Break through SCBs instantly with modified railguns (Newletter 121)

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All I can say is WOW. Now we know why they're adding regen lasers!
 
Great... Now my shield tank FDL is useless. Lol
I can see this causing alot of issues!

Tactic for use:
Poke someone's shields until they try to recharge, then fire this magic railgun.
Then railgun the hull.
Feels like an 'I Win' button! Lol

Choices for defence:
Do I risk changing, at the chance they will be insta-collapsed, rendering my shield tanked ship uselss?
Or just let them collapse?
Or don't take shields anymore. HRPs FTW!

Or are they releasing a "hull eating mega laser beam" one strike while the ship is in space, and boom. No hull.

I'd preferred if they'd done that mod to the PA instead. Atleast you can dodge it! Lol
 
I started to use railguns recently and i am very happy with my decision. Thank you, this is great news to me.
 

Mark Allen

Programmer- Elite: Dangerous
Part of the point of Beta is to do a little experimentation, this is certainly one that has potential to be nuts (though until you see how all the changes fit together judging based on the current metagame is... unreliable) - we've discussed a few other options internally and will see how this goes when people start using it. Keeping the flavour (bonus against shield cells) but toning down the effect (perhaps jut a damage bonus), and/or introducing major downsides (longer charge time, damage nerf, obscene power draw) are all possibilities as we move through beta.
 
Part of the point of Beta is to do a little experimentation, this is certainly one that has potential to be nuts (though until you see how all the changes fit together judging based on the current metagame is... unreliable) - we've discussed a few other options internally and will see how this goes when people start using it. Keeping the flavour (bonus against shield cells) but toning down the effect (perhaps jut a damage bonus), and/or introducing major downsides (longer charge time, damage nerf, obscene power draw) are all possibilities as we move through beta.

Glad to hear you'll be keeping an eye on it!

Personally I think that this could be a good thing IF the regen lasers are sufficiently powerful. That way large shielded ships are still viable in wings. I suppose we'll have to wait and see!

Is there any word on whether railguns overall are receiving a balance pass? Now that synthesis is in game they are a little oppressive
 
Part of the point of Beta is to do a little experimentation, this is certainly one that has potential to be nuts (though until you see how all the changes fit together judging based on the current metagame is... unreliable) - we've discussed a few other options internally and will see how this goes when people start using it. Keeping the flavour (bonus against shield cells) but toning down the effect (perhaps jut a damage bonus), and/or introducing major downsides (longer charge time, damage nerf, obscene power draw) are all possibilities as we move through beta.
So, seems i should stick with my "regular" railguns. Don't get me wrong but every time in an online game a developer say "balance", he means nerf. In this case we are very lucky, seems the new railguns will came already pre nerfed :D
 
Could also have severely 'nerfed' ammo.
Maybe just 5 rounds available.


Personally, if I was gonna create a weapon that could potentially end someone's fight, I would have used a beam laser version.
When used on a ship using an SCB, you fire this beam and keep it on target for say 2-3 seconds, if you do, you win and blow his shields off. Great!
If you hit, but he evades you, you get massive feedback, and severely damage your laser, maybe other things. Not so great!
If you miss entirely, nothing happens.
Atleast the other pilot can attempt to evade it.
I want one now. Lol
 
This mod is nuts indeed which has a potential to drive large ships out from PvP.

But i like it.. lets all hope its well balanced.
 
Part of the point of Beta is to do a little experimentation, this is certainly one that has potential to be nuts (though until you see how all the changes fit together judging based on the current metagame is... unreliable) - we've discussed a few other options internally and will see how this goes when people start using it. Keeping the flavour (bonus against shield cells) but toning down the effect (perhaps jut a damage bonus), and/or introducing major downsides (longer charge time, damage nerf, obscene power draw) are all possibilities as we move through beta.

Can I just say I enjoy the "nuts" ideas, exactly what beta is for, trying those crazy ideas that may ruin or make the game.
Quick question to Mark -> Will we be able to see modified weapons when scanning ships or are they disguised as the normal ones? I understand if this isn't one you wish to answer right now :)


On this I'd say it means firing SCB's is now not just a job of timing it to be perfect so you don't drop shields but also timing it so you can dodge weapon fire or get out of range. Personally I think it should reduce SCB effectiveness by 50% rather than insta-break shields. Means it's still a great concern but not a total killer of shield-tank builds. Ah well, lets see how it plays out in beta.


@Sandro - Yeah, prepare for the forums-storm of nerf/buff x,y,z before it's released :D Actually I realise I've said just that in this post. Guess I need to give myself a talking to...
 
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Hello Commanders!

2.1 Beta is going to throw a bunch of options into combat, so there might well be lots of tweaks once it starts.

However, initially, the threat of feedback cascade will be very real, so I guess we'd all better strap in for a healthy dose of combat insanity.

We will make sure to test with enthusiasm!

I just hope that we will be able to access/test them easily. A lot of the problems with PP weapons were influenced by the way that we couldn't get them in time during beta
 
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Mark Allen

Programmer- Elite: Dangerous
... strap in for a healthy dose of combat insanity.

I do love me some insanity :D

As for whether you'll be able to see special weapons on other ships before they fire at you... good question, I'm not sure we've decided yet ourselves ;). The support for it's there, one of the details we're still ironing out.
 
Part of the point of Beta is to do a little experimentation, this is certainly one that has potential to be nuts (though until you see how all the changes fit together judging based on the current metagame is... unreliable) - we've discussed a few other options internally and will see how this goes when people start using it. Keeping the flavour (bonus against shield cells) but toning down the effect (perhaps jut a damage bonus), and/or introducing major downsides (longer charge time, damage nerf, obscene power draw) are all possibilities as we move through beta.

Which is excellent, and I wholeheartedly agree with this approach.

Isn't that what was also done for 2.0 though with the HRP and SCB changes? I feel like the HRP changes in particular never got toned back down to sane levels, though, and the PvP game has suffered as a result.
 
I do love me some insanity :D

As for whether you'll be able to see special weapons on other ships before they fire at you... good question, I'm not sure we've decided yet ourselves ;). The support for it's there, one of the details we're still ironing out.

Ooh, thanks. Could be fun either way.

My personal feelings are for them to have a different sound/visual look/beam etc so savvy CMDR's can learn/identify the difference. It'd also give the awesome sound team some more scope. Although it may be harder with projectile weapons... maybe have a chaff type trail or for example special cannon shells like tracer rounds.
Obviously that's a resource intensive option given new art/sound design but it could be fun.
 
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I do love me some insanity :D

As for whether you'll be able to see special weapons on other ships before they fire at you... good question, I'm not sure we've decided yet ourselves ;). The support for it's there, one of the details we're still ironing out.
While I'd like to know what you're hiding on your ship, at the same time, surprise is fun too.
Maybe just mark modified weapons with a * or something?
That way you know something is up, but not what until you're on the receiving end of it.
 
I would rather this effect be on a plasma accelerator rather than a railgun, rail guns are hit scan weapons and thus this effect would be rather overpowered, whereas on a PA it may require more skill to use.

I can sadly seeing this effect end any chance of big ships featuring in PvP unless they all see massive shield strength buffs.
 
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