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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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1 minute ago, wolverine848 said:

Still have no idea what you are discussing.  All I see is a description inside a gray box.

Is this a "test" augment on test servers?

Well as you saw it's coming in the game tomorrow. 

 

Every shot that the Railgun shoots with that augment applies to armour-piercing status effect to any enemy hit by it. Your Railgun module will be less effective if there are many or even one there. I put Railgun protection for a reason. Now they can just bypass it innately from their turret augment. 

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24 minutes ago, TheCongoSpider said:

Well as you saw it's coming in the game tomorrow. 

 

Every shot that the Railgun shoots with that augment applies to armour-piercing status effect to any enemy hit by it. Your Railgun module will be less effective if there are many or even one there. I put Railgun protection for a reason. Now they can just bypass it innately from their turret augment. 

OHhhhh.... had not read that.  Yikes.

Titans are doomed as the dome will be vulnerable to ALL enemies.

And buyers will be running around with hornet OD equipped on Dictators or Vikings.  This is supposed to be better? ?

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11 hours ago, Mr.kotte.super said:

 

I would prefer this as another skin rather than a replacement for the current default Railgun skin.

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1 minute ago, At_Shin said:

Hey! Thanks for advising me to buy this augment. I really like it. :D

OH You like the augment LOL it seems that you didn't hesitate to get it, and your welcome.

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3 minutes ago, At_Shin said:

yeah, the day you recommended it to me we had a garage sale. So, after buying it I successfully failed at retaining most of my crystal reserves. Haha.

 what did you mean by this 

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Ever since I started this account (2013 I think), railgun has been my favorite turret. At first it was really awkward, I missed most of my shots, and was only rewarded with the occasional one hit kill on a light hull. Over time, as I moved up through the ranks, I really began to develop my skill and come to appreciate the art that is using railgun. I still remember Christmas of 2017 when I bought M2 railgun and M2 hornet. I was so excited to finally have purple shots and play in XP BP format battles. Four years later, playing with railgun is a lot different. Most players have protection against it, and hornet’s overdrive has been nerfed pretty bad. I mostly use railgun with viking and booster drone, with high caliber ammo for sniping or electromagnetic scout for quick kill steals and flipping players going up ramps. Occasionally I’ll use death herald in death matches or battles against lower ranked players. Recently with HTML 5, I’ve been trying to get used to mouse controls for XP BP battles. I’ve found it to be a lot smoother for lateral turret movement and pixel perfect shots that barely hit enemy’s hit boxes. However, I’ve found it makes swinging my hull more difficult, resulting in more missed shots when trying to hit an enemy tank at a different elevation. (Hit me up if you have any techniques to correct this.) Anyway, from rags to ribbons, this turret will forever be the stuff true legends are made of. =)

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Just now, boom111 said:

I find that the tedious reload and frightful delay before firing, spoils this turret compeletely.

If this is your only account, I think you're too new for Railgun and it's in a low upgrade for your level.

Stock Railgun is just sucks, you have to buy LCR Augment.. Which gives you a really enough damage to one-shot light-medium hulls with DD. But it's way more harder than the stock and wasting one shot will cost you a lot.  And fyi, LCR Augment is what Railgun used to be from the first release.

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I feel like railgun AP is not longer as good as it was before the critical damage change. Railgun used to be used frequently by hornet users especially with the original overdrives for each hull where hornet was able to remove an entire team's teams armor and protection for a period of time. Then hornet's overdrive got buffed with the release of the AP affect, but railgun was given the AP alteration which was helpful to be able to combat titains still. Now hornet railgun users are not able to beat a titain. I even stuggle taking out a wasp while using viking with railgun AP. I think that AP is a different type of damage than critical damage and if you want to use AP then you lose the critical damage and vice versa. What can be done to help railgun users with this new damage type?

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Has anybody figured out where all those countless shots that visibly comes out of the rail but doesn't do damage go? Do they go to some devs? I knew it.

Edited by At_Shin
Please refrain from using profanity.

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On 3/6/2021 at 5:46 PM, Havoc said:

 Recently with HTML 5, I’ve been trying to get used to mouse controls for XP BP battles. I’ve found it to be a lot smoother for lateral turret movement and pixel perfect shots that barely hit enemy’s hit boxes. However, I’ve found it makes swinging my hull more difficult, resulting in more missed shots when trying to hit an enemy tank at a different elevation. (Hit me up if you have any techniques to correct this.) Anyway, from rags to ribbons, this turret will forever be the stuff true legends are made of. =)

Keyboard controls still work, so if you're not trying to line up precise shots you can switch.

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I don't know why people complain about how lcr got needed when other alts like destabeld Rounds got needed to to 100 or less damage but can literally do high as heck damage around 6 to 5k damage as a crit shot who has around 30 % prot. Sometimes it can two shot a medium hulls and oneshot a light hull and maybe three shot a heavy if you get the crit shot times right

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1 hour ago, destroyer21873 said:

I don't know why people complain about how lcr got needed when other alts like destabeld Rounds got needed to to 100 or less damage but can literally do high as heck damage around 6 to 5k damage as a crit shot who has around 30 % prot. Sometimes it can two shot a medium hulls and oneshot a light hull and maybe three shot a heavy if you get the crit shot times right

They just need make LCR deals on critical damage, but old standart damage. It was good as it was.

