Jump to content
EN
Play

Forum

Let's Discuss Railgun!


 Share

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


Recommended Posts

It's ok if you don't know the ranks and unlocks ranks for each alteration. 

 

I was just saying that at your rank, recommended alterations are 'Death Herald' Compulsator and Hyperspace Rounds as they're tailored for high-rank gameplay. It's not good to use low-rank (low-cost) alterations at high ranks. You would see that you have a bad time with them. Round Destabilisation is special because of what it does. It potentially gives you way more damage or it can drastically decrease it. That is why many players use it in the high ranks. Players also see that they're dominating battles with it (Possibly due to a negatively skewed damage distribution).

 

I wouldn't buy death Herald or hyperspace rounds unless you're gonna be playing solo based battles like DM or Juggernaut a lot.

 

Also, another alteration for railgun that's just too good is the scout alteration.

Share this post


Link to post
Share on other sites

I love it. I dont know why but I love using with Wasp. I just love Wasp's balance and physics I guess. Sub to me on YouTube- Me0w T.O.

hmmm, wasp's balance isn't that great compared with hornet. But some players prefer wasp due its speed and maneuverability 

Share this post


Link to post
Share on other sites

hmmm, wasp's balance isn't that great compared with hornet. But some players prefer wasp due its speed and maneuverability 

Balance and power (and more upgraded) , that's why I use rail with hornet. I now have M1 Hornet 5/10 and M0 Rail 10/10

  • Like 2

Share this post


Link to post
Share on other sites

Ok, I have xp and bp m4. For a long time I have used the high caliber alt, but I seem to see a lot using the scout alt or the one that increases randomness. Can anyone speak for the alts that they feel are the strongest currently? Is it better to have the slow consistent damage or faster weak shots

Share this post


Link to post
Share on other sites

Ok, I have xp and bp m4. For a long time I have used the high caliber alt, but I seem to see a lot using the scout alt or the one that increases randomness. Can anyone speak for the alts that they feel are the strongest currently? Is it better to have the slow consistent damage or faster weak shots

The round destabilization outclasses the large caliber rounds in everyway. The scout alt is second only to round destabilization.

Share this post


Link to post
Share on other sites

I knew it!! I knew something was up!!  This morning and even on the Test Server!!

 

I saw M4 Railguns reloading in 3 seconds when I know it is supposed to reload in 4 seconds. I used it in the Test Server and I was wondering why it was reloading in 3 seconds. Went to the Wiki and it said it reloads in 2.9 seconds. That seems so powerful. I don't think they should make this change. Round Destabilisation Railguns will be hitting you guys a whole second faster. Shaft may be getting a sniping damage buff. I haven't noticed any other changes. 

  • Like 1

Share this post


Link to post
Share on other sites

I knew it!! I knew something was up!!  This morning and even on the Test Server!!

 

I saw M4 Railguns reloading in 3 seconds when I know it is supposed to reload in 4 seconds. I used it in the Test Server and I was wondering why it was reloading in 3 seconds. Went to the Wiki and it said it reloads in 2.9 seconds. That seems so powerful. I don't think they should make this change. Round Destabilisation Railguns will be hitting you guys a whole second faster. Shaft may be getting a sniping damage buff. I haven't noticed any other changes.

 

Is this the rebalance update the devs are planning? If so this is just ridiculous. Round destabilization users will be everywhere.

  • Like 1

Share this post


Link to post
Share on other sites

I knew it!! I knew something was up!!  This morning and even on the Test Server!!

 

I saw M4 Railguns reloading in 3 seconds when I know it is supposed to reload in 4 seconds. I used it in the Test Server and I was wondering why it was reloading in 3 seconds. Went to the Wiki and it said it reloads in 2.9 seconds. That seems so powerful. I don't think they should make this change. Round Destabilisation Railguns will be hitting you guys a whole second faster. Shaft may be getting a sniping damage buff. I haven't noticed any other changes. 

WIKI includes the "delay" when it gives you a reload time.  1.1 + 2.9 = 4.0

Share this post


Link to post
Share on other sites

WIKI includes the "delay" when it gives you a reload time.  1.1 + 2.9 = 4.0

The thing is, It used to RELOAD in 4 seconds. I count it every time I'm reloading in the heat of a duel. It reloads in 4 seconds and for M4 Electromagnetic Accelerator "Scout", the Reload time is 2 seconds. with a 0.88 shot delay. I had said twice that the information for EA"S" on the alterations Wiki was wrong. 

 

Let us see in the next balance change if this was a change because I also saw my M4 Shaft dealing a little more than 3,000 damage and I saw that weird incident with Incendiary Band Vulcan weeks prior. All of them seem like balance changes they may make. 

