Rail Gun mods and effect question

Ok, having looked at all the mods for rail guns I'm left with a quandry. What mods best suit rail guns in elite? I kind of like the plasma slug effect, but am leary of combining that with my favorite, long range. Having never used them much in the past, I don't know that I can find a combination of mod and effect that doesn't horribly gimp their damage. So I put the question to the community in the hope that some kind souls will take pity and help me out.

Thanks,
CMDR Ndarain
 
Ok, having looked at all the mods for rail guns I'm left with a quandry. What mods best suit rail guns in elite? I kind of like the plasma slug effect, but am leary of combining that with my favorite, long range. Having never used them much in the past, I don't know that I can find a combination of mod and effect that doesn't horribly gimp their damage. So I put the question to the community in the hope that some kind souls will take pity and help me out.

Thanks,
CMDR Ndarain

If you are going to use them in PvE the reduced damage may be worth it for a huge supply of railgun ammo.
If you are going to use them for PvP then consider Super Penetrator and maybe Feedback Cascade.

Play around with unmodified rail guns and see what you would like more. If a bigger magazine would really help then get the high capacity magazine mod. If you shoot and accurately hit your enemy at long range a lot then get the long range mod.
 
Does superpenetrator spread the shot damage out equally to all hit modules, or does it do full damage to all modules hit?
Example: If I fire a 10 damage shot such that it pierces through 5 modules, do they each take 2 damage, or do they each suffer the full 10?
 
I have 2 c1 Long Range Plasma Slug rails on my Corvette, and I couldn't love them more. If you use them far out, the lessened damage falloff from range more than compensates for the damage reduction from the long range, and even goes a longg way to making up the slug loss.

So if you like long range because you use your rails at range, plasma slug on. It's amazing.
 
Does superpenetrator spread the shot damage out equally to all hit modules, or does it do full damage to all modules hit?
Example: If I fire a 10 damage shot such that it pierces through 5 modules, do they each take 2 damage, or do they each suffer the full 10?
Fretnox, could you please kindly stop asking the right questions? ;-)

More seriously, wasn't the railgun before 2.1 already piercing through all modules on its path? pretty sure i read that somewhere a while ago...and also confirmed several grouped modules on my FAS got damaged to 0% against skilled oponents using railguns back in 2.1.
I have the feeling regular railguns have been silently nerfed in 2.1, and the superpenetrator does nothing but giving back its initial properties.
 
Fretnox, could you please kindly stop asking the right questions? ;-)

More seriously, wasn't the railgun before 2.1 already piercing through all modules on its path? pretty sure i read that somewhere a while ago...and also confirmed several grouped modules on my FAS got damaged to 0% against skilled oponents using railguns back in 2.1.
I have the feeling regular railguns have been silently nerfed in 2.1, and the superpenetrator does nothing but giving back its initial properties.
Railguns have always been able to pierce the full length of the ship (Say, to shoot at the nose of the ship, go all the way through, and hit the thrusters), but only deal their damage to a single module. If there are several modules on their path, the the dice are rolled to decide which one takes the hit (with a bias to the ones the shot is most closely aligned to). Superpenetrator allows a single shot to damage multiple modules.
 
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