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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.05 02:59:00 -
[1] - Quote
Thanks to "ugg reset" (you're the best), I learned something AMAZING about railguns- if you keep holding the trigger after the railgun fires (doesn't matter what type), it will immediately follow up with 2 more shots- no extra charge required, but it takes a toll on the heat.
After I found this out, I preceded to try out both small and large railguns in a skirmish (line harvest)- during that skirmish, I took out a dropship, 2 or 3 LAVs, and "sniped" countless infantry between both railguns. This ofc resulted in someone on the other team catching on and the battlefield being cleared of everything that wasn't fast enough to avoid them (the snipers even got wise and hid until the installations were destroyed).
At least for me, this brings in a whole new realm of gameplay, and a hope against dropships.
(btw, as long as I'm on the railgun subject, their range increases with tier- my shiney new advanced small railgun has almost twice the range of a militia one) |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.05 03:10:00 -
[2] - Quote
Wat no one is going to say. Missiles: The empire strikes back. :p But nice find i'll look into this thxs. :) |
ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.11.05 03:10:00 -
[3] - Quote
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Zekain Kade
BetaMax.
931
|
Posted - 2012.11.05 03:11:00 -
[4] - Quote
you just found this? i knew about this since replication. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.05 03:11:00 -
[5] - Quote
BobThe843CakeMan wrote:Wat no one is going to say. Missiles: The empire strikes back. :p But nice find i'll look into this thxs. :) That's the beauty of it; missiles still stand a chance- IF that is- the railgun doesn't start shooting first |
Zekain Kade
BetaMax.
931
|
Posted - 2012.11.05 03:13:00 -
[6] - Quote
Scheneighnay McBob wrote:BobThe843CakeMan wrote:Wat no one is going to say. Missiles: The empire strikes back. :p But nice find i'll look into this thxs. :) That's the beauty of it; missiles still stand a chance- IF that is- the railgun doesn't start shooting first missiles still win.
at everything.
everywhere.
all the time. |
BobThe843CakeMan
BurgezzE.T.F
132
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Posted - 2012.11.05 03:15:00 -
[7] - Quote
Zekain Kade wrote:Scheneighnay McBob wrote:BobThe843CakeMan wrote:Wat no one is going to say. Missiles: The empire strikes back. :p But nice find i'll look into this thxs. :) That's the beauty of it; missiles still stand a chance- IF that is- the railgun doesn't start shooting first missiles still win. at everything. everywhere. all the time. using this logic a proto rail gun tht does 2,000 damage base tht shoots 3 times will do 6,000 damage. Then u add damage mods plus skills and u get over 10,000 damage per shot = 1 hit kill. assuming i understood it right. |
Zekain Kade
BetaMax.
931
|
Posted - 2012.11.05 03:25:00 -
[8] - Quote
BobThe843CakeMan wrote:Zekain Kade wrote:Scheneighnay McBob wrote:BobThe843CakeMan wrote:Wat no one is going to say. Missiles: The empire strikes back. :p But nice find i'll look into this thxs. :) That's the beauty of it; missiles still stand a chance- IF that is- the railgun doesn't start shooting first missiles still win. at everything. everywhere. all the time. using this logic a proto rail gun tht does 2,000 damage base tht shoots 3 times will do 6,000 damage. Then u add damage mods plus skills and u get over 10,000 damage per shot = 1 hit kill. assuming i understood it right. A proto large missile turret, with all of it's skills maxed out can easily beat it.
with skills, plus dam mods. They can become 100% stronger. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2012.11.05 03:28:00 -
[9] - Quote
Zekain Kade wrote:BobThe843CakeMan wrote:Zekain Kade wrote:Scheneighnay McBob wrote:BobThe843CakeMan wrote:Wat no one is going to say. Missiles: The empire strikes back. :p But nice find i'll look into this thxs. :) That's the beauty of it; missiles still stand a chance- IF that is- the railgun doesn't start shooting first missiles still win. at everything. everywhere. all the time. using this logic a proto rail gun tht does 2,000 damage base tht shoots 3 times will do 6,000 damage. Then u add damage mods plus skills and u get over 10,000 damage per shot = 1 hit kill. assuming i understood it right. A proto large missile turret, with all of it's skills maxed out can easily beat it. Well i guess it all comes to who flanks who. aka the better tank driver, :) in my eyes it looks like almost all tanks can be 1 hit killed. thts kind of lame. imagine a new 5 million isk tank and then 1 shot death. Lol = rage quit. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.05 03:49:00 -
[10] - Quote
BobThe843CakeMan wrote: Well i guess it all comes to who flanks who. aka the better tank driver, :) in my eyes it looks like almost all tanks can be 1 hit killed. thts kind of lame. imagine a new 5 million isk tank and then 1 shot death. Lol = rage quit.
