Never heard of long range?Did you know rail gun damage starts dropping off before the 1.5km mark? When you get to the 2.5km mark they're only doing a small fraction of their damage.
Never heard of long range?Did you know rail gun damage starts dropping off before the 1.5km mark? When you get to the 2.5km mark they're only doing a small fraction of their damage.
Of course all weapons lose damage drop off when you put longe range on, I'm talking about railguns in general.Never heard of long range?
Did you know rail gun damage starts dropping off before the 1.5km mark? When you get to the 2.5km mark they're only doing a small fraction of their damage.
Of course all weapons lose damage drop off when you put longe range on, I'm talking about railguns in general.
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...Greater power consumption and heat is sufficient.
So its a PA... That is INFINITELY easier to hit with... And has 6km no falloff... And basically kills range control??? You serious???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.
Or you know, they lose because PAs require skill to manipulate reticle, preturn, etc, while railguns are point, hold, and click simulator?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.
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.Also you can throw on stuff like overcharged or efficient PAs which again, railguns lack.
The Cutter Council does as well...My reverski Phantom approves of this message.
But no other weapon is hitscan, kinetic, with high breach chance, and super penetrator. Its not a combo that should be taken lightly.Of course all weapons lose damage drop off when you put longe range on, I'm talking about railguns in general.
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.
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:
Weapon Power Draw Distro Draw Damage Thermal Load Rate of Fire % Power Increase % Distro Increase % Damage Increase % Thermal Increase % ROF Decrease 1D Rail gun 1.15 2.69 23.3 11.9 1.6 - - - - - 2B Rail gun 1.63 5.17 41.5 20.1 1.2 29.4% 48.0% 43.9% 40.8% 33.3% 2C Plasma Accelerator 1.43 9.67 54.3 17 0.3 - - - - - 3B Plasma Accelerator 1.97 13 83.4 21 0.3 27.4% 25.6% 34.9% 19.0% 0.0% 4A Plasma Accerlerator 2.63 17.7 125 24.7 0.3 25.1% 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:
Weapon Power Draw Distro Draw Damage Thermal Load Rate of Fire Damage/Second 1D Rail gun 1.15 2.69 23.3 11.9 1.6 37.3 2B Rail gun 1.63 5.17 41.5 20.1 1.2 49.8 (3A Rail Gun) 2.11 7.65 59.7 28.3 0.80 47.8 (4S Rail Gun) 2.73 11.3 85.9 39.8 0.53 45.8
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 Weapon Damage Thermal Load Thermal w/ Experimental Damage/Second 1D Rail gun 40.8 15.5 6.81 65.2 2B Rail gun 72.6 26.1 11.5 87.2 (3A Rail Gun) 104 36.8 16.2 83.6 (4S Rail Gun) 150 51.8 22.8 80.2
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.
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.Other players want a more balanced game.. Some just want to have big guns..
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.
Oh oh, don't get me started! I could write an Essay on thisReal 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.
But can someone please tell me where the railgun slugs go after 1.5km?Nobody is using railguns in general. People tend to engineer them, you know.
The only railgun modification that requires skill to use (good range control) and does not encourage braindead reverski is called SRB. And it's already meta (kind of).
But can someone please tell me where the railgun slugs go after 1.5km?