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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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Since the "let's discuss microupgrades" topic is inactive, I thought I could ask this here:

 

I'm starting to use railgun again after getting the destabilized shots alteration, but it's currently at 5/20, so I'm thinking about upgrading it further. I also have a twins at 12/20 which is pretty close to M4 status.

 

Is it better to upgrade the rail to a high level at 10-15 steps, or should I stick to upgrading twins? Although each step for twins is now costing me a lot more and not making a large difference to it, I would still like to see each shot deal at least 200 damage as compared to the 196 average now.

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Since the "let's discuss microupgrades" topic is inactive, I thought I could ask this here:

 

I'm starting to use railgun again after getting the destabilized shots alteration, but it's currently at 5/20, so I'm thinking about upgrading it further. I also have a twins at 12/20 which is pretty close to M4 status.

 

Is it better to upgrade the rail to a high level at 10-15 steps, or should I stick to upgrading twins? Although each step for twins is now costing me a lot more and not making a large difference to it, I would still like to see each shot deal at least 200 damage as compared to the 196 average now.

Upgrade Twins to 15/20 at least

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Rail gun seems pretty underpowered right now. I have m2 9/10 upgrades + high caliber, and I still am not doing well in MM battles.

Is the destabilization alt better than high caliber?

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Rail gun seems pretty underpowered right now. I have m2 9/10 upgrades + high caliber, and I still am not doing well in MM battles.

Is the destabilization alt better than high caliber?

depends if you like to know how much damage you are doing or having it randomized 

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i recently bought hyperspace round alteration and i just wanna ask. how do you lots manage with the stress and frustration of knowing that your allies are your worst enemies ?

also any tips on how to use it more effectively.

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i recently bought hyperspace round alteration and i just wanna ask. how do you lots manage with the stress and frustration of knowing that your allies are your worst enemies ?

also any tips on how to use it more effectively.

Just play DM or Juggernaut battles.

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i recently bought hyperspace round alteration and i just wanna ask. how do you lots manage with the stress and frustration of knowing that your allies are your worst enemies ?

also any tips on how to use it more effectively.

Players these days, in general, are selfish (from what I've noticed). Using Hyperspace Rounds requires cooperation from at least one of your teammates. I'm a generous person. I know the mechanics of all the alterations, especially Hyperspace Rounds. Whenever I see a Hyperspace Rounds user, I make sure to get their attention by flicking my Isida beam on their tank and going in front of them. Hyperspace is a blatant upgrade to Railgun. Just one ally being in front of your shot could be the difference between a victory and a defeat for your team. 

 

The unwritten drawback of this alteration is that it's hard to get your teammates to cooperate with you to destroy the enemy team or to achieve the highest efficiency for your Railgun. The damage doubles even when it goes through teammates so all you need is one to be able to one shot players without protection against you. If you cannot get your teammates to cooperate, then try to snag two enemies with one shot as many times as you can. In 1v1 situations, it is not too different from Stock Railgun as the average damage for Hyperspace Railgun is only 80 damage lower than that of Unaltered Rail. The only thing that's noticeable is the impact force decrease but it still packs a punch against Vikings and light hulls. 

 

If the terrain and the prop positions permit it, I suggest staying behind a teammate (preferably a Hunter, Dictator or heavy hull) and shooting them. Before you do this action, however, you should look at what turret they're using. Refrain from doing this to Shaft users unless you know that they are not in Sniper mode. Refrain from using them when they are in Sniper mode. It is recommended to do this to players using medium to long-range turrets. 

 

I highly recommend using Hyperspace Railgun on the map Parma. You find at least 2 enemies in their base on that map. When 6 of them are there, you can usually line up 4 enemies in your shot and you can kill the last two. 

 

You have other M3 turrets you can use. Utilise Hyperspace Railgun only when needed. 

Edited by TheCongoSpider
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Players these days, in general, are selfish (from what I've noticed). Using Hyperspace Rounds requires cooperation from at least one of your teammates. I'm a generous person. I know the mechanics of all the alterations, especially Hyperspace ROunds. Whenever I see a Hyperspace Rounds user, I make sure to get their attention by flicking my Isida beam on their tank and going in front of them. Hyperspace is a blatant upgrade to Railgun. Just one ally being in front of your shot could be the difference between a victory and a defeat for your team. 

 

The unwritten drawback of this alteration is that it's hard to get your teammates to cooperate with you to destroy the enemy team or to achieve the highest efficiency for your Railgun. The damage doubles even when it goes through teammates so all you need is one to be able to one shot players without protection against you. If you cannot get your teammates to cooperate, then try to snag two enemies with one shot as many times as you can. In 1v1 situations, it is not too different from Stock Railgun as the average damage for Hyperspace Railgun is only 80 damage lower than that of Unaltered Rail. The only thing that's noticeable is the impact force decrease but it still packs a punch against Vikings and light hulls. 

 

If the terrain and the prop positions permit it, I suggest staying behind a teammate (preferably a Hunter, Dictator or heavy hull) and shooting them. Before you do this action, however, you should look at what turret they're using. Refrain from doing this to Shaft users unless you know that they are not in Sniper mode. Refrain from using them when they are in Sniper mode. It is recommended to do this to players using medium to long-range turrets. 

 

I highly recommend using Hyperspace Railgun on the map Parma. You find at least 2 enemies in their base on that map. hen 6 of them are there, you can usually line up 4 enemies in your shot and you can kill the last two. 

