Ships What are you gonna do with your two CG railguns?

I have several ideas:

either replace the two plasma slug rails on my Reverski Phantom with these,

or equip a Meta Lance with them (needs overcharged pp so not sure it's worth it),

or maybe something completely new. shrugs
 
whats wrong with an overcharged PP ?
I have several ideas:

either replace the two plasma slug rails on my Reverski Phantom with these,

or equip a Meta Lance with them (needs overcharged pp so not sure it's worth it),

or maybe something completely new. shrugs
 
I have several ideas:

either replace the two plasma slug rails on my Reverski Phantom with these,
or equip a Meta Lance with them (needs overcharged pp so not sure it's worth it),
or maybe something completely new. shrugs
Yeah, the Kraits where also my first thought when considering a use case for these rails. Most other ships will probably run into power issues, not so much a 7A PP. :)
 
whats wrong with an overcharged PP ?
Since installing Prismatics in my Fdl I had to resort to a G3 overcharged PP... and I hate it. Heat management became a real problem since then. Still think I need to figure out a way to get it running with armoured again....
 
Stuck them on the Edit =(combat) cutter...
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One superpen and one cascade both double ammo and long range, woot, medium hard points under the nose of the cutter

Replaced the plasma slug long range rail guns... as hoping the double premium ammo supply will now be enough instead of having plasma slug premium ammo rails that used up the extra "fuel tank" fuel...
 
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whats wrong with an overcharged PP ?
It runs too hot compared to an armored one, and has not enough integrity.
On the other hand it helps to use thermal conduit PAs, but the cooldown back under 100% heat is more difficult
and the low integrity on the pp doesn't help with the heat damage either.

I'm no fan of overcharged pps.
 
Stuck them on the cutter...

One superpen and one cascade both double ammo and long range, woot, medium hard points under the nose of the cutter

Replaced the plasma slug long range rail guns... as hoping the double premium ammo supply will now be enough instead of having plasma slug premium ammo rails that used up the extra "fuel tank" fuel...
I ruled out the Cutter rails for this one, as my Cutters (mining/trade) won't fight in a PvP fight, but run, and in a PvE scenario I stick to normal
feedback/superpen long range rails or imphammer, ammo usually is enough for 2-3 NPC Condas and after them I usually reached my goal.

Sorry for doubleposting
 
I was fooling around with a reverski railgun sniper Krait for almost two weeks now for PVE. The two rails from CG fit my build perfectly.
As I solo CZs (avg 9-12 kills on each), HazRez (no challenge really) and solo wing assassination missions (those Threat:6 signal sources are pretty much the only thing that makes me break a sweat and perhaps take any damage to the hull if I get cocky), I find that the only problematic ships are those elite, heavily engineered, super-shielded ones with tons of SCBs - feedback cascade resolves the problem. I tried finding a solution that does not involve 5 rails but honestly nothing feels as solid as 5 rails: 3 superpens to grind through the shields and destroy the PP once shields are down + 2 FC rails to prevent SCBs from messing with my bright plan. Plus, I find shooting 3-5 rails at a time super satisfying, the combined sound and visual effects of multiple charging/firing rails makes it feel like proper artillery.
Any ideas to improve the build are welcome though :)
 
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I ruled out the Cutter rails for this one, as my Cutters (mining/trade) won't fight in a PvP fight, but run, and in a PvE scenario I stick to normal
feedback/superpen long range rails or imphammer, ammo usually is enough for 2-3 NPC Condas and after them I usually reached my goal.

Sorry for doubleposting
That the combat cutter...
My trade cutter runs from fights as well if the targets to big... so it don't fight offen...
My pirate cutter is built to take out thrusters with missiles and shields with beams... learned the hard way that super pen have a habit of taking out power plants on running ships when aiming for the thrusters with rails, even if you dont want them too...:oops:
 
Since installing Prismatics in my Fdl I had to resort to a G3 overcharged PP... and I hate it. Heat management became a real problem since then. Still think I need to figure out a way to get it running with armoured again....
It runs too hot compared to an armored one, and has not enough integrity.
On the other hand it helps to use thermal conduit PAs, but the cooldown back under 100% heat is more difficult
and the low integrity on the pp doesn't help with the heat damage either.

I'm no fan of overcharged pps.
ok so heat is the problem, so with heat intense weapons you are stuffed gotcha
hmm, i'm getting a mamba together and it has an overcharged pp with huge beam and the rest pulse, will have to keep an eye on the heat when i test it then
 
ok so heat is the problem, so with heat intense weapons you are stuffed gotcha
hmm, i'm getting a mamba together and it has an overcharged pp with huge beam and the rest pulse, will have to keep an eye on the heat when i test it then
Mamba does cheat a bit on the heat dissipation, so I guess you won't have many problems with it.
 
ok so heat is the problem, so with heat intense weapons you are stuffed gotcha
hmm, i'm getting a mamba together and it has an overcharged pp with huge beam and the rest pulse, will have to keep an eye on the heat when i test it then
When building a ship it's normally my no.1 priority to make it run on an armoured powerplant. :) Even my thermal conduit all-plasma Phantom eventually went from a 6A overcharged to a 7A armoured, only way to make the heat levels somewhat manageable.
 
How did you get 2? I only got 1.
I got two as well. Maybe it had to do with me landing in top 25%?

Also, both railguns I got show as "high capacity", have 160 ammo capacity and 6km range, but only one came with Feedback Cascade. Maybe check your stored modules again.
 
I fitted both CG railguns to my Viper Mk III, it is also equipped with two small MC and the PP and Shield Generator from the previous CGs. It also has the special paint scheme from an earlier CG. It runs a little bit hot if you fire the rails too fast but it does deal good damage to most ships and quickly takes down most ships in a High Res. It is a fun little ship and will be even better with some more engineering, especially on the thrusters and hull. I even used it in Low CZ with moderate sucess.
 
came up with this using some stored modules...

Feel free to rip it apart ;)

Also I dont have much(read: none :D) experience with rails...
what's recommended as special effect on the 2nd one ?
And what do you suggest as a weapon for the 3rd slot?

oh, and btw...what makes the different dps between that two CG rails?
arent they supposed to be completely the same ?!
 
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