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Augments for Railgun


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Augments for Railgun  

29 members have voted

  1. 1. Which is the best augment for Railgun?

    • Round Stabilization
      2
    • Reinforced aiming transmission
      2
    • Round destabilization
      1
    • Electromagnetic accelerator "Scout"
      3
    • Large caliber rounds
      3
    • "Death Herald" compulsator
      3
    • Hyperspace rounds
      4
    • Super Armor-Piercing Rounds
      3
    • Incendiary Rounds
      1
    • Stun Rounds
      1
    • Cryo Rounds
      1
    • EMP Rounds
      5


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Just now, MysticBlood said:

I would like to say that before when stun had one second the augment was completely useless because it gave tanks too much advantage of recovery time to capture flags or balls. As of now it already had slow reload like Large caliber rounds. Thus making 1 second of stun very useless, 2 seconds is good enough. 

Yes....

But I'm annoyed that that Augment's stats are toooooo similar to Large Caliber Rounds. Both have the same reload and damage :(

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1 minute ago, Tanker-Arthur said:

Yes....

But I'm annoyed that that Augment's stats are toooooo similar to Large Caliber Rounds. Both have the same reload and damage :(

But at least its way better than having base reload and having status effects at the same time. Reason for damage to stay the same because one of the factors would be many will have falcon moduals on. Or even have either stun immunity, heat immunity, and emp immunity. Those are common immunities players will have on.

Edited by MysticBlood
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Just now, DestrotankAI9 said:

Default Railgun has much a lower average DPS than Destabilized Rounds - consistent damage yes but it is overall inferior. It has higher average damage than LCR so it is better, possibly, at high ranks. Both Scout and Destabilized have significantly higher DPS than stock, but LCR has lower.

Interesting....I never knew that lol.

(I remember my friend tried so hard to see if Destabilized Rounds could do 1 damage in the test server, but it never happened lol)

 


For me, I always thought the Railgun modifications should've went like this:

  • Default Railgun: A jack of all trades
  • Large Caliber Rounds: High damage but slow reload
  • Destabilized Rounds: You can be lucky and do big damage, or be unlucky and do little damage
  • Scout: Low damage but fast reload (At least back in the day, it was)

And for the rest...

  • Hyperspace Rounds: Bad against single targets, great against groups of enemies
  • Death Herald Compensator: Rewards you for kills
  • Stabilized Rounds: Predictable 101
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1 hour ago, Tanker-Arthur said:

 

Alternative solution for EMR and stun-rounds could be that the status-effect is only applied to targets that are hit through penetration, just like HSR. Another option could be to heavily decrease the damage from such shots; APR got a heavy damage-nerf, I found it strange when I heard that both EMR and stun-rounds received a damage-buff instead

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47 minutes ago, Tanker-Arthur said:

Interesting....I never knew that lol.

(I remember my friend tried so hard to see if Destabilized Rounds could do 1 damage in the test server, but it never happened lol)

 


For me, I always thought the Railgun modifications should've went like this:

  • Default Railgun: A jack of all trades
  • Large Caliber Rounds: High damage but slow reload
  • Destabilized Rounds: You can be lucky and do big damage, or be unlucky and do little damage
  • Scout: Low damage but fast reload (At least back in the day, it was)

And for the rest...

  • Hyperspace Rounds: Bad against single targets, great against groups of enemies
  • Death Herald Compensator: Rewards you for kills
  • Stabilized Rounds: Predictable 101

I just realised I was wrong about LCR augment, I thought it had a lower average DPS than stock, but working it out it seems to be around the same - with higher damage per shot of course. So I have now corrected my post.

Yes it doesn't seem obvious at first that Destabilized has higher DPS but here is the maths for Mk8 Railgun:

Stock: Shot damage: 800 - 1600, average = 1200.
3.7 second reload, therefore DPS = 1200/3.7 = 324.32 dps

Destabilized Rounds: Shot damage: 1 - 2720(+70% top end), average = 1360.5
3.7 second reload, therefore DPS = 367.70 dps

As well as higher DPS you get higher impact force, and higher potential top-end damage of 2720 as against 1600, so while sometimes it lets you down enemies must use repair kits sooner and it gives you more chance for one-shot kills, or finishing off wounded targets.

