Class 4 railguns

Something that’s been brought up in a private discord chat. You know how ATR is able to respond with station lasers? Let’s dial that back a bit. Railguns.

What if we had a large, single shot high power railgun that relied on solely your distributor to fire? It would have massive alpha damage, but otherwise be cumbersome to outfit correctly.

There’s more than a few CMDRs I’ve spoken to that would love to have just a massive MAC cannon on their ship. But balance is surely an issue if you can just toss it on a Fer De Lance with zero issues.

So I think as a base line, a distributor draw of 72MW will be enough to completely drain a standard 8A weapons capacitor. Or run 62MW and be just out of reach from a standard 7A distributor’s 61MW, while a G5 weapon focused cluster cap 8A would be able to fire two of them. Or run it at 77MW and not even a weapon-focused conduit 6A will run it. Or even 100MW and a Lightweight G5 engineered railgun would just barely fit that metric.

It would have three to five times the thermal loading of a 4A Plasma Accelerator to compensate that it runs on a full capacitor. And the only way to reduce those draws would be sturdy (thermal+integrity) or lightweight (distributor) engineering.

Thirdly, you’d still have to contend with the long charge delay holding the fire key before it actually lets loose. Let’s give it, say, 4 to 6 seconds to actually fire.

Ammo capacity would be limited to 40 (yes, it has ammo as does the other railguns), requiring you to synth or restock more often.

In reward? You’d have a weapon that would be doing three to four times the alpha damage of a 4A plasma accelerator, as the railgun’s standard thermal-kinetic split, in a weapon firing one shot every 20-32 seconds minimum, fit for large ships. It mirrors the absolute damage dealt to a +50/+25% resistance ship as a plasma would deal in absolute. This hopefully disincentivises high cap stacking Cutters, and forces them to concede to running Resistance boosters. It won’t out-DPS efficient conduit plasmas if you’re a skilled pilot, but it will give large ships a chance to stand their ground.

But really, we all know why we want this. We want a weapon that is the absolute pinnacle of weapons. Something to revel in the sheer magnetude of. A fully fledged MAC gun to call our own, probably something the size of the large grid railgun from Space Engineers. Something that will tear a 12-inch hole clean through a battle cruiser.

Let’s make it happen.

(No, I know I mentioned ATR, but this isn’t going to do damage to your generators. I’m not that stupid.)

edited:
Did some maths now that I'm off work. Efficient 4A plasmas will dish out 155 damage per shot at a little under 40 dps, assuming your capacitor doesn't run dry (which it should never with efficients). So we're expecting a stock version of this class 4 railgun to deal +50% more damage than this.
For a shield or hull with these resistances, first divide 155 absolute / 3 = 52. Then multiply by the resistance value. For kinetic, this is 65. Double the other 2 thirds of thermal damage to 104, and multiply by the thermal resistance value to get 156. Add those together and you get 221 damage total to be expected out of one shot of this railgun (288 if we're talking efficient conduit plasmas). This... does end up being 11 dps given 20 seconds of downtime, unfortunately, so perhaps this shouldn't be too hard on the distributor, or 36 dps over 6 seconds when not accounting for capacitor drain. The higher 77 or 100MW distributor figures posited earlier seems fine: it will result in 18 overall dps after recharge rate is accounted from an empty capacitor, as you'll have to wait for both the distributor and the weapon itself to charge, and the distributor will continue charging as the weapon is charging. Or roll with 72MW if you believe the weapon shouldn't be inaccessible if you do not have access to engineering. (Probably not an argument since Horizons is available to everyone now.)

Range is probably going to be the standard 1000km/3000km figure from other railguns.
 
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Why not start with a L railgun that is simply inline with the existing S to M scaling? What was the reason to not include it in the first place? As things stand today, railguns are rather large and heavy, anyway.
 
Consider that lightweight engineering reduces distro draw by 35%, so if you want something that won't go on a class 6 charge enhanced distro you need to up your draw, which is going to start making it a very niche option.
 
Reverski Mamba, and Rail-spam Cutter I'm coming! :LOL:
Lmao. Yeah, option there is to just don’t fight on its terms. Weirdly also kinda fits the long range Mac gun theme. You can maneuver around a cutter somewhat easily on the other hand.


Why not start with a L railgun that is simply inline with the existing S to M scaling? What was the reason to not include it in the first place? As things stand today, railguns are rather large and heavy, anyway.
Up to fdev 🤷‍♀️ class 1, 2, then 4 would seem reasonable for a high power energy weapon, and it’s distanced enough away from its miniature counterparts. But a more nerfed class 3 could see some use too probably.

