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Aiming with Vulcan


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Hello everyone!

 

One of the biggest physical problems with a turret like Vulcan is the speed of rotation. This is not so much of an issue at long range, but when faced with a wasp or hornet head-on, it becomes much clearer. As a heavy Vulcan user, I have been experimenting with the different ways that this gun can maintain focus on its targets at all distances.

 

The most obvious ways is to speed up the rotation of the turret with a speed boost. Ever since this power-up had its perameters re-set to increase turret rotation speed as well as track acceleration, tankers have been blessed with even greater levels of precision aiming against faster targets. With a speed boost, Vulcan's turret rotation whilst firing is almost the same as it is silent without. This still requires the user to control the turret efficiently to hit opponents, however. It is also worth bearing in mind that whilst this may work well at short and medium range, tanks on the horizon may actually be harder to hit, since the turning becomes more responsive. Experience is key to precision controls.

 

Another method involves the kinetic features of Vulcan. Due to its gyroscopic nature whilst firing, the turret rotation speed cannot be increased by turning the hull in the same direction. On the other hand, the hull can still be used to adjust position by moving forwards or backwards. To see what I am getting at, try the following:

 

1. Turn your tank sideways so that the Turret is facing at a right angle towards the enemy.

 

2. As the enemy moves either left or right, start to move your hull forwards or backwards in the opposite direction from them. Adjust the angle of Vulcan simultaneously.

 

You will find that the angle of fire changes very rapidly like this.

 

There are two other simple ideas I can think of:

 

The easiest way to ensure that you do not get intercepted whilst firing is by changing the range. Backing off from the enemy allows you to keep aim at a safe distance. This is recommended when tackling an oncoming freeze, unless you choose to use the 'heated charge' I mentioned in 'Staying Cool with Vulcan'.

 

The other is to pin down the opponent. Strong tanks like viking, or heavy tanks such as Mammoth, can destroy the foe best when they cannot flee. Since this offers the largest rate of damage from Vulcan as well, the degree of attrition is superb. Also, the extra power from Vulcan holds them in place.

 

These are just my thoughts. I would love to hear yours, and feel free to comment on my abilities as a discussion writer. This is my second topic, and it probably shows...

 

But thank you to everyone who reads these posts, and all those who viewed my earlier discussion on 'Keeping Cool with Vulcan'.

 

Yours most gung-ho-lly,

 

MARINE_ASSAULT_TANK

 

 

 

 

 

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well done that man :)

its refreshing to see a player at least taking some interest in this game

others might learn from these kind of posts

all we seem to get nowadays is people continually whinging on about this game instead of posting constructive comments about the game

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