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Let's Discuss Railgun!


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LETS DISCUSS RAILGUN  

38 members have voted

  1. 1. Which gaming style do you prefer when playing with Railgun?

    • Attack
      21
    • Defence
      14
    • Support
      15
    • Parkour
      2
  2. 2. Which Railgun augments do you prefer?

    • Standard
      1
    • Round stabilization
      2
    • Reinforced aiming transmission
      1
    • Round destabilization
      6
    • Electromagnetic accelerator "Scout"
      17
    • Large caliber rounds
      9
    • "Death Herald" compulsator
      10
    • Hyperspace rounds
      10
    • Super Armor-Piercing Rounds
      6
    • Incendiary Rounds
      3
    • Stun Rounds
      4
    • Cryo Rounds
      2
    • EMP Rounds
      3
    • Adrenaline
      1
  3. 3. Which skin for Railgun do you prefer?

    • Standard (HD)
      10
    • XT
      20
    • Legacy
      11
    • Prime
      4
    • Ultra
      9


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yes, if most enemy has railgun protection,

 

I would prefer hammer with duplex for one shot kill.

 

as whole purpose of railgun is one shot kill in urgent situation like stop a flag stealer or incoming threat like fire, freeze, isida, or a camping threat like shaft, vulcan, striker.

 

Electromagnetic Accelerator is good at close fight, but at distant, once enemy got a shot from rail, they will start get more cautious and hide behind when not fighting,

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*cough* Cryo Smoky

*cough* Hyperspace Rounds-Railgun

Yes but railgun isnt a good turret anymore any turret can beat it, it needs a buff

If you're skilled, it's damn good. See my profile for how much I've used this.

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Definitely, but the thing here is that fixing this problem is more difficult than you'd imagine.

 

 

* Nerfing the modules is something that I'd personally like, but it would cause a huge backlash from the people who spent the exorbitant amount of 1m crystals to upgrade them.

* Only allowing a certain number of modules per turret in a battle would basically be the game controlling what you can, and can't do.

* Significantly buffing Railgun's damage means equipping the Large caliber rounds alteration would turn it into a nightmare for people who can't afford the module at M2+

 

I would suggest buffing its minimum damage by a certain debatable amount and keeping its maximum damage the same. This should keep Railgun's damage not too powerful or too weak, meaning it would be more satisfying to use it even with many modules around.

 

 

Hopefully the devs could find a solution for this soon, since I can't recall the last time Railgun had undergone a decent balance change.

What I thought was, they (devs) could make modules like dones, no modification level, just MU (10 steps) from 15%-25% protection. 

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Just switch stats to old railgun before it was nerfed, high impact that flips light hulls and can 1 shot wasp and hornet

True, the one-shot wasp is good, but not hornet. Given it's lesser speed, hornet should be able to withstand one railgun shot . I don't like the flipping. Even though I love railgun, to be fair, increasing it's imapct force will make it too strong.Anyway, railgun's impact is quite high enough.

Edited by Astute_T.O

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True, the one-shot wasp is good, but not hornet. Given it's lesser speed, hornet should be able to withstand one railgun shot . I don't like the flipping. Even though I love railgun, to be fair, increasing it's imapct force will make it too strong.Anyway, railgun's impact is quite high enough.

now all light hulls have same health 

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Just got the round destabilized alt for railgun...I understand the positives, but I can't figure out what the negative items actually means from a quantitative vantage point:

Impact force: +20% Plus.png
Maximum damage: +90% Plus.png
Minimum damage: =1hp Minus.png

Any insight is appreciated...and yes, I should never buy an alt without knowing what it does, but I think this was the one most of you all were saying was worth the crystals:)

Edited by enri_chill

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Just got the round destabilized alt for railgun...I understand the positives, but I can't figure out what the negative items actually means from a quantitative vantage point:

Impact force: [/size]+20%[/size] [/size]Plus.pngMaximum damage: [/size]+90%[/size] [/size]Plus.pngMinimum damage: [/size]=1hp[/size] [/size]Minus.png

Any insight is appreciated...and yes, I should never buy an alt without knowing what it does, but I think this was the one most of you all were saying was worth the crystals:)

The negatives basically mean that there is a chance that it would only deal 1 point of damage to your target. Meaning that some shots will just tickle the target.

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The negatives basically mean that there is a chance that it would only deal 1 point of damage to your target. Meaning that some shots will just tickle the target.

Thanks...it certainly has variety in the damage :lol:

 

Trying to get used to railgun again...surprised at how many protections there are :wacko:

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someyimes, it goes down to 380-500 on m4:

 

Yeah but the chance of 1 HP damage is low, it's average damage is higher than that large caliber alt without the annoying +50% charge time


HSR is only good in certain modes though, if you get hit by a Cryo Smoky your dead no matter what you are playing

Unless there's an allied firebird near you.

