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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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I went to a polygon CP today, 4 of the 8 were "3" railgun M3s...

I haven't seen any CP which has been won by the side which has more railgun!  :D

Every gun is better at CP, even shaft...

Edited by kayitsiz

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I haven't seen any CP which has been won by the side which has more railgun!  :D

Every gun is better at CP, even shaft...

I was first at polygon CP with my low ranked account with mued rail m0 and I won the battle too... So not really in the hands of a truly skilled railgun. It's just that there are so few.

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In normal battles (typically CTF), a huge majority of railguns play like noobs... I'm going to compare them to Ricochet/Hornets, because this has gotten to a ridiculous point, especially after the devs shortened Railgun's reload time... <_<

 

Ricochet/Hornet is a combo notorious for attracting players who don't turn their turret. Most players think of these players as noobs. However, a lot of these players posses the abilities to attack the flag, actively play across the map, and help the team. They may not turn turret but besides that, they don't play like noobs. Of course, there are exceptions, but I have seen many Rico/Hornets who don't turn turret lead their team.

 

Most railguns think they're pros because they can aim... there is a lot more to the game than aiming. A massive majority of Railguns in normal battles camp in there base, annoyingly taking out individual enemies, treated the CTF like a TDM, which is rarely played anymore. Effort to help the team is minimal, their only focus is getting kill points. This is incredibly annoying for members of the other team who are trying to play Capture the Flag but repeatedly get 90% of their health taken away every 5 seconds because of these noob railguns, and the railguns don't help their team at all flag wise.

 

Railgun is too OP for normal battles, in all honesty. Too much damage for the now pretty short reload time, and multiply that by it being the most popular gun in the game (by far)... Railgun needs a nerf. Keep it two shotting Hornets for XP/BP, but besides that, Railgun is simply too strong, and more and more people love it because it makes them feel like pros, and this turret is killing game balance. Thanks, bye

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In normal battles (typically CTF), a huge majority of railguns play like noobs... I'm going to compare them to Ricochet/Hornets, because this has gotten to a ridiculous point, especially after the devs shortened Railgun's reload time... <_<

 

Ricochet/Hornet is a combo notorious for attracting players who don't turn their turret. Most players think of these players as noobs. However, a lot of these players posses the abilities to attack the flag, actively play across the map, and help the team. They may not turn turret but besides that, they don't play like noobs. Of course, there are exceptions, but I have seen many Rico/Hornets who don't turn turret lead their team.

 

Most railguns think they're pros because they can aim... there is a lot more to the game than aiming. A massive majority of Railguns in normal battles camp in there base, annoyingly taking out individual enemies, treated the CTF like a TDM, which is rarely played anymore. Effort to help the team is minimal, their only focus is getting kill points. This is incredibly annoying for members of the other team who are trying to play Capture the Flag but repeatedly get 90% of their health taken away every 5 seconds because of these noob railguns, and the railguns don't help their team at all flag wise.

 

Railgun is too OP for normal battles, in all honesty. Too much damage for the now pretty short reload time, and multiply that by it being the most popular gun in the game (by far)... Railgun needs a nerf. Keep it two shotting Hornets for XP/BP, but besides that, Railgun is simply too strong, and more and more people love it because it makes them feel like pros, and this turret is killing game balance. Thanks, bye

Uhhhhhhh...

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The "skill" you have with aiming Railgun is called auto-aim.

 

Try practice aiming Shaft's arcade mode at targets more than 100m, then we'll see.

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The "skill" you have with aiming Railgun is called auto-aim.

 

Try practice aiming Shaft's arcade mode at targets more than 100m, then we'll see.

if across Monte Carlo is 100m then it's quite easy

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The "skill" you have with aiming Railgun is called auto-aim.

 

Try practice aiming Shaft's arcade mode at targets more than 100m, then we'll see.

I heard that no weapons possess horizontal auto-aim, but it seems like I miss a lot of shots with Thunder that would have quite obviously hit under the same circumstances if it was a Railgun...

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I heard that no weapons possess horizontal auto-aim, but it seems like I miss a lot of shots with Thunder that would have quite obviously hit under the same circumstances if it was a Railgun...

I see...

I had a friend who has played a lot of XP battles. He tried Shaft for the very first time and he told me it was significantly harder to aim using Shaft. It's probably the Shape of the barrel.

Edited by Stinger911

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I see...

I had a friend who has played a lot of XP battles. He tried Shaft for the very first time and he told me it was significantly harder to aim using Shaft. It's probably the Shape of the barrel.

Maybe it has slight horizontal aim so t's easier to hit from far away... But I used shaft before rail.. So maybe it's cuz I use shaft before rail that I can hit them...

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Rail's auto-aim was definitely given a bit more freedom; a shot made by a Railgun versus a shot made by Smoky or Thunder (or something similar) has been more likely to hit the target at extremely long distances. I've done a bit of testing myself, and using the same shooting style for each weapon, I noticed that Smoky, Thunder, and Vulcan's accuracy was incredibly shaky next to Railgun's easily forgiving aim. Especially Vulcan...

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I heard that no weapons possess horizontal auto-aim, but it seems like I miss a lot of shots with Thunder that would have quite obviously hit under the same circumstances if it was a Railgun...

:lol:  :lol:  :lol:  ;)

 

Sometimes when I am right next to a railgun , I have seen them hit when aimed/pointing/fired  90 degrees off.

 

This seems to decrease with range though :rolleyes:.

Edited by Strawwitz

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Could someone explain to me what happened to railgun's knockback? Ever since rail couldnt flip tanks like before, it's been catching dust in my garage.

So basically tanki doesn't like us therefore  they removed knockback... IT is still possible to flip them if they shhot right before you shoot at them.

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:lol: :lol: :lol: ;)

 

Sometimes when I am right next to a railgun , I have seen them hit when aimed/pointing/fired 90 degrees off.

 

This seems to decrease with range though :rolleyes:.

This, I believe, is a lag.

 

This happened to me when I faced Vulcan, the string of bullets firing were 90° to the rotating barrel...

 

I do believe that no turrets possess horizontal auto-aim.

Edited by HyperQuantum

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So basically tanki doesn't like us therefore they removed knockback... IT is still possible to flip them if they shhot right before you shoot at them.

Or when they are going up an inclined surface, especially in Monte Carlo, right between the 'gaps'

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So basically tanki doesn't like us therefore  they removed knockback... IT is still possible to flip them if they shhot right before you shoot at them.

do you know if this is permanent?

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