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.
I was pretty sure that, that was the case that Fdev at one point tired it but could never get it to work, but i was not sure.Which is something even FD recognized. Many years ago, when they still cared about the game, one of the developers revealed that they were at some time internally testing C3 and C4 railguns. But they found no way to balance them in a way, that they would at the same time feel adequate for the hardpoint they used, whille not creating balancing issues at the same time.
Considering that FD in their good days were not able to balance this properly, i don't want to even know what would happen, if a C3/4 railgun would be added today.
I was pretty sure that, that was the case that Fdev at one point tired it but could never get it to work, but i was not sure.
I mean just think about it, a class 4 rail gun, super penetrator, and long range? you could snipe ships from like 8k away
Armor Piercing / Hull Hardness are explicit stats shown in the Outfitting and Shipyard screens, respectively; I did keep them in mind when running the numbers above. It does bother me that even the Class 1's have an AP of 100...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.
Class 2 Modified Guardian Plasma Chargers have an AP rating of 110, a projectile velocity of 6000 m/s and my testing has indicated that they can do considerable damage to internal modules. They're not quite hitscan, but they are very easy to hit mobile targets with.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
Now I'm curious to see if this will actually happen, so for fun let's step through what Elite does to calculate module damage (IIRC):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.
Now consider this damage can be applied at ranges of 6k. The railguns have a standard hull breach chance at
Yeah, I wouldn't even use this approach for C4 railgun. For C3 it might be adequate for those cases you really want a railgun for the Vulture and using C2 weapon for C3 hardpoint would feel like a waste. I'd probably put one to the bottom hardpoint of the Corvette.The most obvious answer of course is: make it a C2 railgun with more ammo. (See this thread. It always is being given. ) The problem here: and then you sacrifice a C4 slot for a C2 weapon with more ammo. This would not stand for a month... too many players would cry out, that this just does not feel good and is not fun and the damage needs to be upped.
tiny quibble: the per-shot chance is an 60% chance that each module absorbs 100% of the damage. It’s possible but unlikely 2 MRPs could both fail (16%), but either one will stop all of the damage or none. There is no partial damage applied to the module.If we pass the breach chance check, we still have one last layer of defense to go through before we can apply damage to a module: Module Reinforcement Packages, which will directly absorb the damage that was intended for the module. These are typically layered on top of one another as the protection from each stacks. With 2 MRPs installed (which is what I run on my Bi-Weave Vulture), 84% of the incoming damage is absorbed and applied to the MRPs, as long as they have HP remaining; the remaining 16% is applied to the module.
Basically this your modules just take it on the chin.tiny quibble: the per-shot chance is an 60% chance that each module absorbs 100% of the damage. It’s possible but unlikely 2 MRPs could both fail (16%), but either one will stop all of the damage or none. There is no partial damage applied to the module.
I've tried looking around, but all of the available literature and videos I can find on MRPs point to them working on absorption rather than RNG; those sources also seemingly agree with my own experiences with MRPs in the field, though my observations have been flawed in the past. Is there a document or a video out there with this information quantified?tiny quibble: the per-shot chance is an 60% chance that each module absorbs 100% of the damage. It’s possible but unlikely 2 MRPs could both fail (16%), but either one will stop all of the damage or none. There is no partial damage applied to the module.
In retrospect, it appears as though your concerns arise primarily from the effects of Engineering elevating the already-powerful Railguns to a whole new level, specifically the Long Range mod and Super Penetrator Experimental Effect, rather than the Railguns themselves. The calculations I ran primarily focus on stock Railguns relative to their stock peers as I am very aware of how Engineering disproportionately elevates our ships and equipment (looking at you, FDL / shield boosters).Now consider this damage can be applied at ranges of 6k
Like i have been saying, if you are looking at just the damage yeah its not scary, but you are not taking into consideration how that damage is being applied.
Its a hit scan weapon, with ranges out to 6k with long range, able to penetrate through the entire ship, destroying multiple hardpoints very easily, its also an impulse weapon which while minor is still a thing, it has 100ap meaning that hit scan is doing full damage prior to resistances.
As also mentioned, FDEV back when they cared could not get it to work specifically for these reasons, because even the class III was insanely powerful. Corvettes would be able to alpha strike sniper most ships in the game before their target would even be able to get in range of them.
I want it, but its also incredibly broken.
Ah, the issue is with Railguns in general.With out engineering they are still OP.
... isn't that what Railguns were designed to do in the first place - snipe out modules? Ergo, they will excel in sniping out modules.Again, there is a reason they are not in the game, Fdev tried it, ti did not work because it could snipe ships with ease. You can keep saying the numebrs are fine and it totally works, but when push comes to shove, the class 3 and class 4 rail gun always ended up being broken because of the ability to target subsystems and snipe out peoples generators.
If you have MRPs equipped this will not happen, as I demonstrated in my previous post. The MRPs will absorb the majority of incoming damage in the (unlikely) event that both Class 4's breach the hull at max hull HP.*You still are not grasping the problem here. Its not the DPS, its the alpha strike, Its the fact i would be able to load up a vette, armed with 2 Class 4 railguns, a class 3, then the rest being lasers. The DPS of the railguns wont mean squat if i can target your reactor, and shoot you once, maybe twice with 2 class 4 railguns, and a class 3 and destroy your ships reactor in one shot, recharge time wont mean anything at that point.
I'm able to hit modules reliably without the microgimbal using MGPCs in Trailing sight mode, as well as snipe Thargoid hearts with Gauss Cannons without subtargeting as well; hitting Railgun shots would still be relatively easy even without the microgimbal assist, especially given how large some of the module hitboxes are. Reduction or removal of the microgimbal would limit the accuracy out at longer ranges with the Long Range mod to what the player can actually hit instead of relying on an aim assist mechanic to correct for minor deviations.The further this conversation goes on, the more you at least are starting to see the issue, because now you are suggestion tweeting engineering and the microgimble which you really cant mess with the micro gimble because thats what is needed inorder to target the subsystems, you take that out, you can no longer target subsystems, if you take out the ability to target sub systems you basically make railguns pointless in general.
I need to find when FDEV made that comment as I'm curious if it was before or after Engineers and Class 3 / 4 Multicannons and Lasers were implemented...I dont deny it would be cool, but it would be broken, Fdev tried it, back when they cared, and even they could not add it in reasonably, even before engineering was a thing, it was broken.
You still are not grasping the problem here. Its not the DPS, its the alpha strike, Its the fact i would be able to load up a vette, armed with 2 Class 4 railguns, a class 3, then the rest being lasers. The DPS of the railguns wont mean squat if i can target your reactor, and shoot you once, maybe twice with 2 class 4 railguns, and a class 3 and destroy your ships reactor in one shot, recharge time wont mean anything at that point.
I need to find when FDEV made that comment as I'm curious if it was before or after Engineers and Class 3 / 4 Multicannons and Lasers were implemented...
Convert C3 and C4 rails to burst weapons and you solve the alpha problem.You still are not grasping the problem here. Its not the DPS, its the alpha strike, Its the fact i would be able to load up a vette, armed with 2 Class 4 railguns, a class 3, then the rest being lasers. The DPS of the railguns wont mean squat if i can target your reactor, and shoot you once, maybe twice with 2 class 4 railguns, and a class 3 and destroy your ships reactor in one shot, recharge time wont mean anything at that point.