Share this post


Link to post
Share on other sites

The round destabilization outclasses the large caliber rounds in everyway. The scout alt is second only to round destabilization.

actually, that's not true. large caliber rounds provides consistency, so u always know how close your target is to dying. with round destabalization u may get like 50 damage on a very important target (ie. flag carrier). 

also, scout isn't even that good. all it does is turn rail into a thunder that has a charge up and longer reaload

Share this post


Link to post
Share on other sites

actually, that's not true. large caliber rounds provides consistency, so u always know how close your target is to dying. with round destabalization u may get like 50 damage on a very important target (ie. flag carrier). 

also, scout isn't even that good. all it does is turn rail into a thunder that has a charge up and longer reaload

Then how come there's a lot of scout and round destabilization users but not as many LCR users?

Share this post


Link to post
Share on other sites

actually, that's not true. large caliber rounds provides consistency, so u always know how close your target is to dying. with round destabalization u may get like 50 damage on a very important target (ie. flag carrier). 

also, scout isn't even that good. all it does is turn rail into a thunder that has a charge up and longer reaload

I'm pretty sure that the damage distribution for Round Destabilisation is negatively skewed. If you don't know what that means, it means that you're doing damage above the average damage for the majority of your shots instead of there being a balance. 

 

Scout is very good since the impact force is still strong. You can keep knocking around a tank to the point where they'll ragequit because they can't keep a steady aim on you. By the time you recover, BAM, another shot that twists your tank and repeat the process. I've been seeing them more often lately and it is becoming a problem. TO attempt to balance this alteration, the impact force NEEDS to be reduced. What's the sense in lower damage and sized projectiles that deal the same impact force as a GIANT Large Calibre Rounds bullet?

  • Like 2

Share this post


Link to post
Share on other sites

I'm pretty sure that the damage distribution for Round Destabilisation is negatively skewed. If you don't know what that means, it means that you're doing damage above the average damage for the majority of your shots instead of there being a balance. 

 

Scout is very good since the impact force is still strong. You can keep knocking around a tank to the point where they'll ragequit because they can't keep a steady aim on you. By the time you recover, BAM, another shot that twists your tank and repeat the process. I've been seeing them more often lately and it is becoming a problem. TO attempt to balance this alteration, the impact force NEEDS to be reduced. What's the sense in lower damage and sized projectiles that deal the same impact force as a GIANT Large Calibre Rounds bullet?

yes, round destabalization increases the AVERAGE damage quite a bit, but getting a bad shot on the enemy flag carrier may be difference between them capping the flag or you returning it. camping potential is greatly increased, attacking potential is decreased

as for the scout alt, that impact force only works against turrets that need constant steady aim like ricochet, twins, vulcan (to a lesser extent). go up against turrets like smoky, thunder, hammer and YOUR aim is now getting thrown around to their will. also, enemy railguns with LCR or round destabalization using peek-a-boo strategy will kill scout railguns easily.

Edited by HogwartsZebra

Share this post


Link to post
Share on other sites

yes, round destabalization increases the AVERAGE damage quite a bit, but getting a bad shot on the enemy flag carrier may be difference between them capping the flag or you returning it. 

as for the scout alt, that impact force only works against turrets that need constant steady aim like ricochet, twins, vulcan (to a lesser extent). go up against turrets like smoky, thunder, hammer and YOUR aim is now getting thrown around to their will. also, enemy railguns with LCR or round destabalization using peek-a-boo strategy will kill scout railguns easily.

LCR not only has a 20% reload set back but also a 50% delay setback. Scout has a 20% faster reload and 50% faster delay. And that's only compared to stock railgun.

 

And in a one on one, the scout user only has to knock off the LCR users first shot to win that duel.

  • Like 2

Share this post


Link to post
Share on other sites

yes, round destabalization increases the AVERAGE damage quite a bit, but getting a bad shot on the enemy flag carrier may be difference between them capping the flag or you returning it. camping potential is greatly increased, attacking potential is decreased

as for the scout alt, that impact force only works against turrets that need constant steady aim like ricochet, twins, vulcan (to a lesser extent). go up against turrets like smoky, thunder, hammer and YOUR aim is now getting thrown around to their will. also, enemy railguns with LCR or round destabalization using peek-a-boo strategy will kill scout railguns easily.

Attacking potential is decreased huh? Ask anyone who used the alteration when the damage increase was 90% and see if they thought the attacking potential was decreased. It. WASN'T. You saw one or two Destabilisation Railguns one shotting medium hulls from full health all over the place. Many of them came first with lots of kills. Many of them were aggressive. Many of them camped but you know where they camped? THE ENEMY BASE. You know why they were so hard to deal with? Because they kept ONE-SHOTTING anyone trying to kill them when they were camping in the enemy's base. 