Looking forward to deployable installations. The Meta game keeps getting more interesting. |
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Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.11.05 07:38:00 -
[11] - Quote
Scheneighnay McBob wrote:Thanks to "ugg reset" (you're the best), I learned something AMAZING about railguns- if you keep holding the trigger after the railgun fires (doesn't matter what type), it will immediately follow up with 2 more shots- no extra charge required, but it takes a toll on the heat.
After I found this out, I preceded to try out both small and large railguns in a skirmish (line harvest)- during that skirmish, I took out a dropship, 2 or 3 LAVs, and "sniped" countless infantry between both railguns. This ofc resulted in someone on the other team catching on and the battlefield being cleared of everything that wasn't fast enough to avoid them (the snipers even got wise and hid until the installations were destroyed).
At least for me, this brings in a whole new realm of gameplay, and a hope against dropships.
(btw, as long as I'm on the railgun subject, their range increases with tier- my shiney new advanced small railgun has almost twice the range of a militia one)
if you shoot an assault rifle and hold down the fire button, it also shoots another couple rounds, no reload required |
Jack Boost
Zarena Family
194
|
Posted - 2012.11.05 08:18:00 -
[12] - Quote
Better you can move forward and run... but this is only if you are i-culture fan.
You are lucky if you have second try to learn: http://www.youtube.com/watch?v=tuvgwV05pwA&playnext=1&list=PL247666FD6A1FF5F0&feature=results_video |
Gaechti
BetaMax.
71
|
Posted - 2012.11.05 09:43:00 -
[13] - Quote
Scheneighnay McBob wrote:Thanks to "ugg reset" (you're the best), I learned something AMAZING about railguns- if you keep holding the trigger after the railgun fires (doesn't matter what type), it will immediately follow up with 2 more shots- no extra charge required, but it takes a toll on the heat.
After I found this out, I preceded to try out both small and large railguns in a skirmish (line harvest)- during that skirmish, I took out a dropship, 2 or 3 LAVs, and "sniped" countless infantry between both railguns. This ofc resulted in someone on the other team catching on and the battlefield being cleared of everything that wasn't fast enough to avoid them (the snipers even got wise and hid until the installations were destroyed).
At least for me, this brings in a whole new realm of gameplay, and a hope against dropships.
(btw, as long as I'm on the railgun subject, their range increases with tier- my shiney new advanced small railgun has almost twice the range of a militia one) This is in since at least 3 builds ago. You can rip troug a gunnlogi pretty fast.
Pro Tip: If you shoot 3 times you get overheat. Shoot twice, release trigger, let it spin up and shoot twice again, you overheat on your 5th shot this way instead of the 3rd... Or at least it was that way 2 hotfixes ago.
Railgun is nice for sniping installation turrets (other buildings take too long), vehicles and stationary infantry. As soon as they'r moving its really hard. And dont even try go close to an objective. The turret turn speed is awful even with modules.
Missile simply beat it in every aspect but sniping dropships. Great splash dmg and better turn speed makes missile also viable in close range.. |
Adeptus Ezekiel
Bragian Order Amarr Empire
30
|
Posted - 2012.11.05 10:47:00 -
[14] - Quote
Scheneighnay McBob wrote:Thanks to "ugg reset" (you're the best), I learned something AMAZING about railguns- if you keep holding the trigger after the railgun fires (doesn't matter what type), it will immediately follow up with 2 more shots- no extra charge required, but it takes a toll on the heat.
After I found this out, I preceded to try out both small and large railguns in a skirmish (line harvest)- during that skirmish, I took out a dropship, 2 or 3 LAVs, and "sniped" countless infantry between both railguns. This ofc resulted in someone on the other team catching on and the battlefield being cleared of everything that wasn't fast enough to avoid them (the snipers even got wise and hid until the installations were destroyed).
At least for me, this brings in a whole new realm of gameplay, and a hope against dropships.