I wouldn’t personally; A Mamba or Vulture with class 3’s would indeed be quite incomprehensible.

Who knows, maybe we’ll get to see some 4+1+1 triple-rail Mambas with added incendiary/corrosive pacifiers.


Consider that lightweight engineering reduces distro draw by 35%, so if you want something that won't go on a class 6 charge enhanced distro you need to up your draw, which is going to start making it a very niche option.
Yep. The point was to make it hard to outfit, not impossible. It forces you to sacrifice other aspects of the build just for using one. If you need to run lightweight engineering, the gun can be shot out and destroyed more easily, too.

An FDL with all rails would need 13.3MW for 4 lightweights + 50MW for a lightweight class 4 rail that normally runs 77MW. This of course being any arbritrary number Fdev decides on. 4 medium rails deal 37.38 per shot; so added together plus the huge rail would be a bit over 370 damage per barrage. Add the two DPS figures and you’ll have 74 DPS from the mediums, plus 36 uncapped DPS from the huge rail, giving maybe 50 overall total DPS accounting for the capacitor.
 
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Lmao. Yeah, option there is to just don’t fight on its terms. Weirdly also kinda fits the long range Mac gun theme. You can maneuver around a cutter somewhat easily on the other hand.



Up to fdev 🤷‍♀️ class 1, 2, then 4 would seem reasonable for a high power energy weapon, and it’s distanced enough away from its miniature counterparts. But a more nerfed class 3 could see some use too probably.

I wouldn’t personally; A Mamba or Vulture with class 3’s would indeed be quite incomprehensible.

Who knows, maybe we’ll get to see some 4+1+1 triple-rail Mambas with added incendiary/corrosive pacifiers.



Yep. The point was to make it hard to outfit, not impossible. It forces you to sacrifice other aspects of the build just for using one. If you need to run lightweight engineering, the gun can be shot out and destroyed more easily, too.

An FDL with all rails would need 13.3MW for 4 lightweights + 50MW for a lightweight class 4 rail that normally runs 77MW. This of course being any arbritrary number Fdev decides on. 4 medium rails deal 37.38 per shot; so added together plus the huge rail would be a bit over 370 damage per barrage. Add the two DPS figures and you’ll have 74 DPS from the mediums, plus 36 uncapped DPS from the huge rail, giving maybe 50 overall total DPS accounting for the capacitor.
Hmm, I can get 50 DPS from an SRB huge PA before thermal conduit is applied. Add 75dps from 4 efficient mediums- again no thermal conduit- and you've got the same damage, but with a significant % of that being absolute and without the integrity loss. This also works on a charge enhanced super conduit class 6 distro as well (just!).

Which is where the problem comes in. It's a significant compromise over PAs and outgunned by much less compromised builds.

So for serious purposes I don't think it would work.

However it seems like class 3 and 4 rails would be an absolute giggle though even if they weren't strictly better than anything else.
 
Something that’s been brought up in a private discord chat. You know how ATR is able to respond with station lasers? Let’s dial that back a bit. Railguns.

What if we had a large, single shot high power railgun that relied on solely your distributor to fire? It would have massive alpha damage, but otherwise be cumbersome to outfit correctly.

There’s more than a few CMDRs I’ve spoken to that would love to have just a massive MAC cannon on their ship. But balance is surely an issue if you can just toss it on a Fer De Lance with zero issues.

So I think as a base line, a distributor draw of 72MW will be enough to completely drain a standard 8A weapons capacitor. Or run 62MW and be just out of reach from a standard 7A distributor’s 61MW, while a G5 weapon focused cluster cap 8A would be able to fire two of them. Or run it at 77MW and not even a weapon-focused conduit 6A will run it. Or even 100MW and a Lightweight G5 engineered railgun would just barely fit that metric.

It would have three to five times the thermal loading of a 4A Plasma Accelerator to compensate that it runs on a full capacitor. And the only way to reduce those draws would be sturdy (thermal+integrity) or lightweight (distributor) engineering.

Thirdly, you’d still have to contend with the long charge delay holding the fire key before it actually lets loose. Let’s give it, say, 4 to 6 seconds to actually fire.

Ammo capacity would be limited to 40 (yes, it has ammo as does the other railguns), requiring you to synth or restock more often.