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Railgun is definitely in need of a buff. Here’s why:

Back in the day, railgun was the go-to sniping turret. It had the longest reload of the medium and long range turrets, the highest per-shot damage, and didn’t have any damage drop off. It was balanced.

When shaft was introduced, it quickly took over the sniping role. Railgun was still able to be used effectively however as a mobile sniper, not having shaft’s long charge.

Over time, things have been rebalanced and updated and now we have a new problem. Railgun only has marginally more damage than thunder, and a significantly longer reload. Thunder can easily outperform a railgun in most situations and ranges, due to it’s higher DPM and versatile performance, even when you consider thunder’s damage drop off.

As it stands currently. At long range, a shaft can easily outperform a railgun. At medium and short range, thunder can outmaneuver and outperform a railgun, effectively making that “mobile sniper” role null.

I don’t know what the solution should be- perhaps a harsher damage drop off for thunder, or just a damage increase for railgun. But as it stands, railgun users are few and far between, and effective railgun users are even less common- it’s simply getting outperformed in the field.

Edit: forgot to mention gauss, which definitely further complicates the issue, but that’s a whole new can of worms.

Edited by TheBureau
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24 minutes ago, TheBureau said:

Railgun is definitely in need of a buff. Here’s why:

It's fine as it is because so many dudes uses Railgun but there are armies of Falcon modules. 

24 minutes ago, TheBureau said:

Back in the day, railgun was the go-to sniping turret. It had the longest reload of the medium and long range turrets, the highest per-shot damage, and didn’t have any damage drop off. It was balanced.

Well that part is fine.

24 minutes ago, TheBureau said:

When shaft was introduced, it quickly took over the sniping role. Railgun was still able to be used effectively however as a mobile sniper, not having shaft’s long charge.

Railgun have infinite range as Shaft except the mobility as you mentioned.

24 minutes ago, TheBureau said:

Over time, things have been rebalanced and updated and now we have a new problem. Railgun only has marginally more damage than thunder, and a significantly longer reload. Thunder can easily outperform a railgun in most situations and ranges, due to it’s higher DPM and versatile performance, even when you consider thunder’s damage drop off.

Well in long range, Railgun beats out Thunder. And plus, Rail pierces through targets, allowing multi-kill in certain situation.

24 minutes ago, TheBureau said:

As it stands currently. At long range, a shaft can easily outperform a railgun. At medium and short range, thunder can outmaneuver and outperform a railgun, effectively making that “mobile sniper” role null.

The term "mobile sniper" is when you can move around and deal more than 1k damage per shot (no DP and augments factored in). Railgun is meant to to be long range in the 1st place, not a short-ranger.

24 minutes ago, TheBureau said:

I don’t know what the solution should be- perhaps a harsher damage drop off for thunder, or just a damage increase for railgun. But as it stands, railgun users are few and far between, and effective railgun users are even less common- it’s simply getting outperformed in the field.

Do not forget that the recent Critical damage update buffed Railgun dramatically, allowing it to score crit shot 1/2 of the time and deal approximately 78% more damage as well. Meaning an Mk8 Railgun that deals 900 damage in normal shots but 1,600 if scored crit.

 

Beside that, Critical hits from any turrets ignores the normal protection modules, meaning it is strong enough to render Falcon module obsolete unless you have Armadillo (which can only be obtained by spamming Ultra Containers and encourage more P2W issues).

 

You are WO1, and even if you do have a high account, you do not know the current state of the respective turret.

Edited by FrozenRailgun
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42 minutes ago, TheBureau said:

But as it stands, railgun users are few and far between, and effective railgun users are even less common- it’s simply getting outperformed in the field.

I think you and I must be playing different games.

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42 minutes ago, TheBureau said:

 But as it stands, railgun users are few and far between, and effective railgun users are even less common-

I guess the Devs were lying when they said Railgun was the most popular turret???

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56 minutes ago, TheBureau said:

Railgun is definitely in need of a buff. Here’s why:

Have you actually played recently?

How can it be ineffective when it has such a high critical chance compared to most turrets.  Majority of the damage it does comes from critical which ignores those expensive modules players have invested a lot of crystals and time to upgrade.

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Well, with thousands of hours logged over 7 different accounts since 2011 and regularly playing in high rank battles due to MM, yes, I’d say I know exactly what I’m talking about.

 

This is of course after I’ve thoroughly read through all of the stats on the wiki as well and done some comparisons and cross referencing.

 

Railgun and Viking were my primary combination 2011-2015. I’ve played it recently and was thoroughly disappointed. Switched to Thunder and Shaft as my primaries and both have been able to fill the role better.

 

Disagree if you’d like, but I’m just calling it from what I’ve seen and read.

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1 hour ago, TheBureau said:

Well, with thousands of hours logged over 7 different accounts since 2011 and regularly playing in high rank battles due to MM, yes, I’d say I know exactly what I’m talking about.

 

This is of course after I’ve thoroughly read through all of the stats on the wiki as well and done some comparisons and cross referencing.

 

Railgun and Viking were my primary combination 2011-2015. I’ve played it recently and was thoroughly disappointed. Switched to Thunder and Shaft as my primaries and both have been able to fill the role better.

 

Disagree if you’d like, but I’m just calling it from what I’ve seen and read.

How much have you played recently?  Your thousands of hours logged before the change means squat.  The recent changes are significant - they are NOT a minor tweak.

Rail is pretty much unstoppable now.  Even more so if you happen to be a buyer and have the OP alts.

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