<request> please remove delay from Rail Guns

Dumbfire missiles then? Those are way more damaging as dps goes and have no delay, just a very easy cicle to center

come on i am being logic. At the rate the rail gun hits it already makes it less effective that dumbfire spamming

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indeed, damage has a huge rng on railguns too

i just like them and they are viable, certainly not op as it stands with reload and rng damage

the shot delay is nonsense

you know we have rail guns IRL, and if you knew anything about the way they worked they take time to charge up as they are powered by magnetic fields, hence why they charge up in game, aldo dumb-fire missiles randomly fire backwards as well and can dmg ur ship depending on the position of the hard points.
 
I'll be constructive here in an effort to counter my previous post: railguns SHOULD do more damage than they currently do, carry at least double the ammo, perhaps gen a bit more heat to keep it balanced, and perhaps alter the charge a bit. Not get rid of it entirely, but make the charge delay itself very small, like 1/4 second, but the time it takes between shots for the cell to charge is at least as long as the current charge. That's how this weapon would be handled in the real world: a weapon requiring a charge would discharge, and then immediately begin charging for the next shot, only doing so when the trigger is pulled.

Unless I am mistake, rail guns are the only thermal-kinetic damage dealing weapons, everything else is one or the other.

Perhaps the method of discharge could be press and hold the fire button, rail gun charges, and then if fully charged is discharged on release of the trigger, so that if the target is manoeuvring, one can hold the charge until the shot is a good one, perhaps with the penalty of thermal excesses being generated the ship will have to absorb the longer the charge is held
If the Trigger is released before the charge is full, then the charge resets as we currently have.
 
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Robert Maynard

Volunteer Moderator
Exactly this

make it fun to use but make the delay longer

way better than some nonsensical delay on a trigger

find me a real weapon that has a delay on trigger, any weapon engineer would be screwed if they did that

If you want to fly around with pre-charged railguns (a lot of stored energy, I would expect), it would only be fair that, when targeted, they have a high probability of destroying your ship (if charged at the time if destruction).
 
Exactly this

make it fun to use but make the delay longer

way better than some nonsensical delay on a trigger

find me a real weapon that has a delay on trigger, any weapon engineer would be screwed if they did that

Do rotary multi barrels weapons have a spin up delay, or is that merely a construct of computer gaming
 
Unless I am mistake, rail guns are the only thermal-kinetic damage dealing weapons, everything else is one or the other.

Perhaps the method of discharge could be press and hold the fire button, rail gun charges, and then if fully charged is discharged on release of the trigger, so that if the target is manoeuvring, one can hold the charge until the shot is a good one.
If the Trigger is released before the charge is full, then the charge resets as we currently have.

That seems a better idea - also whilst you hold down the trigger (even after charge) your weapons charge should decrease, so there is a limit to how long you can have the weapon charged for.

Best idea in one of those *facepalm* threads...
 
That's how this weapon would be handled in the real world: a weapon requiring a charge would discharge, and then immediately begin charging for the next shot, only doing so when the trigger is pulled.

In the real world? You could counter that by saying that in the "real world" the charge required would be too large for a capacitor to hold, therefore it needs to build up the charge and then immediately release it - hence the delay in firing. It's about game balance.
 
Could use a charge indicator, but I'm not in favor of removing the delay.

Your WEP capacitor is for the cooling systems. Railguns (real ones) require enormous bursts of current that can only be delivered by super capacitors, with the main power supply existing to charge these. So, some delay makes sense.

Dumbfire missiles then? Those are way more damaging as dps goes and have no delay, just a very easy cicle to center

Missiles have significant travel time at anything but point blank range.

Hm, technically a Railgun should have its pronounced delay when recharging its capacitors before firing.
The firing moment itself should indeed occur without any delay (makes no sense).

I could see them firing on release of the trigger, if there was some maintenance energy/heat for keeping the railgun charged longer than necessary.

yea they seem more a subsystem killing whepion now then mass destruction.