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Sooo, what are the best railgun alterations?

 

I've been using large calibre rounds since it came out (maybe 2 years ago)? I use it 100% of the time.

 

I'm interested in Electromagnetic accelerator "scout" and destabilisation rounds.

 

From what I can gather, electromagnetic accelerator scout will do 800-960 DMG and fire in 3.2 s, with 50% less charge time... seems good. That is at least 1600 DMG every 3.2 s on supplies.

 

Destabilisation rounds... I think it can do anything from 1 DMG up to 3040 DMG and 20% extra impact force... but no details on how often it will do max damage.

 

Which is best?

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Sooo, what are the best railgun alterations?

 

I've been using large calibre rounds since it came out (maybe 2 years ago)? I use it 100% of the time.

 

I'm interested in Electromagnetic accelerator "scout" and destabilisation rounds.

 

From what I can gather, electromagnetic accelerator scout will do 800-960 DMG and fire in 3.2 s, with 50% less charge time... seems good. That is at least 1600 DMG every 3.2 s on supplies.

 

Destabilisation rounds... I think it can do anything from 1 DMG up to 3040 DMG and 20% extra impact force... but no details on how often it will do max damage.

 

Which is best?

Just letting you know right away: The wiki didn't state the proper mechanics of the Electromagnetic Accelerator Scout. It is supposed to be 50% less reloading and 20% less charge up time. When I looked at the wiki yesterday and saw that, I was confused. I remember just the other week, an M4 rail had it and was shooting every 3 seconds (approximately). With what the wiki states, M4 rail would have reloaded in 3.2 seconds and would shoot a shot every 3.7 seconds. To confirm this, I was in a MM Forest battle yesterday and an enemy M4 rail had the alteration and shot every 3 seconds. (approximately)

 

Now I don't use Railgun on the real server anymore but I have some experience with it in the real and test server. 

 

High Calibre Rounds is a really good alteration if your opponents don't have railgun protection. (which they hardly ever do in low to low-mid rank battles) If they do have railgun protection then I wouldn't recommend using it. 

 

Shell destabilization is a truly interesting one. It's High Calibre Rounds but in the form of a container. Just yesterday, an M4 rail who had it made my 3,600 health Titan go from full health to about 30% health without double damage. That is approximately almost the highest damage it can do. I see it more common and I seem to be getting one shotted with it in the lower ranks. Maybe they are just lucky with it I guess. I'd recommend this if you are on a budget and want potential HCR damage.

 

Haven't seen much Shell stabilization alteration users in the low or high ranks. So far out of many railgunners who had alts, only 2 of them were using it. I think it's quite worth it for the price but not the best.

 

Death Herald Cumpulsator is a good one too. I only saw 2 people using this and they didn't get high on the scoreboard. To find out why, I switched to hornet and infiltrated the enemy base only to find most of the enemy team had railgun protection above 35%.  So another alteration that is useful when there are no protections against rail. 

 

For obvious reasons, you don't see a lot of the 20k alteration users in general. Almost all of them are really low rank. 

 

Finally, we have the stupidly made upgrade and not an alteration to Rail, HyperSpace Rounds. I've only encountered this twice. The first time, the guy got kills everytime he shot because my team was cramped up in a small space. The second time, the guy didn't get as many kills because it was a big map and we weren't jumbled up together. This is better to have over the stock railgun for obvious reasons.

 

 

So I'd say Hyperspace rounds is the best one. If you are on a budget, Shell destabilization is a good one if you have the tranquillity to not get triggered when you do 2 damage to a runaway flag carrier. 

 

High Calibre Rounds would be the go-to alteration for high damage output. Death Herald would be for if you have crystals to splurge. Shell stabilization is for the gunners who like doing consistent but not so high damage. 

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Just letting you know right away: The wiki didn't state the proper mechanics of the Electromagnetic Accelerator Scout. It is supposed to be 50% less reloading and 20% less charge up time. When I looked at the wiki yesterday and saw that, I was confused. I remember just the other week, an M4 rail had it and was shooting every 3 seconds (approximately). With what the wiki states, M4 rail would have reloaded in 3.2 seconds and would shoot a shot every 3.7 seconds. To confirm this, I was in a MM Forest battle yesterday and an enemy M4 rail had the alteration and shot every 3 seconds. (approximately)

 

Now I don't use Railgun on the real server anymore but I have some experience with it in the real and test server. 

 

High Calibre Rounds is a really good alteration if your opponents don't have railgun protection. (which they hardly ever do in low to low-mid rank battles) If they do have railgun protection then I wouldn't recommend using it. 