In reward? You’d have a weapon that would be doing three to four times the alpha damage of a 4A plasma accelerator, as the railgun’s standard thermal-kinetic split, in a weapon firing one shot every 20-32 seconds minimum, fit for large ships. It mirrors the absolute damage dealt to a +50/+25% resistance ship as a plasma would deal in absolute. This hopefully disincentivises high cap stacking Cutters, and forces them to concede to running Resistance boosters. It won’t out-DPS efficient conduit plasmas if you’re a skilled pilot, but it will give large ships a chance to stand their ground.

But really, we all know why we want this. We want a weapon that is the absolute pinnacle of weapons. Something to revel in the sheer magnetude of. A fully fledged MAC gun to call our own, probably something the size of the large grid railgun from Space Engineers. Something that will tear a 12-inch hole clean through a battle cruiser.

Let’s make it happen.

(No, I know I mentioned ATR, but this isn’t going to do damage to your generators. I’m not that stupid.)

edited:
Did some maths now that I'm off work. Efficient 4A plasmas will dish out 155 damage per shot at a little under 40 dps, assuming your capacitor doesn't run dry (which it should never with efficients). So we're expecting a stock version of this class 4 railgun to deal +50% more damage than this.
For a shield or hull with these resistances, first divide 155 absolute / 3 = 52. Then multiply by the resistance value. For kinetic, this is 65. Double the other 2 thirds of thermal damage to 104, and multiply by the thermal resistance value to get 156. Add those together and you get 221 damage total to be expected out of one shot of this railgun (288 if we're talking efficient conduit plasmas). This... does end up being 11 dps given 20 seconds of downtime, unfortunately, so perhaps this shouldn't be too hard on the distributor, or 36 dps over 6 seconds when not accounting for capacitor drain. The higher 77 or 100MW distributor figures posited earlier seems fine: it will result in 18 overall dps after recharge rate is accounted from an empty capacitor, as you'll have to wait for both the distributor and the weapon itself to charge, and the distributor will continue charging as the weapon is charging. Or roll with 72MW if you believe the weapon shouldn't be inaccessible if you do not have access to engineering. (Probably not an argument since Horizons is available to everyone now.)

Range is probably going to be the standard 1000km/3000km figure from other railguns.
Casually has 2 LR/ Plasma slug C4 rails on Corvette
 
From another Suggestion thread: making Large and Huge Railguns the equivalent of Small and Medium Rail guns with a Burst size of "3" and triple the ammunition would get the the punch of a larger MAC, but the need to maintain targeting through the entire burst would mitigate the balance problem of one-shotting modules. DPS on a Large would be roughly 36.454 with the same DPH / DPD as the Class 1 Rails, DPS on the Huge would be 64.45 with the same DPH/DPD as the Class 2 Rails. They'd kick out a massive amount of heat (36 / 60 per burst).

[Suggestion] Large and Huge Gauss Cannons
Building off of the Salvation Modified Gauss Cannon,
Let the Large Gauss Cannon be the equivalent of a Small Gauss Cannon, but with a Burst Size of "3" and triple the ammunition.
Let the Huge Gauss Cannon be the equivalent of a Medium Gauss Cannon, but with a Burst Size of "3" and triple the ammunition.

The damage from 3 Small Gauss bursts and 3 Medium Gauss bursts closely extends the damage progression from Small Gauss to Medium Gauss: 40/70/120/210
The burst element mitigates the issue of being able to "one-shot" modules (and hearts), and in some ways duplicates the technique of staggering pairs of Gauss Cannons.
The distributor draw, damage per heat and damage per power statistics all remain identical with existing Gauss - so Damage related power creep is minimized. (e.g. a Huge Gauss Cannon would draw 7.2 Mw three times over the burst duration - roughly half an engineered 7A's capacity).

Heat (and probably distro) Constraints would prevent making active use of Large Gauss and Huge Gauss to effectively exceed the 4-AX weapon limit, so the principle benefits of introducing these canons would be to reduce issues with Convergences and to permit additional auxiliary weapons (e.g. more Flak Cannons, AX Turrets for Anti-Scout roles, Shards and PCs for depleting Thargoid hulls). A secondary benefit would be potential reduction in the amount of [synthing] that needed to be done.

VS. Human opponents, the Large and Huge Gauss cannons wouldn't impact the meta. They're closest comparison would be a fixed beam laser, so 41 DPS vs. 50ish DPS with a significantly higher Thermal Load.
 
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From another Suggestion thread: making Large and Huge Railguns the equivalent of Small and Medium Rail guns with a Burst size of "3" and triple the ammunition would get the the punch of a larger MAC, but the need to maintain targeting through the entire burst would mitigate the balance problem of one-shotting modules. DPS on a Large would be roughly 36.454 with the same DPH / DPD as the Class 1 Rails, DPS on the Huge would be 64.45 with the same DPH/DPD as the Class 2 Rails. They'd kick out a massive amount of heat (36 / 60 per burst).