Penetration is among the best in the game.

In real life?... no, they dont. i have fired many Gatling gun in my past... none of them have a spin up time..... but RL and Game =/= .

Strictly speaking, they start firing right away, but take a small amount of time (a few hundred milliseconds) to reach peak rate of fire. The laws of physics prevent the rotation from jumping to full speed instantaneously.

That said, the delay in games is often enormously exaggerated, to make it perceptible for balance/flavor purposes.
 
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vonvonbraun

Banned
you know we have rail guns IRL, and if you knew anything about the way they worked they take time to charge up as they are powered by magnetic fields, hence why they charge up in game, aldo dumb-fire missiles randomly fire backwards as well and can dmg ur ship depending on the position of the hard points.

yes but when you pull the trigger of a irl railgun, does this have a delay?


The way it works is that it charges after you fired a shot and insta-discharge when you trigger. It just makes sense humanly.

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I could see them firing on release of the trigger, if there was some maintenance energy/heat for keeping the railgun charged longer


Yep, im totally fine with that. I think that is the way to go for this weapon, longer recharge or similar, not a silly trigger delay
 

Remiel

Banned
yes but when you pull the trigger of a irl railgun, does this have a delay?


The way it works is that it charges after you fired a shot and insta-discharge when you trigger. It just makes sense humanly.

Elite =/= real world. It doesn't matter how it works in the real world, what matters is how it works in Elite, and at the moment, it's working as intended. The real world is irrelevant.
 
you know we have rail guns IRL, and if you knew anything about the way they worked they take time to charge up as they are powered by magnetic fields, hence why they charge up in game, aldo dumb-fire missiles randomly fire backwards as well and can dmg ur ship depending on the position of the hard points.

Are you saying that 1285 years from now they would still use our ancient trigger mechanics for railguns?

Guess that is why NATO soldiers in Afghanistan are still using wheel-lock, matchlock and, if lucky, flintlock weapons.

Oh, wait... They aren't.
 

vonvonbraun

Banned
That seems a better idea - also whilst you hold down the trigger (even after charge) your weapons charge should decrease, so there is a limit to how long you can have the weapon charged for.

Best idea in one of those *facepalm* threads...


Totally good idea, very well thought and more natural.

i just dont get all this shush win button arguments when clearly railguns are not op at all, just nonsensical in the way they work.

we are discussing that, not damage.
 
Are you saying that 1285 years from now they would still use our ancient trigger mechanics for railguns?

Guess that is why NATO soldiers in Afghanistan are still using wheel-lock, matchlock and, if lucky, flintlock weapons.

Oh, wait... They aren't.

Not much difference between a trigger releasing the flint [correct word censored] to the trigger releasing the hammer on an AK

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In real life?... no, they dont. i have fired many Gatling gun in my past... none of them have a spin up time..... but RL and Game =/= .

Cheers, I was actually asking as I have no RL experience with them and it seems quite pronounced in computer games.
Our Navy are on the only chaps with them over here
 
Are you saying that 1285 years from now they would still use our ancient trigger mechanics for railguns?

Guess that is why NATO soldiers in Afghanistan are still using wheel-lock, matchlock and, if lucky, flintlock weapons.

Oh, wait... They aren't.

Are you saying that 1285 years from now they would still use our ancient trigger mechanics for railguns?

The trigger mechanisms on many modern firearms would be recognizable in function to a gunsmith from the 16th century.

The hammer/firing pin may be holding/hitting something new, but working our way from the trigger itself, everything is generally quite similar until we get to that point.

Not much difference between a trigger releasing the flint [correct word censored] to the trigger releasing the hammer on an AK

An AK doesn't have a hammer. Replace AK with Glock and then you make more sense.
 
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I thought the dev comment on hardness was very interesting. This suggests that railguns are a good choice for class 1 weapons in a Cobra/Viper if you're often going against larger ships, as from the sounds of things other class 1 weapons aren't expected to do much damage to Cobras & larger.
 
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