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IF you have some way of surviving the charge time, like cloaking.
Cloaking is pretty useless without Stealth Weapons, because the Vulcan tends to knock down your shields. WIth Stealth Weapons, it's monstrous, though. OP apparently had the Pre-Igniter too. It only gives you the first charge, though, so it's not that great, but combined with everything else it's gilding the lily.
actually, for a vulcan, a preigniter works out faster than even with 3 autoloaders. Which makes sense, because the first round is the most time it takes to charge up, and the autoloaders only take off about 9-10 seconds, or 7 s with just two of them. (I guess if you're interrupted, or hacked, then you might prefer the autoloaders? I forget if hacking can actually drop you down a charge level, I don't think it does with charge lasers)
I worked it out, assuming they were unmanned, because that doesn't actually make any difference except that the maths is harder.
Optional systems i had were zoltan shield, shield+ drone, hacking and preigniter with autoreloader. Ship systems were hacking with the transporters.
drop the supershield, hack the others, and beam 1 crewman to EACH artillery. then target o2 and drone control
Stage 2 is fun, you need to have anti-drone defenses to even consider life paste stage 2
Stage 3, by now you should have gotten rid of the ships crew, drop the shields, target the artillery and engines, to reduce power, then just finish up with standard guns. crew doesn't matter now as you've already won.
And using anerobics if you can get them is a big help against boarding parties, as they consume all the o2 in a room, if your lucky to get a full crew of them, you can reroute power from life support as its not needed. Same with medbay, or clone bay if you can keep crew safe.