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Vulcan, a new way!


TheCongoSpider
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Sending in our first batch of mobile microwaves. 

 

Mobile-microwave.png 

 

On 2/7/2020 at 8:09 PM, GrayWolf8733 said:

I wonder how well this combination will work after the change to Vulcan.

We'll have 100% turret rotation while firing. Sounds good for circling at melee range. 

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This rework has boosted Wasp Vulcan. 

 

My best battle so far. The new Reinforced Aiming Transmission allows me to continue circling enemies much easier now. nd Vulcan's damage up close is so high that I'm surviving against melee turrets if I outmaneuver them. My best so far. 

 

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43 minutes ago, Potdindy said:

Not to dampen anything but is this combo good or is it just an experienced, good player wrecking nobs. Have any ppl played at m3/m4 ranks and had good success?

A good bit of the latter and and a tiny bit of the former. By "nobs" (noobs?), I would say it's the players that can't react quickly to me circling them or just succumb without giving much of a fight. I have many weaknesses with the combo that I try to play around but they are most often inevitable. Like being easily flipped, not being able to unflip myself, and...really that's my main weakness apart from being a light hull and thus being susceptible to many forms of being one-shotted. I have flipped on my side many times trying to drive off cliffs and I can't get myself upright. 

 

I played it like a melee/short-range turret. So the fact that Vulcan is absolutely busted at melee range now, it just makes Wasp Vulcan deal more damage and can end engagements quicker. And the new RAT allows me to circle faster and avoid more damage. 

 

The Mk update allowed me to upgrade my Vulcan past Mk7, but so have others been able to upgrade their hulls past Mk7 (I wasn't fortunate enough to have any Mk7 hulls). I have faced off against Mk8 players around my rank. I regularly face Mk7 players with it and it still does great. Mk8 players at my rank are very dangerous and it's amazing how quickly they are mowed down by a Vulcan at melee range after the rework. 

 

A huge part of the increase in performance is just how much more damage Vulcan deals now. I kept circling RayGBluePenguin every time I engaged him and I don't recall dying to him. The damage I deal when circling them ends the engagement so quickly. And I played with Vulcan on Wasp, Dictator and Mammoth after the rework. It definitely favours faster hulls now since using it at long range isn't as effective as using it close range. I do wish I could jump straight to Marshal battles to see how I do. 

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30 minutes ago, TheCongoSpider said:

I played it like a melee/short-range turret. So the fact that Vulcan is absolutely busted at melee range now, it just makes Wasp Vulcan deal more damage and can end engagements quicker. And the new RAT allows me to circle faster and avoid more damage. 

 

A huge part of the increase in performance is just how much more damage Vulcan deals now. I kept circling RayGBluePenguin every time I engaged him and I don't recall dying to him. The damage I deal when circling them ends the engagement so quickly. And I played with Vulcan on Wasp, Dictator and Mammoth after the rework. It definitely favours faster hulls now since using it at long range isn't as effective as using it close range. I do wish I could jump straight to Marshal battles to see how I do. 

You are saying that Vulcan can be used as a short range turret? What exactly does that alt do...is it like light caps?

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2 minutes ago, Potdindy said:

You are saying that Vulcan can be used as a short range turret? What exactly does that alt do...is it like light caps?

If I played it solely at medium-long range, it would be better to use a hull with more HP and stability. Because I'm using something frail but fast, getting closer to the enemy is the only option. And what do I do when I get close to the enemy? I circle them. Heavy hulls would stay stationary at a distance away and shoot the target, often leading them to be an easy target for projectiles, but they have more HP to compensate. 

 

With the rework, Vulcan is very powerful up close but it loses its effectiveness with distance if the target is moving. Before the rework, it reduced the maximum turret slowdown by 50%, allowing for faster rotation speed while firing. Currently, Reinforced Aiming Transmission removes the turret slowdown parameter completely from Vulcan, allowing you to rotate Vulcan at 100% rotation speed while firing. The downside is that your vertical auto-aim is decreased (both pre and post-rework). So the extra rotation speed allowed me to keep the laser on the enemies while circling them because Stock Vulcan's rotation speed is too slow to do so. 

After the rework, I am not affected by turret slowdown at all so I can keep circling the enemy damage damaging them without fear of eventually losing my aim. It also means I no longer have to slow down and make jagged corners of the circle to keep my aim on track. 

 

Vulcan =  very effective at short range. 

Wasp Vulcan is most useful at short range

 

Think of it as having an annoying fly buzzing around you. It will sure to distract you and the target's teammates. I often create distractions like these and it happens to work out by some enemies using their Overdrives solely on me when they could have used it on my allies that are about to burst through their defense. Also I would imagine it makes you feel powerless to have someone circling you so quickly and still damaging you while you can't properly damage them. 

 

So really, the core basis of Wasp Vulcan was buffed in the rework. More damage at close range (where I use it most), and faster turret rotation speed to escape damage quicker when circling enemies. 

 

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