(btw, as long as I'm on the railgun subject, their range increases with tier- my shiney new advanced small railgun has almost twice the range of a militia one)
They have been useable in this fashion the last 3 builds.
A good dropship is still almost impossible to take out even with a large railgun, assuming decent piloting, unfortunately. Militia ones are a different matter. |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.05 10:57:00 -
[15] - Quote
This is nothing new at all. The railgun was king last build because of it and is still probably the highest damage output.
The problem comes when you throw in the fact it's been nerfed beyond belief. The turn rate, splash damage, travel speed and range have all been reduced massively. Last build it would annhiliate a missile turret or blaster and this build it just won't happen. If a large blaster gets near you, your dead and the large missile will get you at medium to long range. The only time a rail is better is if it snipes you from afar now.
Saying all this, I had a couple of very close calls last night versus railgun tanks, but the problem comes with the amount of points that the large hybrids require to access and the lack of the marauder bonus. This alone means that once skills are up it simply can't compete for damage against a fully specced armour or shield tank.
If you do keep on with railguns I'd like to hear what you experience later down the line as I hate using the large missiles and loved my railgun last build. I just wish they hadn't nerfed it into oblivion, as it stands it's nothing compared to a forge gun yet it's a bigger, badder version. It just makes no sense how the infantry variant is just that much more effective. If it moves slowers then surely it should be more devastating when it hits?, as it stands it simply isn't. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.05 11:29:00 -
[16] - Quote
Ty 'SweetCheeks' Borg wrote:This is nothing new at all. The railgun was king last build because of it and is still probably the highest damage output.
The problem comes when you throw in the fact it's been nerfed beyond belief. The turn rate, splash damage, travel speed and range have all been reduced massively. Last build it would annhiliate a missile turret or blaster and this build it just won't happen. If a large blaster gets near you, your dead and the large missile will get you at medium to long range. The only time a rail is better is if it snipes you from afar now.
Saying all this, I had a couple of very close calls last night versus railgun tanks, but the problem comes with the amount of points that the large hybrids require to access and the lack of the marauder bonus. This alone means that once skills are up it simply can't compete for damage against a fully specced armour or shield tank.
If you do keep on with railguns I'd like to hear what you experience later down the line as I hate using the large missiles and loved my railgun last build. I just wish they hadn't nerfed it into oblivion, as it stands it's nothing compared to a forge gun yet it's a bigger, badder version. It just makes no sense how the infantry variant is just that much more effective. If it moves slowers then surely it should be more devastating when it hits?, as it stands it simply isn't.
Like so many times before, CCP nerfed the thing too hard....... Instead of just reducing splash damage, that was the only real problem, they nerfed everything about it...
Travel speed especially was perfect. Railguns is maybe the ONE and only weapon turret that should have insta-travel.
Before this nerf, it was HAV who got nerfed in turn rate, modules etc... while they added a buff to AV weapons. Then, the ON spam fix where they raised the WP requirement and nerfed like hell Squad Leader Bonuses to a useless amount... Why not just raise WP requirement more and keep those incentive orders as they were ? Especially as they add removed any repair WP....
i just dont get why they dont try to nerf things step by step.
Yes, WTF and SI can agree. Surprise :D |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.05 11:35:00 -
[17] - Quote
Laurent Cazaderon wrote:Yes, WTF and SI can agree. Surprise :D
We're not all amazing PR guys Laurent |
Tectonious Falcon
The Southern Legion
395
|
Posted - 2012.11.05 11:45:00 -
[18] - Quote
Laurent Cazaderon wrote:Ty 'SweetCheeks' Borg wrote:This is nothing new at all. The railgun was king last build because of it and is still probably the highest damage output.
The problem comes when you throw in the fact it's been nerfed beyond belief. The turn rate, splash damage, travel speed and range have all been reduced massively. Last build it would annhiliate a missile turret or blaster and this build it just won't happen. If a large blaster gets near you, your dead and the large missile will get you at medium to long range. The only time a rail is better is if it snipes you from afar now.
Saying all this, I had a couple of very close calls last night versus railgun tanks, but the problem comes with the amount of points that the large hybrids require to access and the lack of the marauder bonus. This alone means that once skills are up it simply can't compete for damage against a fully specced armour or shield tank.
