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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 hour ago, Mr.Spark said:

9k dmg with round destabilization augment ?

Is wiki wrong?

I think it’s not critical chance +100% but dmg +100% xD

Destabilization is going through some funky times rn

When in doubt, check DE wiki:

Critical damage +100%
Minimum critical chance =30%

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11 minutes ago, Kazareen said:

Scout remains the most annoying iteration of Railgun. Loving it lmao.
 

Haha that's a nice one

Along with Scout, I like Death herald too

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Spoiler

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I was not even camping lol

 

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1 hour ago, Mr.Spark said:

9k dmg with round destabilization augment ?

Is wiki wrong?

I think it’s not critical chance +100% but dmg +100% xD

 

23 minutes ago, Me0w_XP said:

Destabilization is going through some funky times rn

When in doubt, check DE wiki:

Critical damage +100%
Minimum critical chance =30%

It was a typo in the EN Patch Notes. If a line in the EN Patch Note doesn't make sense, refer to the auto-translations of the RU and DE Patch Notes. If it still dosn't make sense, just wait until the update comes less than 13 hours after the note arrives. 

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On 9/20/2022 at 5:01 AM, The-Operator219 said:

Feels like they nerfed Railgun at some point. Or I'm out of practice.

As a veteran rail player I can tell you that you are correct, they nerfed railgun and it is dead. Railgun is the worst turret in the game at the moment.

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On 9/19/2022 at 11:01 PM, The-Operator219 said:

Feels like they nerfed Railgun at some point. Or I'm out of practice.

See here.  Railgun's identity is in its garage augments. Stock needs to set base parameters for the garage augments to each achieve a particular niche that the other cannot trample on easily. The current iteration has Railgun with a comparatively lower critical hit rate and reduced firing rate but more power in the normal damage. Put simply, Stock Railgun is bad and you want a garage augment for it. 

 

Round Stabilisation - Equalises your normal and critical damage, forces your penetration to be 100% regardless of modification and gives you a flat 50% critical hit rate. Your normal damage goes up the 1,334 damage barrier and your critical damage goes below the 1,500 damage barrier. This augment is more useful than the others when fighting hoards of Railgun protection and/or light and heavy hulls.

 

Round Destabilisation - Halves your normal damage, slightly decreases your firing rate, but 30% of the time you will deal enough damage to one-shot a medium hull of the same upgrade level on equal footing. This relies heavily on RNG for you to do well. 

 

Scout - Turns your Railgun into a sidegrade of Thunder. 900 damage, ~1,200 critical damage. Has Thunder's firing rate. Advances your critical hit chance much faster than the others. Impact force is reduced. 

 

Large Calibre Rounds - Equalises your normal and critical damage. Both your normal and critical damage will be able to one-shot an unprotected medium hull of the same upgrade level. Firing rate is considerably reduced which also reduces the rate at which you get critical hits. 

 

"Death Herald" Compulsator - Reshuffles your shot delay and shot reload to be similar to that of Iteration 4 Railgun. Shot delay is lower but the shot reload is a bit longer. Killing an enemy reloads the turret. The potential faster firing rate allows you to advance your critical hit chance faster relative to the others. 

 

Hyperspace Rounds - Removes critical damage, impact force and reduces firing rate, but gives you a high multiplier on your penetration parameter. 

 

Status Railguns - Stock with a (weak-potency) status added to critical hits. 

 

 

Scout is statistically the most practical out of them all. The status augments ahve no statistical downside, but their practical downside is that they're attached to Stock, which is bad. Compare that to other turrets like Hammer and Smoky where their status augments are Stock with a status added and are great. With Railgun, you primarily use the garage augments to fit the niche you want. 

 

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On 9/20/2022 at 9:03 AM, TheCongoSpider said:

See here.  Railgun's identity is in its garage augments. Stock needs to set base parameters for the garage augments to each achieve a particular niche that the other cannot trample on easily. The current iteration has Railgun with a comparatively lower critical hit rate and reduced firing rate but more power in the normal damage. Put simply, Stock Railgun is bad and you want a garage augment for it.  

 

Well, that would explain why my fresh account found Thunder more appealing. I just thought it was due to fighting people with upgraded gear/protection but man... That's just sad. At least Thunder seems roughly the same (minus some impact force) and Firebird is a fallback option.

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Got Round Destabilization from a container. It's not the best but it's definitely more fun than stock if you camp and peek. I love it a lot because the critical hits are satisfying.

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Edited by Me0w_XP

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I just tried out that rail emp from the challenges and it is ok..average... But they sure nerfed rail so much, such slow reload and the damage is not too much most

of the time. The critical chance seems rare and the emp doesn't happen often; no wonder most just goto gauss emp. See so much less rail users these day,

around 2017 was so many compared to now. Wish they do something to improve rail; like how they improved thunder.