[Suggestion] Large and Huge Gauss Cannons
I like the general burst idea, but the numbers seem way off, as the M SDPS are 41.5 (as per Coriolis) and thus higher than this proposed L.
 
Rails are overpowered anyway.
Even as they are in class 2.

There is no need for a class 3 or 4

Maybe if they remove micro-gimballing from them... but not even then
 
I like the general burst idea, but the numbers seem way off, as the M SDPS are 41.5 (as per Coriolis) and thus higher than this proposed L.
I generally use EDSY rather than Coriolis. Cori gives 2B dps at 50 vs. EDSY's 20.46.
Coriolis DPS is Damage x ROF or 41.5 x 1.2/s = 49.8
EDSY DPS is Damage x ROF or 41.5 x 0.4926/s = 20.46

Coriolis is using 1.2 as rate of fire
EDSY is using 1.2 seconds charge time + 0.83 seconds burst interval per shot or one shot every 2.03 seconds. 1/2.03 = 0.4926/s.

I have more confidence in EDSY's calculation as a railgun does not get 6 shots off every 5 seconds.

The DSP number I gave for the Large and Medium were just Imperial Hammer DPS 23.28 scaled up for Small and Medium Rail Damage per shot. Possible I made a math error somewhere, but 36 DPS on the Large and 64 DPS on the Huge is pretty close. 14/20/36/64 seems like a pretty reasonable dps progression to me.

On the balance side, Huge PA vs. Rail would do comparable damage to a 60% resist target. Rails have the advantage of Hit-Scan while PAs have more damage mods. Rails would be more Distro efficient while PAs would be more thermal efficient. Rails still have an ammo problem as total potential damage on the Huge Rail is about half the Huge PA.
 
IIRC early on they actually played with class 3 and 4 rail guns, the problem was, they were basically impossible to balance.
The problem ended up being they were either feast or famine. Class 4 railguns on the railgun power curve would basically make them 1 shot everything in the game(Or be taking out a model in a single shot) they then would try and nerf them so they would not be that strong, but the issue came to be the class 2 was just better then.

It became a horribly broken weapon, it was a hitscan long range sniper weapon that dominated everything and there was no counter to it.
 
14/20/36/64 seems like a pretty reasonable dps progression to me.
20/14 = 1.43
36/20 = 1.8
64 / 36 = 1.78

Seems excessively high to me. Pulse lasers have 1.5x / class, which seems like a good guide.
 
20/14 = 1.43
36/20 = 1.8
64 / 36 = 1.78

Seems excessively high to me. Pulse lasers have 1.5x / class, which seems like a good guide.
I don't really have a problem with adjusting the per shot values as long as the Distro/Power/Heat are similarly reduced. PA's are 1.3 - 1.35 for comparison. Could use the small-to-medium rail progression (1.43).
Large "Burst" Rails would be 18.84 Damage per shot / 29.23 DPS; Burst DD 7.53, Burst Thermal Load 41.44
Huge "Burst" Rails would be 26.91 Damage per shot / 41.77 DPS; Burst DD 10.77, Burst Thermal Load 59.21

Those numbers don't look obviously better (or worse) than PA's: PA's still do more damage, have more damage mods, and are more heat efficient. Rails would be almost twice as hot, but about half as much Distributor Draw.
 
IIRC early on they actually played with class 3 and 4 rail guns, the problem was, they were basically impossible to balance.
The problem ended up being they were either feast or famine. Class 4 railguns on the railgun power curve would basically make them 1 shot everything in the game(Or be taking out a model in a single shot) they then would try and nerf them so they would not be that strong, but the issue came to be the class 2 was just better then.

It became a horribly broken weapon, it was a hitscan long range sniper weapon that dominated everything and there was no counter to it.
I did the math back a year ago in the following thread and found that this was not the case relative to the current Railguns available to us:


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.

Granted, the above was assuming the ROF from Coriolis included the charge times, which based on Tividar's post above is technically incorrect but still good enough for a qualitative comparison for DPS stats.

