Bigger railguns and gauss?

In terms of damage I would again have them do roughly the same damage as a PA of the same size, so around 125 for the huge and 83ish for the large.
So its a PA... That is INFINITELY easier to hit with... And has 6km no falloff... And basically kills range control??? You serious???
In my view PA's would still win out damage wise due to a big chunk of their damage being absolute which the railgun lacks.
Or you know, they lose because PAs require skill to manipulate reticle, preturn, etc, while railguns are point, hold, and click simulator?
Also you can throw on stuff like overcharged or efficient PAs which again, railguns lack.
Soooooooooo they're even crazier?????? No this is ridiculous. Railguns don't have that because a.) They are easy to use compared to PAs and B.) their base stats are absolutely JACKED.

My reverski Phantom approves of this message.
The Cutter Council does as well...
Of course all weapons lose damage drop off when you put longe range on, I'm talking about railguns in general.
But no other weapon is hitscan, kinetic, with high breach chance, and super penetrator. Its not a combo that should be taken lightly.
 
Also a longer charge time. I've always imagined something like a C4 railgun/gauss cannon to take several seconds to charge, but oh boy, when they do...

And then put them on a corvette. THAT'll get me back into ax work again, that's for sure.

Yes, that too! Adding some recoil would be nice.
 
If anyone's interested in what the probable stats of these theoretical Large and Huge Railguns would be, I did the math in a similar thread back in February:

Not necessarily. I thought that would be the case too, but after quickly looking at the numbers, here's what I found (TLDR at the bottom):

First, we need to figure out how Class 3 and 4 Rail Guns would scale based on how the Class 1 and 2's scale. I'll also throw in the Class 2, 3 and 4 Plasma Accelerators to help with this. I end up with the following:

WeaponPower DrawDistro DrawDamageThermal LoadRate of Fire% Power Increase% Distro Increase% Damage Increase% Thermal Increase% ROF Decrease
1D Rail gun1.152.6923.311.91.6-----
2B Rail gun1.635.1741.520.11.229.4%48.0%43.9%40.8%33.3%
2C Plasma Accelerator1.439.6754.3170.3-----
3B Plasma Accelerator1.971383.4210.327.4%25.6%34.9%19.0%0.0%
4A Plasma Accerlerator2.6317.712524.70.325.1%26.6%33.3%15.0%0.0%

Based on the above, it looks like both weapon types have roughly constant scaling between hardpoint sizes - enough to approximate them as constant, at least. Under that assumption and using the scaling values for the Class 2 Rail Gun, here's what I came up with for our theoretical Sidewinder-launching Class 3 and 4 Rail Guns:

WeaponPower DrawDistro DrawDamageThermal LoadRate of FireDamage/Second
1D Rail gun1.152.6923.311.91.637.3
2B Rail gun1.635.1741.520.11.249.8
(3A Rail Gun)2.117.6559.728.30.8047.8
(4S Rail Gun)2.7311.385.939.80.5345.8

So our Doomsday Class 4 Rail Gun will dish out...
... twice the damage of a Class 2. Putting some of this into a pretty chart:

View attachment 207333

Current 3-PA 2-Rail Meta-De-Lances get most of the damage of our theoretical Class 4 already by using two Long Range Class 2's - 74.7 MJ, accounting for Super Penetrator and Feedback Cascade. The only thing a Class 4 could offer in this setup is a single, stronger Feedback Cascade or Super Penetrator Rail in exchange for another pair of Plasma Accelerators.

And for fun, adding Short Range Blaster to the mix:

SRB
WeaponDamageThermal LoadThermal w/ ExperimentalDamage/Second
1D Rail gun40.815.56.8165.2
2B Rail gun72.626.111.587.2
(3A Rail Gun)10436.816.283.6
(4S Rail Gun)15051.822.880.2

For reference, a stock 4A Plasma Accelerator deals 125 MJ; an efficient one deals 155 MJs, and SRB'd it would deal 219 MJ.

So no - Class 3 and 4 Rail guns likely won't break anything. At least not any more than everything currently is.

As always, feel free to double-check my numbers to make sure I didn't divide by 0 somewhere.

TLDR:
No. Class 3 and 4 Rail Guns would not be overpowered.

They'd be in line with the Class 2s in terms of damage per second with slower rates-of-fire / charge-up times, and wouldn't be overpowered relative to the current state of Railguns in the game.

If the current state of the Small and Medium Railguns is considered to be broken and overpowered, well... 🤷‍♂️
 
Other players want a more balanced game.. Some just want to have big guns..
I don't want them if they're gonna break the game. I asked people how they think they could be implemented in a BALANCED way.

