Railguns after 2.3- Anyone else tried?

So Rail guns got a minor buff in this patch.

Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)


I always liked rail guns and I think its nice how the more rail guns you add the more awesome it is.
It's one of the few weapons where stacking many means a big burst on a single shot, you can stack multi cannons but they don't have the UMPH to do big burst in my opinion, Cannons all have different shot speed so are only good at point blank. I guess frags would work in this way too but i dont like shot guns.

So I decided to do some testing. 7 Rail guns on my corvette.
Before patch with my efficient power plant and sturdy mount 5 (lower heat generated) I was still going into 100% territory after two shots.
After patch, so long as you don't let the wep power get too low (increases heat generated) you can fire with this sort of set up quite freely. Heat will eventually catch up on you but it is MUCH more manageable compared to before the patch where you could not live without deploying heat sink.

Of course people might believe that wasting the two huge hard points on a silly class two weapon is insane but its not the two weapons on their own that does the scary stuff, its when you manage to land shots of all 7 weapons at the same time.
In a haz rez, Elite anaconda shield, gone in 3 volleys. Clipper 2 volleys (though really one a half) FDS/FAS, one Volley.
Rail guns are very easy to aim once you get used to the charge up and are much more reliable than any other weapon that has a travel time.


Get your target in that sweet 1km range area and let rip.
Rails also no longer suffer from low hull penetration, with class 5 sturdy before patch i was scratching 70 with the class 2 now it says over 140.
A better eng set up might be on the cards with these changes.. though the sturdy does offer very good heat reduction too.


In short, with an engineered ship you can now use Rail Ships again.
Anyone else tried some rail gun set ups after the patch?
 
Oh, interesting. Didn't know about this! I only currently use railguns on my Federal Gunship: two small ones to complement a multi-cannon build and eventually to grab Feedback Cascade for some nice utility. Will appreciate this.

This might make me consider retrying all railguns on my Imperial Courier. I'm desperate to avoid lasers and multi-cannons completely for it... it's a surface prospector / occasional assassin, so I don't care about ammunition, but I didn't much enjoy my last attempt at an all railgun build, mostly because of heat. I'll give it a go soon.
 

Craith

Volunteer Moderator
my Eagle still overheats fast with 2 rails, but I can get about one more shot in. the better penetration helps, but couldn't test it very much yet.
 
Cool! Good to know. Before 2.1 or even earlier, I used to have 5 x Rail Guns on my Python and it was fun like hell. The only restriction then was the low ammo. But now with 80 or whatever, I might go for that loadout again. It was super fun. But I might have to Engineer the Power Plant : ((( Anything else that is important? Engineer the Rails Guns etc.?
 
So you'll railgun users, what do you find the best Engineering upgrade and what special to put on these weapons?
 
I have them in the class 1 slots on the vette. Had them there throughout 2.2, they make a difference to those poxy little slots! Not able to test 2.3 version yet as I can't download it. Thanks for the info OP, I look forward to trying it soon.

- - - Updated - - -

So you'll railgun users, what do you find the best Engineering upgrade and what special to put on these weapons?

I don't know what best is, but I have super penetrating (giggitty) rounds and an increased magazine.
 
Yes indeed I was looking forward to trying this. I've got some Imperial Hammers that I tried out last night on my Conda. Only two of them for the first trial (though I've got another 8 stashed away for future use). Completely unmodified for the moment. I have some engineered short-range blaster conventional rails I haven't tried yet.

Only had a couple of scraps, in USS points (since I couldn't use galmap), but the results were impressive and much improved over pre-update rails. Typically wouldn't have managed more than a couple of shots before overheating, but this time, I had much more heat capacity to fire additional bursts.

I took out another Conda surprisingly quick - targeted power plant - and compared to 2.2, he went down much quicker thanks to rails I think. The new Conda explosion is pretty, too [haha]

Final thing I noticed, but it's on the Conda, not the rails, was how much more responsive the directional thrusters were - took off from Shinrarta like a rocket. Were the thrusters for the Conda buffed too?
 
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Railguns need a better falloff distance (1.8 - 2.0 km), better low capacitor heat, better(more) blueprints and experimentals. It's the only weapon that requires heatsinks in a real fight (now that plasmas have efficient mod).

Hardness piercing alone won't change anything, railguns are still bad.
 
Railguns need a better falloff distance (1.8 - 2.0 km), better low capacitor heat, better(more) blueprints and experimentals. It's the only weapon that requires heatsinks in a real fight (now that plasmas have efficient mod).

