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Railgun HD


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railgun_hd_wide_1006_EN.jpg

 

Hello, tankers!

 

We’re continuing to modernize the looks of our default skins!

 

This time, Railgun - a classic turret, the choice of professionals, and a legendary eSports icon - is next in line to receive a makeover. Yes, that's true.

 

Introducing Railgun HD!



This new skin, like all of the HD skins, will keep the original look, but also receive new innovative technologies.

Railgun’s looks stronger, more brutal and more powerful with its new model. You can feel the power of every shot, every charge, its unstoppable shot.

Additionally, the remodeled skin will get some special effects, such as barrel recoil and the iconic smoke effect after the shot. However, there will be no sleeves and no projectiles since Railgun has no sleeves and the shot moves too fast to even see.

 

As previously mentioned, you will not need to buy the new HD skin. It will just replace the old skin with the server restart on the 19th of February by default. 

 

Augments

 

As we already said in the previous episode of the V-LOG, there will be two new augments released with the new skin:

 

  • «Incendiary rounds»
    Literally heats rounds inside the barrel before shooting. These rounds don't just deal damage to a target, they also set fire to it.

  • «Stun rounds»
    An improved process of concentrating energy before firing allows rounds to stun targets for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting.

 

You will be able to get new augments from the updated Ultra Containers, which will appear in the game with the Iron Days celebrations.

Enter the game and check out the updated Railgun model!

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I hope the incendiary rounds for Railgun appear in the garage eventually. All of the heating/freezing augments for turrets thus far are obtainable for crystals (Smoky's incendiary/cryo rounds, Hammer's dragon breath, Vulcan's infamous Incendiary Band) so it only makes sense for this one to be too. Not excited about facing off against Railgun's new stun rounds though. 

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7 minutes ago, Spy said:

I'm going to miss the current version of Railgun. :sad:

Yep, The old Master of Railgun will gonna miss it :wacko:. I hope at least the XT will comfort you :wub:

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en patch note in case anyone is cared (sad that report button is removed from end battle screen)

btw i saw a new CM but not sure if there will be really a second ENCM

Edited by fghjkl54
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Great!

Would've been great if railgun shot these kinds of rounds once after every 4 -5 shots, like smoky's critical shot after every 3 - 4 shot

Edited by RaiIer
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Welp, time to pull out my ol' reliable Falcon Module again! These new augments (and the AP one that's been here for a bit) sound pretty tricky to counter, but I guess that's what hull augments are for.

New HD skin looks great!

Edit: just noticed the new MM maps in the patch notes. Happy to see more variety being introduced!

Edited by kydapoot
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46 minutes ago, kydapoot said:

Welp, time to pull out my ol' reliable Falcon Module again! These new augments (and the AP one that's been here for a bit) sound pretty tricky to counter, but I guess that's what hull augments are for.

Sure... but.... too bad we can't actually buy them.   

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So glad that at the very least the EMP Augment hasn't come to Railgun - much better to have only a few effects rather than all the status effects on every turret, which is just boring and also potentially overpowered.

Concerned about the stun augment, it remains to be seen what this will be like to face in battle - has the potential to be very OP. At least it has a similar firing rate to Large Calibre Rounds but I think a stun on every shot might be too much, having a 3 second stun with a 20% chance or something along those lines might be better, with perhaps slighty longer charge up time - not sure.

Stun Railgun will be the ultimate hard-counter to Incendiary Brand Vulcan/Heat Immunity - it takes 13 seconds (including Barrel spin up time) for Vulcan Mk8 to start overheating, and stun Railgun Mk8 will be able to stun (resetting Vulcan overheating) every 5 seconds - so the Vulcan player will never be able to overheat, unless they take cover. If they do take cover and manager to heat up, after only a brief 1.32s shot delay (most of which can be spent in cover for a good railgun player) you can shut them down with another stun quite easily. If the Vulcan player equips Stun Immunity - they no longer have Heat Immunity, so this is a hard counter and gg for this combo.

In general stun Railgun will be a nightmare to face for Vulcans/Gauss/Striker/Shaft and melee turrets too - the stun will reset Vulcan barrel spin time, interrupt Gauss/Striker lock-on and probably also throws Shafts out of aiming mode - with every shot. For melee turrets, good luck trying to engage a Hopper/Stun railgun which will stun you and reset your acceleration to zero with every shot.

