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Status Railguns should apply effects after piercing tanks


Me0w_XP
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Many status augments have 2 ways to apply effects: through critical damage and a secondary firing mode. For Shaft or Gauss, that's sniping mode. For Scorpion, that's rockets. For old status Strikers, that was also rockets. For Tesla that's the ball, and even Hammer has the last shot in the clip. And much more.

Obviously many turrets only apply effects through critical damage (Thunder, Smoky, Twins), but they have faster firing rates that give them an advantage over something like Railgun. Imagine if status Scorpion could only apply effects through critical damage- that's why Pulsar Scorpion is so bad.

So, status Railguns should apply an effect after piercing a tank as well as on critical hits. Just imagine that:

No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds. The special aerodynamics of the projectile creates additional friction against any tank that it pierces, building up a concentration of energy, which allows the shot to temporarily stun enemies. Lets you confuse opponents and assist in the defence of your base.

or

No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds. The special aerodynamics of the projectile creates additional friction against any tank that it pierces, building up a concentration of energy, which allows the shot to ignite enemies.

You would be able to apply effects onto an enemy with a critical or pierced shots, which would allow for some interesting tactics in different gamemodes.

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On 4/7/2023 at 8:00 AM, Maf said:

Valid

Might be a bit OP, but it makes sense.

I'd argue that something like status Gauss or Incendiary Magnum is OP as well. At least consistently piercing shots requires a fair amount of skill instead of blind, guaranteed applications. Same reason you don't see a lot of Hyperspace Rails in battle.

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Thats a good idea for improving status rail.... its nice rail cryo is better now...  I just use rail jammer or freeze lately or scout... 

Piercing status is good....

 

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As an OG railgun hornet user, I completely agree with my fellow tanker @Me0w_XP. Taking Railgun EMP into example, when railgun deals critical damage, most of the time, it just destroys the enemy tanks completely, (except in case of heavy hulls with armor) Which ruins the fun of seeing enemy lose his supplies. Same goes for Armor Piercing, Incendiary and Stun rounds. Also, as @Me0w_XP mentioned, almost every turret has a secondary feature. A few more examples can be -  1) Ricochet will apply status effects after every bounce shot, 2) Thunder deals splash status effect and damage, 3) Smoky and Twins have a very fast fire rate and thus very high critical chance. 4) Firebird/Freeze also have very high fire rate meaning more crit shots. Even though railgun is the only turret which deals damage through multiple tanks, it just feels a bit left out because 90% of the time you're just in 1v1s. Thus I would upvote for a new mechanism or idea for railgun status effects.

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Yes, many times the railgun has dealt critical damage and the enemy has already been defeat, there is no chance to see the effect.

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