 

Shell destabilization is a truly interesting one. It's High Calibre Rounds but in the form of a container. Just yesterday, an M4 rail who had it made my 3,600 health Titan go from full health to about 30% health without double damage. That is approximately almost the highest damage it can do. I see it more common and I seem to be getting one shotted with it in the lower ranks. Maybe they are just lucky with it I guess. I'd recommend this if you are on a budget and want potential HCR damage.

 

Haven't seen much Shell stabilization alteration users in the low or high ranks. So far out of many railgunners who had alts, only 2 of them were using it. I think it's quite worth it for the price but not the best.

 

Death Herald Cumpulsator is a good one too. I only saw 2 people using this and they didn't get high on the scoreboard. To find out why, I switched to hornet and infiltrated the enemy base only to find most of the enemy team had railgun protection above 35%.  So another alteration that is useful when there are no protections against rail. 

 

For obvious reasons, you don't see a lot of the 20k alteration users in general. Almost all of them are really low rank. 

 

Finally, we have the stupidly made upgrade and not an alteration to Rail, HyperSpace Rounds. I've only encountered this twice. The first time, the guy got kills everytime he shot because my team was cramped up in a small space. The second time, the guy didn't get as many kills because it was a big map and we weren't jumbled up together. This is better to have over the stock railgun for obvious reasons.

 

 

So I'd say Hyperspace rounds is the best one. If you are on a budget, Shell destabilization is a good one if you have the tranquillity to not get triggered when you do 2 damage to a runaway flag carrier. 

 

High Calibre Rounds would be the go-to alteration for high damage output. Death Herald would be for if you have crystals to splurge. Shell stabilization is for the gunners who like doing consistent but not so high damage. 

I wrote a long reply and the forum signed me out :angry:

 

I will go for round destabilisation first... it's the most exciting with 90% DMG increase and a snip at 55k.

 

Electromagnetic accelerator scout could be good in PRO battles... 2 s reload time?

 

Hyperspace rounds I'm not too impressed by. It's rare that lots of tanks are lined up plus most people have protection anyways. Plus I don't have 180k :ph34r:

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I wrote a long reply and the forum signed me out :angry:

 

I will go for round destabilisation first... it's the most exciting with 90% DMG increase and a snip at 55k.

 

Electromagnetic accelerator scout could be good in PRO battles... 2 s reload time?

 

Hyperspace rounds I'm not too impressed by. It's rare that lots of tanks are lined up plus most people have protection anyways. Plus I don't have 180k :ph34r:

2 seconds for an M4 rail. M4 rail reloads in 4 seconds so half of that would be 2 seconds. I've seen some people use the scout in MM battles but  I usually see them in Serpuhov battles or maps with open areas. It sucks (on the receiving end) that the alteration doesn't decrease the impact force. It only seems logical to do that since the maximum damage is decreased and the reload time is less. Protections really limit scout's potential though.

 

Edit: Heck yeah, 100 posts!

Edited by TheCongoSpider

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 Protections really limit scout's potential though.

It limits the potential of the gun as a whole lol.

 

Wait for Hornet and its overdrive.

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Hyperspace rounds I'm not too impressed by. It's rare that lots of tanks are lined up plus most people have protection anyways. Plus I don't have 180k :ph34r:

It is pricey, but DMG reduction is only 10%, so m4 rail gives 600-1440 per hit instead of 800-1600. I don't know how protections help if the shot goes through at least 1 tank b4 hitting you as if it does, the m4 rail will give 1600-2880 without DD and 3200-5760 with DD. even a 50% protection (m4 module) won't do too much against such high damage. Mind you, your DMG goes up even when firing through an allied tank. You don't need a row. Just 1 tank (ally or enemy) between you and your target, game's over for the target. I get plenty such situations that make me wish I had this alteration. It's my favourite.

As for shell stabilisation and DHC, protections make them useless, and SD is a serious gamble.

HCR's increased heat-up and loading time is noticable and unfavourable.

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I'm presently using an M0+ railgun in team battles- mostly CTF . I have M0+ hornet and M1 wasp. Which of the two is better when you need good number of kills and also play an attacking role in CTF  modes with railgun. Also , I'm into gold hunting, take this into account when giving me your recommendation.

Thanks!


By M0+, I mean fully-microupgraded M0

Edited by Astute_T.O

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I'm presently using an M0+ railgun in team battles- mostly CTF and CP. I have M0+ hornet and M1 wasp. Which of the too is better when you need good number of kills and also play an attacking role in CTF and CP modes with railgun. Also , I'm into gold hunting, take this into account when giving me your recommendation.

Thanks!

By M0+, I mean fully-microupgraded M0

I would go with the hornet...much less likely to be flipped over by enemies. Wasp does have a little more speed, but on the rail stability is also nice. Both will rock just fine. Nothing's as bad as swiping the flag and getting flipped on the way back to base by a smoky, thunder, rail, etc. 

Edited by enri_chill
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