If you do keep on with railguns I'd like to hear what you experience later down the line as I hate using the large missiles and loved my railgun last build. I just wish they hadn't nerfed it into oblivion, as it stands it's nothing compared to a forge gun yet it's a bigger, badder version. It just makes no sense how the infantry variant is just that much more effective. If it moves slowers then surely it should be more devastating when it hits?, as it stands it simply isn't. Like so many times before, CCP nerfed the thing too hard....... Instead of just reducing splash damage, that was the only real problem, they nerfed everything about it... Travel speed especially was perfect. Railguns is maybe the ONE and only weapon turret that should have insta-travel. Before this nerf, it was HAV who got nerfed in turn rate, modules etc... while they added a buff to AV weapons. Then, the ON spam fix where they raised the WP requirement and nerfed like hell Squad Leader Bonuses to a useless amount... Why not just raise WP requirement more and keep those incentive orders as they were ? Especially as they add removed any repair WP.... i just dont get why they dont try to nerf things step by step. Yes, WTF and SI can agree. Surprise :D
I agree with you on that last bit. Nerfs and buffs should be down slowly, like putting a new fish in a tank. You don't just dump the fish in the tank and they shouldn't just dump these "balance" hot fixes on us as more often than not, things are overdone.
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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.05 12:23:00 -
[19] - Quote
Railguns have a better efficency rating against shield tanks. They do 100% damage compared to missiles which do only 69% off damage. If you would have specced into hybrid turrets properly then you have the advantage off a better rate off fire and more damage output. Another thing is they are better on long ranges cause missiles have a long tracking time so you can dodge them. And you forget that hybrid turrets gain aswell more extra damage from the skillbooks. I believe that everybody forgot that railguns where the king in tank fights. The reason why you dont see them now is that they are not good against infantry. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.05 12:42:00 -
[20] - Quote
Railguns are nice but the turrets move so slowly but they are mainly AV and forget about getting infantry with it mostly
I will skill up into railguns also and prob armor tanks at sometime since i love the pure damage the railgun has only prob is a forge gun in place of the railgun is more useful
Railgun got nerfed, missiles will get nerfed then that leaves blasters will ppl will cry about if thats the only decent turret left using |
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ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.11.08 16:08:00 -
[21] - Quote
Just tried the Advanced lvl Compressed Railgun. It only has two shots per charge before it over heats but charge time is only .5 and at damage starting at 490 it OHK's anything smaller that a heavy suit.
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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.08 23:42:00 -
[22] - Quote
ugg reset wrote:Just tried the Advanced lvl Compressed Railgun. It only has two shots per charge before it over heats but charge time is only .5 and at damage starting at 490 it OHK's anything smaller that a heavy suit.
Even standard small railguns OHK most infantry. I wouldn't suggest attempting to fire more than 1 shot at a time with compressed though, just because of the overheating.
Might as well just save the money and use a regular advanced railgun |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.09 00:44:00 -
[23] - Quote
Scheneighnay McBob wrote:ugg reset wrote:Just tried the Advanced lvl Compressed Railgun. It only has two shots per charge before it over heats but charge time is only .5 and at damage starting at 490 it OHK's anything smaller that a heavy suit.
Even standard small railguns OHK most infantry. I wouldn't suggest attempting to fire more than 1 shot at a time with compressed though, just because of the overheating. Might as well just save the money and use a regular advanced railgun
killing infantry is an after though with this gun since you need a direct hit to kill.
if you stagger your shots you can get a continuous stream at about one shot a second and a half appart without over heating.. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.09 01:44:00 -
[24] - Quote
ugg reset wrote:Scheneighnay McBob wrote:ugg reset wrote:Just tried the Advanced lvl Compressed Railgun. It only has two shots per charge before it over heats but charge time is only .5 and at damage starting at 490 it OHK's anything smaller that a heavy suit.
Even standard small railguns OHK most infantry. I wouldn't suggest attempting to fire more than 1 shot at a time with compressed though, just because of the overheating. Might as well just save the money and use a regular advanced railgun killing infantry is an after though with this gun since you need a direct hit to kill. if you stagger your shots you can get a continuous stream at about one shot a second and a half appart without over heating.. I should try that. Killing infantry is pretty easy IF they're still or barely moving- such as snipers and (most) people hacking.
Even if you can't hit, it's a damn good weapon just to scare some people away- especially when someone is just running around, then a bunch of electric explosions from seemingly nowhere start hitting all around you. |
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