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Missiles Naow?? Or missles later? Now? Later? Now? .. I chose now :)
Because that is what penetrates defenses effectively. IMO it's the Burst Laser Mk II in missile form.
The Vulcan is a novelty weapon that can be very fun if all the stars allign correctly for you (i.e. you have a good ship to install it on, lots of power, good augmentations to support it, you actually find the bloody thing, etc.).
My pair of auto-reloaders help too...
Which is great if you even see an Ion II in the whole game. Or two beam drones. Or even one, for that matter. At least the cloak, you can always get, but without the stealth weapons augment, firing disrupts it. Also 4 power for Vulcan, 3 for Ion Blast II. Take more than one damage to a maxed out weapons system and one of those goes offline. If only seven power bars in weapons system, one damage takes out one of your best weapons.
So it's nice if you can arrange to have all that stuff every game, and you can blow 95 scrap if you encounter the Vulcan early in the hopes that you'll get it all.
My luck with really powerful weapons lately is to see them on the first jump or two in the first sector then I never see them again. It's annoying as hell.
Exactly my point. It has it's time and place and needs a little help to make it viable. It is however, my favorite gun in the game.
In conclusion: Should you get the opportunity to get a Vulcan for free in the early sectors, keep it, even if it is mostly useless right now. You can use it much later on, when it becomes significantly more worthwhile.
I prefer my weapons on the right side (that get knocked out first) to be lower cost, 2 power bars at most, and only ever to have one 4 power weapon at a time.
Yeah, that combo is a terrible idea. Note my dream set-up earlier in the thread. a single sacrificial slot on the right end, and an ion-2 that will pump fast once restored...
In both of them, you can see it synergize well with bombs which I launch on the Piloting system (with Hacking or Mind Control helping the bomb hiting the target) in order to decrease the enemy's evade (to 0 with a Breach II Bomb), so the Vulcan can hit a maximum of time to keep the shields down. Bombs are also pretty cool since they take a very low amount of power (1 to 2), allowing you to not spend enormous amount of scrap into upgrading the Weapon system. Plus, they act like a buffer, protecting your Vulcan.
As everyone know, the main downside of the Vulcan is the time it takes to warm up, so you need things to gain time, like a Zoltan Shield, a Weapon Pre-Igniter, a Cloaking (it almost doesn't disrupt it since he shot only one time if you use it at the beggining), good shields, good engines and maybe some Defense I / II.
I agree on the fact that it is a late game weapon, and on the two runs I got it by sector 7.
I don't think that it is an overrated weapon because it can be very powerful when correctly used, and getting it means you actually have something to use against the flagship, but like every other weapons in this game you must know when and how to use it.
I'll also post the same message about the Flak II if you wish so.