 

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On 11/7/2022 at 9:28 PM, cybernite said:

I just tried out that rail emp from the challenges and it is ok..average... But they sure nerfed rail so much, such slow reload and the damage is not too much most

of the time. The critical chance seems rare and the emp doesn't happen often; no wonder most just goto gauss emp. See so much less rail users these day,

around 2017 was so many compared to now. Wish they do something to improve rail; like how they improved thunder.

 

long time solely railgun user, but they nerf so many times, with added delay before shot. which ruins the muscle memory of railgun.

old days, everyone use large calib augment of rail, 1 shot every light and medium hull, and everyone use rail protection,

now, no one use rail, as all other gun is more effective.

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On 11/7/2022 at 11:49 AM, wild001 said:

long time solely railgun user, but they nerf so many times, with added delay before shot. which ruins the muscle memory of railgun.

old days, everyone use large calib augment of rail, 1 shot every light and medium hull, and everyone use rail protection,

now, no one use rail, as all other gun is more effective.

It was so good at 700 normal, 1310 critical, 50%.

At least Round Stabilization does something now I guess.

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On 11/7/2022 at 8:49 PM, wild001 said:

long time solely railgun user, but they nerf so many times, with added delay before shot. which ruins the muscle memory of railgun.

this, how many times i've missed shots because now the charge up is longer than i remember it to be, very annoying 

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lol ya no kidding long delay for warmup, by the time it is ready to shoot the target is dead fast. Also another thing during battle team mates nudge your tank

while you are trying to aim. Atleast there is scout; but the emp rail seems inferior to gauss emp. Rail fire was good, high critical chance, but then they lowered the crit chance %.

But as I said last time wish they do something to improve rail to balance the game vs other turrets. Like how they improved thunder this year, but even some of those crystal augs like sledgehammer are not very good.

 

 

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As we all know the Railgun one of tanki online's most famous weapon in the whole game has seen its decline. Why? you must ask, well with newer and more broken augments the Railgun became obsolete even with what is counted in the community as the best augment for Railgun still isn't good enough. The augment  >>"Round Destabilization"<< just isnt that great with its RNG based damage and already bad railgun damage your only hope is using a Hull which gives 100% Critical damage while having an overdrive active and comparing to other augments that are in the game for other weapons its just not that great.

Now looking at the base of the Railgun damage with no augments you dont see anything odd At Mk-7 -12 (The level that i have it at) it said it deals 1191 Damage with the Boosted Damage boost it will boost it to around 1786.5 Damage In a real battle that output might be higher or lower depending on the enemy's protections But again for me it will deal a max of 2400 Damage for a Enemy with no Defence Boost active and no protection against the railgun now that might seem good at the start but looking at weapons such as the >>"Guass"<< and the >>"Scorpion"<< You can see that it deals little to no damage as they with even no augments deal close to or more then the railgun and with aguments they deal even more then what railgun can deal.

The only hope railgun can have for out damaging those weapons is the >>"Round Destabilization"<< Which again is RNG based and can deal from as little as 240 damage to as high as 5000+ damage and after playing with it for little over 2 weeks i can say that you never deal a critical shot when you need it to more over i went over 20 shots with no critical and weapons like the guass and scorpion which dont need RNG based augments for massive damage makes the Railgun the Worst case option for anyone trying to use it.

How to fix it? Well either Buff the Railgun's base damage and give it a few fancy augments that will make it a competitor in games or 

Buff the reload speed and the Warm up time for each shot on the base railgun.

I have no idea how to make the Railgun great i dont know how to buff it in the right way but please think about what that was said here.

Thank you.

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Idk about the main game but on the test server I use railgun Mk8 with large caliber rounds + camper or crisis fully upgraded

I can one shot unprotected medium hulls everytime and 2 shot them if they have protection

Oh and it can even 1 shot heavy hull in some cases

It deals close to 4500 damage per shot if the opponent is unprotected

Edited by sarim2345_the_master

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I used to see railguns shooting meters away or way after you turned the corner (yes, I know, it is all our computers being slow...) and they were always getting the hit no matter what. I just got my railgun and I am far away from being a Pro with it, but sometimes I see my shot getting in the center of the enemy tank and no numbers showing the damage coming up. Obviously this is not while they respawn... I play from a PC. Could it be that from the mobile they made it easier to kill (just point in the right direction), while PC guys enjoy the occasional bug?

Also, my railgun does not shoot a bit higher or a bit lower, just straight. Does it depend on the hull? I have Hunter.

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Six months later, situation is the same. Four shots to hit once, assuming there is not a different elevation, in which case it is worse. All others shoot casually and hit me, even behind a wall.

Is there an augment to make the turret working properly? I would not be surprised...

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