Hardness piercing alone won't change anything, railguns are still bad.

did you even read what the OP said?
 
did you even read what the OP said?

Yes, i read that he fought an NPC and he found railguns easy to aim and good to kill the NPC while he was flying an engineered Corvette (which doesn't have heat problems with railguns like the smaller ships anyways).

Conclusion: railguns are good to kill NPCs.

Good luck fighting in PvP with railguns vs OC MC's, long range lasers or efficient plasmas.
 
Yes, i read that he fought an NPC and he found railguns easy to aim and good to kill the NPC while he was flying an engineered Corvette (which doesn't have heat problems with railguns like the smaller ships anyways).

Conclusion: railguns are good to kill NPCs.

Good luck fighting in PvP with railguns vs OC MC's, long range lasers or efficient plasmas.

i meant this...

Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)

?



having such a heat decrease makes them allot more viable.

also, multis are for newbs :p
 
So you'll railgun users, what do you find the best Engineering upgrade and what special to put on these weapons?

Praise to Braben Wasp0, there isn't a single mod that outshines everything (because notably they didn't give it Efficient. Funny that...)


Railguns need a better falloff distance (1.8 - 2.0 km), better low capacitor heat, better(more) blueprints and experimentals. It's the only weapon that requires heatsinks in a real fight (now that plasmas have efficient mod).


Hardness piercing alone won't change anything, railguns are still bad.

Actually they're kinda in a fairly balanced place now. It's the PAs that are unbalanced thanks to the ludicrious efficient mod. Don't balance everything to something unbalanced ;)

In any case, that they are hitscan means they NEED to not be as potent. PA fire can be avoided relatively consistently by someone that gives an inconsistent trajectory. Rail fire by someone that knows where and when to place the crosshair is much harder to be evasive against unless you keep so close they can't charge it easily before you're out of sight (or premeditate where you'll be to charge and then aim).

Something you might have noticed from the complaints of NPC rail fire on the forums here...
 
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Praise to Braben Wasp0, there isn't a single mod that outshines everything (because notably they didn't give it Efficient. Funny that...)

you dont need EFF, check out sturdy mount.

i had a secondadairy effect of 55% less heat gen
 
you dont need EFF, check out sturdy mount.

i had a secondadairy effect of 55% less heat gen

I use sturdy Imp Hammers and a couple of lightweight ones too.

Point is I have to choose one or the other that's integral to the mod - better heat or better capacitor drain. And each with a totally viable offset.

Rather than, of course, unreasonably improved heat generation AND capacitor draw with a damage boost and zero drawbacks...
 
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I have 2 smalls on my viper mk3 in 2.2 i could fire 2 or 3 consecutive shots before i would be at 100% now in 2.3 its 3 or 4.. its nice but not revolutionary. And i think thats a good thing.

I have 2 long range super penetratior on my condas c1 points and use them as a sniper. They almoste never caused heating problems for me in 2.2 (even when firing long range huge beam at the same time) and they sertainly dont now eather.
 
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Im having such great fun with these weapons now i changed my ship to anaconda for the better gun placement, got two class 1 seekers to kill pesky little things and am rocking 6 class 2 Railguns.

Have no heat issues at all unless i fire them as soon as they reload at least 5 times, though usualy ships move around and a heat sink can be used if you are getting such good line ups, OR you can just take the heat damage and repair after with the maint unit.

It is going so good I have decided to switch modification to Long Range.
There is no issue with armor penetration now and the damage drop of Rail guns for me is their biggest disadvantage.
I lack tier 3 mats atm to upgrade them fully (going to go 5 super pen and one cascade) but I have one upgraded with rank 5 range and it has 5.7km range 5.7km falloff.

I have used these in pvp a good few times but every thing ive fought has died quite rapidly.
Strongest thing I managed to kill was an engineered python who I managed to keep under 1km range. Thought a fully shielded engineered FDL who ran away but I could not kill him with the sturdy mount ones due to the damage fall off.

I am expecting heat to still be a non issue, doing standard PVE i will just need to be slightly less trigger happy.
I kill most ships in about 3 volleys, Anacondas go down in about 7 if they are a good rank.

With the anaconda it is quite easy to hit any medium ship with all weapons from the front small ships you can also land most of them if you learn to aim abit.
Great weapon over all i do hope they don't get nerfed into uselessness again, infact they could do with a buff compared to the PA's.
 
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