Vulcans, I notice that they make the mistake of mistiming the ticks or they just activate the repair kit whenever they feel like it.

 

Perfectly timing the ticks can get you back more than 2,000 HP or even full your HP bar from low in some cases.

 

When my HP gets to critical due to overheating, that's when I use the repair kit like you suggests.

 

Vulcan with the Fire alteration is way too much OP.

 

Think about it, this is the ONLY weapon in the game that "forces" you to equip 2 protection modules! (Vulcan + Fire). I just noticed that in Iran with 3 Vulcan in the enemy team. I equipped my Vulcan module and it was useless against the burning effect. It makes sense, because only Fire module can fight the burning effect, but it makes this turret more powerful.

 

It's kinda the same thing for Magnum with Mortar alteration. But I don't think it forces players to equip the mines module.

Yeah for Magnum, you just need either Griffin/Spider module.

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NO GOD NO! PLZ NO!

 

Time is up. Get rid off triple and replace by double modules instead. 

 

Alright fine! Then if you are using Ricochet and you are using M4 Panther and Fox. Only grant 25% of protection. Using Lion... full 50%.

Not gonna happen.

 

We now have 13 turrets + mines for a total of 14 "weapons".  And... a number of turrets have 2 sources of damage.

 

Three protections is no longer enough, let alone 2.

 

Every shot by you is not supposed to be a "one-shot-kill".  Battles would be quite boring with everyone hiding and playing peek-a-boo TDM - no matter what battle-mode MM put you in.   No Thanks.

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These vulcans with burning alt n healers are so annoying. Do something.

They already did.  Isidas get no score from healing an over-heating Vulcan. 

 

Any isida with missions to do or stars to earn will be better off attacking or capping.

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They already did.  Isidas get no score from healing an over-heating Vulcan. 

 

Any isida with missions to do or stars to earn will be better off attacking or capping.

What you do when 2 vulcans with alt definitely, attack you from 2 different directions? I leave such battles.

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What you do when 2 vulcans with alt definitely, attack you from 2 different directions? I leave such battles.

Any different from 1 firebird and 1 hammer (with duplet) cornering you?

 

Put on Fire+Vulcan+?  module.

Don't sit in the open - they have to fire for ~ 8-10 seconds before generating the alt damage.

Get close - Vulcan rotation is terrible.

 

The alt is pretty silly - combing multiple types of damage in one turret is not really fair.

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Not gonna happen.

 

We now have 13 turrets + mines for a total of 14 "weapons".  And... a number of turrets have 2 sources of damage.

 

Three protections is no longer enough, let alone 2.

 

Every shot by you is not supposed to be a "one-shot-kill".  Battles would be quite boring with everyone hiding and playing peek-a-boo TDM - no matter what battle-mode MM put you in.   No Thanks.

4 modules will destroy the game even more. Not just the Hammer's Duplet. It is annoying to get blasted to bits in 0.27 seconds.  

 

This. Is what happen when you are using Wolf module when not playing as Hammer.

 

They render them useless, which is good. And.... Compact Tank. Also render Fox module useless. That's what those Wolf/Fox module spammers get when they using other turrets.

 

And I can't wait for the Overdrive update to come out to have a sweet revenge to anyone who dares to use Eagle module. 

 

"Every shot by you is not supposed to be a "one-shot-kill".  Battles would be quite boring with everyone hiding and playing peek-a-boo TDM - no matter what battle-mode MM put you in.   No Thanks."

 
I am aware of that when I use my Shaft. And I prefer DM than team fight.
 

"Three protections is no longer enough, let alone 2."

 
That part was not my idea actually, sensei_tanker came up that idea.
 
If ya want four.... ya use Isida and using protection to other turrets, only 25% protections. Or not fair to others. Not just me. 

Three protections is no longer enough, let alone 2.

 

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Spin-up Spin-down modifier?

 

Total junk and waste of crystals.  DON't BUY IT.

I was thinking that it could be useful in certain situations, the alteration comes with +50% time to overheat

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I was thinking that it could be useful in certain situations, the alteration comes with +50% time to overheat

Sure - but - I never found that came into effect much.

Maybe if you are on a completely flat area where targets can't hide.  But how often that happen?

In most situations target is either out of sight or destroyed before you overheat. 

 

Does not prevent spawn-killing and the the 25% damage nerf is quite debilitating.

 

I used it for a week then junked it as stock performs way better.  It's a waste of crystals.

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No matter what type of battle or map I go to, whenever there is Vulcan with Incidiary alt, it usually is in Top 3, mostly in first place actually. Dunno if it just me, but that's my reality.

 

Oh and yes, I totally agree that you should not need two modules for one turret especially with such limited slot possibilities. In the end, the burn damage is caused by the same turret so the module for Vulcan should cover this as well.

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