Multiple stun railguns on the enemy team will be... interesting... to face. This could shut down an enemy team's DPS significantly and make it hard to get shots off at all in some cases. And if you equip stun immunity you will get eaten by EMP/Heat/AP effects.

It remains to be seen how this will be to face, hopefully the 5s shot delay will make it somewhat balanced but we shall see - I think this will be disproportionately strong vs certain turrets.

Edited by DestrotankAI9
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1 hour ago, DestrotankAI9 said:

So glad that at the very least the EMP Augment hasn't come to Railgun - much better to have only a few effects rather than all the status effects on every turret, which is just boring and also potentially overpowered.

Concerned about the stun augment, it remains to be seen what this will be like to face in battle - has the potential to be very OP. At least it has a similar firing rate to Large Calibre Rounds but I think a stun on every shot might be too much, having a 3 second stun with a 20% chance or something along those lines might be better, with perhaps slighty longer charge up time - not sure.

Stun Railgun will be the ultimate hard-counter to Incendiary Brand Vulcan/Heat Immunity - it takes 13 seconds (including Barrel spin up time) for Vulcan Mk8 to start overheating, and stun Railgun Mk8 will be able to stun (resetting Vulcan overheating) every 5 seconds - so the Vulcan player will never be able to overheat, unless they take cover. If they do take cover and manager to heat up, after only a brief 1.32s shot delay (most of which can be spent in cover for a good railgun player) you can shut them down with another stun quite easily. If the Vulcan player equips Stun Immunity - they no longer have Heat Immunity, so this is a hard counter and gg for this combo.

In general stun Railgun will be a nightmare to face for Vulcans/Gauss/Striker/Shaft and melee turrets too - the stun will reset Vulcan barrel spin time, interrupt Gauss/Striker lock-on and probably also throws Shafts out of aiming mode - with every shot. For melee turrets, good luck trying to engage a Hopper/Stun railgun which will stun you and reset your acceleration to zero with every shot.

Multiple stun railguns on the enemy team will be... interesting... to face. This could shut down an enemy team's DPS significantly and make it hard to get shots off at all in some cases. And if you equip stun immunity you will get eaten by EMP/Heat/AP effects.

It remains to be seen how this will be to face, hopefully the 5s shot delay will make it somewhat balanced but we shall see - I think this will be disproportionately strong vs certain turrets.

I wouldn't speak so soon, if it was in test server, it will most likely come along eventually, a matter of when tbh unfortunately, so let's stake out the safety whilst we can.

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15 minutes ago, lssimo said:

I'm tired of the baby talk.

What do you mean gray?

I assume she's talking about where we could get grey blank screens when we tried to load into games, I also haven't seen them in a long long time

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48 minutes ago, Akame said:

I wouldn't speak so soon, if it was in test server, it will most likely come along eventually, a matter of when tbh unfortunately, so let's stake out the safety whilst we can.

I really hope not! Since this is the big "Railgun update" with new augments and it isn't in, I'm hoping that since 1) Railgun has so many augments already 2) they (hopefully) released giving every status effect to every turret would be boring and problematic and 3) they (hopefully) realised it would be blatantly game - breakingly OP, it won't be coming. But then again the devs seem to have no problem releasing game - breaking new augments these days, so as you say with it already being tested, it could well come in the future. A terrifying thought.

One thing I have to wonder - will it be possible to flip Hoppers from shooting them in mid-air with stun Railgun? Hoppers can sometimes be flipped if hit with a Hunter or Hopper overdrive when in mid-air currently - surely if you hit them from the right angle, with the one second stun this might well be possible. Even if you couldn't flip them, since you'll be interrupting their momentum and throwing off direction of travel slightly - you could perhaps do enough to prevent a Hopper aiming to use its overdrive to land on a Rugby goal from doing so, and then block the goal to prevent capture. But if you can actually flip them - that would be pretty insane. Of course, stun immunity is already about the best augment for Hopper in capture modes - but if an enemy Hopper didn't have the augment this could work well.

While stun Railgun could cause some huge new imbalance issues, interestingly if it can counter Incendiary Brand/Heat Immunity, Hoppers, and also make life annoying for EMP Gauss by interrupting salvos, it could be a counter to some of the other big imbalances currently in the game.

Edited by DestrotankAI9

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