 

The fact that the alteration increased the AVERAGE damage is already a big plus. That means you're doing more damage on average than a Stock Railgun. If you're doing more damage on average than a Stock Railgun, that means you will be doing better with it and that would be breaking the "rule" of an alteration - it is not supposed to be better than their stock counterpart. Then there is that 20% increase in impact force. that alone is fricking annoying especially when I see it flipping light hulls and even almost flipped a Titan going up a ramp. 

 

Have you used the alteration? To me, it seems as if you're looking at it on paper. Just because it looks like that on paper doesn't mean it acts like that in practice. That negatively skewed damage distribution could have been implemented to sell more Railgun protections and to sell more Railguns with the alteration. We don't know for sure if the devs did it because they keep us in the dark about the alterations' true mechanics. They cater to the superficial tankers that won't question anything. All they know is that "Round Destabilisation gets me more kills than Stock Railgun". People flock to what is powerful. I can't unsee the alteration as monetisation. The turrets seem to be balanced (except Freeze), the changes that are being made are changes to the alterations. Why is that? I wonder why. 

 

___________________________________________________________________________________________________________________

 

The thing that annoys me about Railgun having so many alterations is that you don't kno0w what to expect. You get hit once, you don't know if it's a Round Destabilisation Railgun who did low damage. You can't even be sure if they had double armour for you to defend yourself! 

 

You get hit, you're not sure if it's a "Scout" so you look around waiting for 3 seconds to then pop a double damage because it would be a regular rail but nope, a next shot immediately after and it kills you. It could have been a Large Calibre Rounds Railgun that didn't use double damage. How would you know?!?!? There are so many possibilities with Railgun that if you don't know what type it is, you're basically left there thoughtless. Uncertainty is your worst friend when a random Railgun out of sight shoots you. The only thing you have to go off of for a Destabilisation Railgun is a noticeable punch it gave your tank. Sometimes though, the angle at which they shot you could disguise that impact force for a weaker railgun. 

 

 

I see many times in battle chants and in the General chat, "What is the best alteration for Rail?". You know what the answer was every time? Round Destabilisation and I saw one person say both Round Destabilisation and Large Calibre Rounds. You barely see players using Hyperspace Rounds or "Death Herald" Compulsator. Those two are flat-out upgrades to Railgun and people still use Round Destabilisation over them when they have both. 

 

Players need to stop looking at what is on paper and start experiencing it and you would know why many alterations are unbalanced. 

 

 

 

 

Edits are in blue.

Edited by Kill_the_Propaganda2
  • Like 3

Share this post


Link to post
Share on other sites

Attacking potential is decreased huh? Ask anyone who used the alteration when the damage increase was 90% and see if they thought the attacking potential was decreased. It. WASN'T. You saw one or two Destabilisation Railguns one shotting medium hulls from full health all over the place. Many of them came first with lots of kills. Many of them were aggressive. Many of them camped but you know where they camped? THE ENEMY BASE. You know why they were so hard to deal with? Because they kept ONE-SHOTTING anyone trying to kill them when they were camping in the enemy's base. 

 

The fact that the alteration increased the AVERAGE damage is already a big plus. That means you're doing more damage on average than a Stock Railgun. If you're doing more damage on average than a Stock Railgun, that means you will be doing better with it and that would be breaking the "rule" of an alteration - it is not supposed to be better than their stock counterpart. Then there is that 20% increase in impact force. that alone is fricking annoying especially when I see it flipping light hulls and even almost flipped a Titan going up a ramp. 

 

Have you used the alteration? To me, it seems as if you're looking at it on paper. Just because it looks like that on paper doesn't mean it acts like that in practice. That negatively skewed damage distribution could have been implemented to sell more Railgun protections and to sell more Railguns with the alteration. We don't know for sure if the devs did it because they keep us in the dark about the alterations' true mechanics. They cater to the superficial tankers that won't question anything. All they know is that "Round Destabilisation gets me more kills than Stock Railgun". People flock to what is powerful. I can't unsee the alteration as monetisation. The turrets seem to be balanced (except Freeze), the changes that are being made are changes to the alterations. Why is that? I wonder why. 

 

___________________________________________________________________________________________________________________

 

The thing that annoys me about Railgun having so many alterations is that you don't kno0w what to expect. You get hit once, you don't know if it's a Round Destabilisation Railgun who did low damage. You can't even be sure if they had double armour for you to defend yourself! 