 

You have other M3 turrets you can use. Utilise Hyperspace Railgun only when needed. 

How does hyperspace rounds work? I never bought it because I don't have enough cry.

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How does hyperspace rounds work? I never bought it because I don't have enough cry.

if your shot passes through a tank +100% damage (to the next tank)

Edited by Truthteller

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How does hyperspace rounds work? I never bought it because I don't have enough cry.

I don't know the exact mechanic of the damage when the first tank in a line of tanks you shoot has protection against Railgun protection but this is basically it. 

 

You have 5 tanks lined up. You shoot them with a Hyperspace Round. Damage dealt:

 

First Tank: 1000 Damage

 

Second Tank: 2000 Damage

 

Third Tank: 4000 Damage

 

Fourth Tank: 8000 Damage

 

Fifth Tank: 16,000 Damage

 

 

This is assuming that none of the 5 players getting shot have Railgun protection. 

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I don't know the exact mechanic of the damage when the first tank in a line of tanks you shoot has protection against Railgun protection but this is basically it. 

 

You have 5 tanks lined up. You shoot them with a Hyperspace Round. Damage dealt:

 

First Tank: 1000 Damage

 

Second Tank: 2000 Damage

 

Third Tank: 4000 Damage

 

Fourth Tank: 8000 Damage

 

Fifth Tank: 16,000 Damage

 

 

This is assuming that none of the 5 players getting shot have Railgun protection.

 

You are correct Congo. But even if the 1st tank has M4 Falcon... the next target would still take 2k damage instead of 1k.

 

Module only affect one target, not other individuals.

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The current high calibre rounds alteration is so bad that you can easily take a tea break when an enemy with this alteration fires at you and you will still have ample time to come back and dodge.

Yep... really no good. 

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The current high calibre rounds alteration is so bad that you can easily take a tea break when an enemy with this alteration fires at you and you will still have ample time to come back and dodge.

 

There were so many complaints about Rail after the "Rebalance" that lowered damage and also lowered reload.

 

I thought "High Calibre Rounds" turned Rail back into the "original" Rail and that players were happy with it...

 

 

Yep... really no good. 

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There were so many complaints about Rail after the "Rebalance" that lowered damage and also lowered reload.

 

I thought "High Calibre Rounds" turned Rail back into the "original" Rail and that players were happy with it...

Yeah, it was suppose to please the Railgun fans. 

 

Bruh, I use Shell Stabilization. Better than stock Railgun. No more annoying weak shots. 

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So I recently got back to the game, bought railgun m1 and realised that something is not okay with this turret. I remember it being really powerful at wo3 but now its completely useless. The damage is so low and inconsistent that you cant even kill an m0 light hull with a single shot or sometimes m1 light hull with double damage. Not even talking about medium and heavy hulls. I dont understand why is it so underpowered right now. It has a very long reload + delay before the shot for such low damage. For comparison, hammer m1 which also comes from wo3 if ive not mistaken has no problem killing m1 light hulls with double damage with one shot and it can also make 3 shots in a row + ability to ricochet the pellets. It is just so terrible and inconsistent that I stopped using it even at wo3 rank which is the rank its supposed to be the most powerful at and I regret spending my 31k crystals on it much cause I would rather just keep using my shaft m1 which comes from lower rank for long range battles. I mean it has a long reload and delay before the shot not even talking about how much effort it takes to even make a shot against skillful smokys/shafts both in scope and arcade mode etc. and it gives you no reward for it, just very low damage equal to hammers and sometimes even worse. Its horribly low power level and inconsistency makes it really unplayable right now.

Thanks for reading, looking forward for tanki community and developers response. Peace

 

Just to clarify some things. Ive been actually playing this game for a really long while and I am really good at it. Just got back to the game around 1 month ago from like 1 or 2 year pause.

Edited by falcONltu

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So I recently got back to the game, bought railgun m1 and realised that something is not okay with this turret. I remember it being really powerful at wo3 but now its completely useless. The damage is so low and inconsistent that you cant even kill an m0 light hull with a single shot or sometimes m1 light hull with double damage. Not even talking about medium and heavy hulls. I dont understand why is it so underpowered right now. It has a very long reload + delay before the shot for such low damage. For comparison, hammer m1 which also comes from wo3 if ive not mistaken has no problem killing m1 light hulls with double damage with one shot and it can also make 3 shots in a row + ability to ricochet the pellets. It is just so terrible and inconsistent that I stopped using it even at wo3 rank which is the rank its supposed to be the most powerful at and I regret spending my 31k crystals on it much cause I would rather just keep using my shaft m1 which comes from lower rank for long range battles. I mean it has a long reload and delay before the shot not even talking about how much effort it takes to even make a shot against skillful smokys/shafts both in scope and arcade mode etc. and it gives you no reward for it, just very low damage equal to hammers and sometimes even worse. Its horribly low power level and inconsistency makes it really unplayable right now.

Thanks for reading, looking forward for tanki community and developers response. Peace

Just to clarify some things. Ive been actually playing this game for a really long while and I am really good at it. Just got back to the game around 1 month ago from like 1 or 2 year pause.

The game has changed a lot in these two years. Wo2s can now run around with m2s(sometimes microupgraded to m3). M1 railgun at wo3 just doesn't cut it anymore. If you don't want to spend money on the game, prepare yourself, it's only gonna get worse as you rank up. Edited by jvk

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