I'm aware there is a reason larger railguns aren't a thing.

For the sake of argument, let's entertain the idea that bigger railguns are going to inevitably be added to the game. Knowing that, how would you implement said railguns and/or potentially rework railguns in general?
 
Huge and Large Rail guns should be turreted weapons that can only be fired by crew or players.

Incentivizing multi-crew is a Good Thing.
 
The problem with rails is that they get EASIER to hit with at long range(because microgimbaling), while other weapons become basically impossible.

Take a Cannon, for example. Theoretically it's competition with rails for module damage; in practice, hitting with a cannon beyond ~1000m is basically impossible, because they've got almost the slowest projectile speed in the game. Hitting a specific module at long range is definitely impossible.

By contrast, a long-range rail can not only microgimbal at 5500m, it can have super penetrator and shoot all the way through the target to hit the desired module.

IMO rails need to have microgimbaling removed, and Long Range should be replaced by Focused.
 
C3 and C4 “Railgun Array” … basically 2 or 4 C2 Railguns mounted together and firing in a rapid burst manner. Massive damage but - due to burst firing - tricky to land all shots on the same module preventing it from being too OP.

Mind you … two C4 versions of those on a Corvette could be hilarious … 😂
 
Rails are almost comical in Elite already. The idea that a hyperspeed projectile has to be fired at a ship 20 or 30 times to even start having an impact is kind of bonkers. They probably ought not be involved in WWII dogfighting in space really. All the weapons are comically bad to artificially reduce the the range of engagement. They are just about as sad as missiles and torpedoes are although I can't stop loving the impact effects.

I would say rails should be carried only by the large ships. Should be devastating as far as damage but the balance is the very real issue of energy needed to charge and fire them meaning you don't get many tries, the hull strength needed to survive their use, and the slow turning rates of the bigs making them hard to deploy against other small ships.

I kinda agree on the micro-gimbal at the maximum range being easier to hold than at close range. That should probably scale out past a certain distance but the fact that it's easier to hold on a target at long range is simple math folks. The target may be smaller at long range but the delta in angle for you to hold on the target point is much smaller and thus more forgiving.
 
I kinda agree on the micro-gimbal at the maximum range being easier to hold than at close range. That should probably scale out past a certain distance but the fact that it's easier to hold on a target at long range is simple math folks. The target may be smaller at long range but the delta in angle for you to hold on the target point is much smaller and thus more forgiving.

The trouble is, if you have realistic ranges, things get pretty boring fast. Real life doesn't even have dogfighting anymore, it just has missiles launched from beyond the horizon flying mach 20 and blowing up their target with no warning. If you want a somewhat realistic view on what space combat would REALLY be like, look at the Honor Harrington books. Basically, each side has missiles and ECM, and in most fights, the side with the better missiles and ECM just wins, flat out. The exceptions are few and far between, and usually have some external factor involved.

So we sacrifice realism for enjoyment. It's honestly similar to how we do the same in sword fighting games; because being stuck in a shield wall and poking guys from 20 feet away with a sharp stick while behind a shield just isn't very fun. Getting one wound and dying of disease isn't very fun.

And getting your powerplant blown up from 6km away with no chance to fight back also isn't very fun.
 
Boring is 15 minutes of pounding with "rail guns" while the other guy just keeps coming. Boring is 25 minutes jousting back and forth only being able to fire within 1KM on the next pass. I don't think many pilots involved in air to air combat describe it as boring.

I acknowledge the developers wanted dogfighting spaceships so they pulled the ranges in. They want longer fights so missiles are just bottle rockets that damage weapons. The rails as implemented in this game are already comically nerfed to the point they sully their namesake. Banging away on ships for dozens upon dozens of shots with rail guns completely undermines the idea of them being rail guns.

I can't blow up your power plant from 6KM away unless you have shields down. In my head if you decide to take on a CVT class ship that can fire rails you best save some shield to run, stick to his blind spots like glue till they come back, or be running like a jackrabbit and drop some heat sinks or some other way to break a target lock.
 
But can someone please tell me where the railgun slugs go after 1.5km?

They fire slugs that are spun at extreme speeds to maintain stability down the firing rail. After 1.5km, small instabilities in the slug cause increasing wobbles, which begin a process of deformation that quickly tears the slug apart. Over the next 1.5km the slug disintegrates , spraying out into a fine spray of particles that hit a wider area, thereby dealing less damage to the target. Past 3km, they have dissipated far enough it does no appreciable damage to modern armor.
 
Back
Top Bottom