 

You get hit, you're not sure if it's a "Scout" so you look around waiting for 3 seconds to then pop a double armour because it would be a regular rail but nope, a next shot immediately after and it kills you. It could have been a large Calibre ROunds Railgun that didn't use double damage. How would you know?!?!? There are so many possibilities with Railgun that if you don't know what type it is, you're basically left there thoughtless. Uncertainty is your worst friend when a random Railgun out of sight shoots you. The only thing you have to go off of for a Destabilisation Railgun is a noticeable punch it gave your tank. Sometimes though, the angle at which they shot you could disguise that impact force for a weaker railgun. 

 

 

I see many times in battle chants and in the General chat, "What is the best alteration for Rail?". You know what the answer was every time? Round Destabilisation and I saw one person say both Round Destabilisation and Large Calibre Rounds. You barely see players using Hyperspace Rounds or "Death Herald" Compulsator. Those two are flat-out upgrades to Railgun and people still use Round Destabilisation over them when they have both. 

 

Players need to stop looking at what is on paper and start experiencing it and you would know why many alterations are unbalanced.

 

And what's worse is that round destabilization is only 55k and can be unlocked as low as WO5.

 

For an alteration that cheap, it can make a big impact in gameplay in the long run.

Share this post


Link to post
Share on other sites

It only lasts for about 7 (?) seconds but I really like the viking overdrive with railgun (+ large caliber rounds and double damage). No tank big or small, buyer or otherwise can survive. I can easily take out 5 or more tanks in a few seconds.

Share this post


Link to post
Share on other sites

It only lasts for about 7 (?) seconds but I really like the viking overdrive with railgun (+ large caliber rounds and double damage). No tank big or small, buyer or otherwise can survive. I can easily take out 5 or more tanks in a few seconds.

That must include some one-shot hits right?

 

Plus... unless they are "lined up" you gotta switch targets right?

 

I'd think unless the stars are aligned (pun intended) - it would take you closer to the full 7 seconds to take out 5 tanks?

  • Like 1

Share this post


Link to post
Share on other sites

That must include some one-shot hits right?

 

Plus... unless they are "lined up" you gotta switch targets right?

 

I'd think unless the stars are aligned (pun intended) - it would take you closer to the full 7 seconds to take out 5 tanks?

Yes.

Share this post


Link to post
Share on other sites

The railgun lost its most fun feature which was the flipping feature. If the railgun got buffed in only one way(which is adding the flipping feature back), It would only affect tanki positively. If you've played with the railgun and flipped other players before, It is extremely entertaining and it adds value to your match. I've already asked many XP/BP players if they liked the old flipping feature of tanki and I haven't had one person tell me that it was a bad feature of the railgun. The railgun should have its flipping power back.. XP/BP is getting boring without it and I'm sure every XP/BP player would agree with this. Adding the flipping power back to railguns would not only bring other XP/BP players back who quit the game, but also make the game more active in general. The railgun m2 and m3+ should be buffed back to the point where it can flip hornet m2's and hornet m3's. Tanki, please buff the railgun back to the point where it could flip Wasps and Hornets. 

Share this post


Link to post
Share on other sites

The railgun lost its most fun feature which was the flipping feature. If the railgun got buffed in only one way(which is adding the flipping feature back), It would only affect tanki positively. If you've played with the railgun and flipped other players before, It is extremely entertaining and it adds value to your match. I've already asked many XP/BP players if they liked the old flipping feature of tanki and I haven't had one person tell me that it was a bad feature of the railgun. The railgun should have its flipping power back.. XP/BP is getting boring without it and I'm sure every XP/BP player would agree with this. Adding the flipping power back to railguns would not only bring other XP/BP players back who quit the game, but also make the game more active in general. The railgun m2 and m3+ should be buffed back to the point where it can flip hornet m2's and hornet m3's. Tanki, please buff the railgun back to the point where it could flip Wasps and Hornets. 

Railguns with Round Destabilisation equipped sometimes flips Hornets and Wasps. That's your best bet if you want to play with the "flipping feature" in modern Tanki. 

 

And I highly doubt that'll bring back some players whom probably forgot about the game. 

 

Railgun is already powerful with alterations. Adding a lot more impact force to its shots isn't going to make the game "more active". 

  • Like 1

Share this post


Link to post
Share on other sites

That must include some one-shot hits right?

 

Plus... unless they are "lined up" you gotta switch targets right?

 

I'd think unless the stars are aligned (pun intended) - it would take you closer to the full 7 seconds to take out 5 tanks?

It's really easy to take out 5+ tanks with the overdrive (especially on tribute or kungur). I haven't read the details, but I also seem to do more damage with this overdrive. I have noticed shots that do 7000+ damage (perhaps due to damage pile-up in quick succession... who knows). Anyway I'm getting 20+ kills in CTF no problem.

Edited by ghost-guns

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...