As a bit of an interesting observation, the theoretical stats of the Class 4 Railgun I interpolated above are eerily similar to our current Modified Guardian Plasma Chargers at full charge (78.2 MJ of damage, fully absolute):

20211102221924_1.jpg


Last I heard, nobody was calling for MGPCs to be nerfed... but there was one poster here that wanted a certain discrepancy with the stated Outfitting Distro Draw fixed. (Full-charge shot requires ~12.5 MJ from testing in the field, Outfitting indicates 1.25 (Distro Draw) * 1.8 (Charge Time) = 2.25 MJ. Where does the factor of 10 come from? 🙃)
 
I see you are doing raw damage calculations, and im not saying you are wrong in terms of damage, but you did not take several VERY important things into factor on this, these being the hidden stats

First stat is armor penetration, of which the rail gun has 100, the second being hardness, which is an armor value that is used in damage calculation.
If the AP is higher then the hardness it does full damage, if it is less, it uses the following calculation:
Damage to hull = Weapon damage * (Armor pen/armor hardness)

The problem here is that no ship in the game has 100 hardness meaning the rail gun will always be doing full damage to every ship in the game(Prior to armor resistances) , this is not like other weapons which will get normal damage reduction, for example. the multi canon class 4 has 68 AP meaning against larger ships its actually not doing the full damage, so the rail gun is doing full raw damage that can not be mitigated through ship hardness.

To which you might say, But the plasma accelerator ALSO has 100 AP. That you are right, however, the plasma accelerator is also not a hit scan weapon with a micro gimble on it. Plasma shoots at 875 m/s, Multi canon shoots at 1600 m/s


The second thing you are not taking into consideration and is the primary reason as to why the class III and class IV rail guns dont exist is because of module targeting. Because again its 100 Armor pen rating means that if you are running duel class 4 rail guns you can 100% 1 shot a reactor on any ship, and overkill it with 2 class 4s and 1 class 3

For example, a class 8 B engineered power plant only has 184 integrity. 2 class 4 rail guns do almost 200 damage. even against the largest ship, which has 75 hardness the rail gun will not be effected by that, and would have to rely on damage resistance. Even then, at 50% physical damage reduction, duel class 4 rail guns would be able to 2 hit the largest of ships.
They would 1 shot any smaller ship if the pilot is targeting their powerplant.

Thats why class 3 and 4 for rail guns dont exist, its not because of the raw damage they can do, its because of how they can apply that raw damage directly to modules with hit scan speed, thats why they dont exist.
 
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I see you are doing raw damage calculations, and im not saying you are wrong in terms of damage, but you did not take several VERY important things into factor on this, these being the hidden stats

First stat is armor penetration, of which the rail gun has 100, the second being hardness, which is an armor value that is used in damage calculation.
If the AP is higher then the hardness it does full damage, if it is less, it uses the following calculation:
Damage to hull = Weapon damage * (Armor pen/armor hardness)

The problem here is that no ship in the game has 100 hardness meaning the rail gun will always be doing full damage to every ship in the game(Prior to armor resistances) , this is not like other weapons which will get normal damage reduction, for example. the multi canon class 4 has 68 AP meaning against larger ships its actually not doing the full damage, so the rail gun is doing full raw damage that can not be mitigated through ship hardness.

To which you might say, But the plasma accelerator ALSO has 100 AP. That you are right, however, the plasma accelerator is also not a hit scan weapon with a micro gimble on it. Plasma shoots at 875 m/s, Multi canon shoots at 1600 m/s
You forgot corrosive experimental on frags and multicannons. Which any combat ship will practically have as a baseline requirement.

At that point, the armor hardness mechanic doesn't even exist. And it doesn't apply until you down shields first, which have 0 armor hardness.

The second thing you are not taking into consideration and is the primary reason as to why the class III and class IV rail guns dont exist is because of module targeting. Because again its 100 Armor pen rating means that if you are running duel class 4 rail guns you can 100% 1 shot a reactor on any ship, and overkill it with 2 class 4s and 1 class 3

Armor piercing is not hull breach. The railguns have a standard hull breach chance at 40% when the hull is 100% integrity, and 80% chance to breach when the hull is 0% integrity, as do all other weapons save for Cannons, Torpedos, etc.
However, there is a "breach damage" stat, which seems to be independently defined between weapon types, probably classes as well. If you look at Torpedo Pylons for example, they have a breach damage of 60, while their hull damage is 120. Multicannons and plasmas have a higher breach damage ratio.
 
Rail guns get super penetrator. though, which help it penetrate everything so it just draws a straight line through it and rips appart modules.

Im not saying this to discredit you, im saying it because thats its exactly why its not in the game.

Then we can also start looking at the insane exploits you can do with such a thing especially if you utilize a elite crew member who have pin point accuracy at extreme ranges.
Im not disagreeing that it would be cool, im just saying there is a very good reason we dont have them, they would be astronomically over powered.
 
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