Lol yes indeed, you can sometimes get super low damage. I have I believe seen 1 damage once, and 2-3 damage with double damage active ? Although even then, you can at least tag the enemy to get 5 points for an assist kill as well as some overdrive charge, and knock their aim off.
 

Edited by DestrotankAI9
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3 minutes ago, BloodPressure said:

Alternative solution for EMR and stun-rounds could be that the status-effect is only applied to targets that are hit through penetration, just like HSR. Another option could be to heavily decrease the damage from such shots; APR got a heavy damage-nerf, I found it strange when I heard that both EMR and stun-rounds received a damage-buff instead

That's a very interesting idea - the status effects could be applied only only a certain percentage of shots, and those shots could deal lower damage than normal. That would make the augments a lot more balanced, like Smoky's are.

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2 hours ago, Tanker-Arthur said:

Agreed.....

Which is why they should nerf Scout AND the Ultra-Container augments at the same time :)

 

You know, it would be lovely if the developers thought the same way as you and put a high priority on game balance for buyers and F2P, and especially that they ensured any new buyer - exclusive augments are balanced - it would be perhaps OK if buyers had more gameplay options but that they are not technically superior to anything F2Ps can get (as the Smoky augments are). But unfortunately if we look at what has happened over the last year, and now with Railgun - we can see they have no intention of making the new Ultra Container - only augments balanced.

People were complaining about EMP Gauss & Heat Immunity augment for the last year (and probably a lot of people even quit the game thanks to how imbalanced and un-fun battles were with the imbalance caused by these), yet they only now after a year nerfed EMP Guass slightly, and Heat Immunity has never and probably will never be nerfed, despite the fact it is mega imbalanced with Incendiary Brand and has destroyed the gameplay of an entire turret - Firebird. And now we have Railgun, which has received new Ultra Container augments which are straight up superior to all the Garage augments. They were even so concerned that the new Ultra Container augments were powerful that they buffed Stun Railgun a short time after it was released, and commented on the last VLOG that Freeze Railgun is not powerful enough (and are even considering overhauling the entire turret damage system just to make new buyer augments powerful enough - although let's hope that is an April Fools' joke!).

So if you ask for Scout and Ultra Container augments to be nerfed, this is what will happen: They WILL nerf Scout, but Ultra augments will be left unchanged, and F2P players will be in a worse position.

Here is what is going to happen in the next year, as we can see from Smoky and Railgun: They have said they have "many plans for new augments" and they are going through each turret one by one adding new OP status effect augments (and ones that are possibly OP in other ways), and by the end of the year augments like Scout will be the least of anyone's worries. I would be very reluctant to ask for nerfs to any Garage augment, because F2P players will soon be relying on those "OP" Garage augments (which soon won't be close to OP) to stand any chance.

Game balance is relative - something is only strong if it is stronger than everything else. Take Thunder for example - people used to go about with Thunder protection all the time, and it was considered strong. Then along came Gauss, and many OP augments for other turrets - now Thunder is low on the list. What about Incendiary Mix Firebird? People used to complain it had OP dps, then along came EMP Gauss, Incendiary Brand Vulcan + Heat Immunity, and numerous other OP augments - now no-one cares about Incendiary Mix and it is literally all Firebird has to compete.

I wouldn't ask for Scout to be nerfed, or any Garage augment - because even if it was a top-10 augment now, by the end of the year we will be worrying about Stun Ricochet, Self-healing Isida, Fire Rounds Freeze and Stun Tesla, and numerous other monstrously OP augments the developers will have added to the game from Ultra Containers only, and Scout will be lucky to be in the top-20 augments. F2P players will need to use what they can to survive.

I think rather than asking for any Garage augment to be nerfed, we should instead start asking for weak ones to be buffed - because the "nerfs" will be coming naturally, as new Ultra Container augments as strong as EMP Railgun come for every turret come, against which all Garage augments are weak by comparison.

Edited by DestrotankAI9
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