Rail Guns

Hello everybody. I was trying to shoot an Anaconda with my Rail Gun but I couldn't fire as it kept saying out of range. The distance between me and the Anaconda was from 1.5km to 3km. I had successfully used it before against smaller ships. Any ideas as to what the effective range of the weapon is or why I could't fire it? Power usage was fine btw. Thanks
 
Hmmm have not heard about this issue before... but then again I find rails to be useless in PVE (if you are talking about that) so I wouldnt know anyway. Used them ages ago but them deemed them underwhelming as they are not worth it in every single way and the Multicannons outperform them in every way.
 
I am talking about PVE and I am experimenting with ways to bring an Anacondas shields down the fastest so I used a beam laser and a rail gun in one fire group and whilst the beam was firing without any issue the rail gun wouldn't fire because it was saying it was out of range. Any ideas as to why? I mean could the beam fire normally and be within range and the rail not?
 
I am sorry I do not know the max range for Rails. I know Beams have a max range of 3km. I guess it might be possible. Also after shooting the first time (holding the mouse button) I think you need to release it and press it again to charge up a second shot. Maybe thats what happened? You made a shot with the rails and the beams were shooting but then didnt release the fire button so the Rails didnt charge a second time?
Tho I do now know what this out of range might be. Also currently the UI is a bit bugged. For example if you run out of energy then you get a message like Thermal Overload for the beams. Then even if you wait to recharge it, some still display this message even they are charged and when you restart firing then it gets refreshed properly.
So maybe you werent really out of range per se just the UI didnt refresh that information as it does not if you run out of juice for your beams.
 
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if you havent used Railguns before, they do require a spinup time (about 1.5-2 sec) around 1/4 of your total weapons energy per gun per shot and quite a bit of heat overhead (meaning it wont charge/shoot at higher heat levels). so if you dont have these things sorted it will not fire.

ignore my ramblings if you knew these things before :)
 
I found the charge up time and the fixed nature of the rail guns made them useless to me. By the time it had charged up I was off target. I'm sure a better pilot than I could use them effectively but they're not for me.
Give me gimbles every time :)
 
I have two rails and two beams on my asp. They work great against NPC's. The beams are for stripping shield but mostly for aiming the rails. I hardly ever waste rail shots this way. zzzzzhhiiiiiiiii-PEW!
 
My issue is that I assigned a beam laser and a rail gun in one fire group and have dual dumbfire missiles in the second group. As I said above, the rail gun kept saying it was out of range while the beam was firing normally.
 
I've had similar things happen with pulse lasers and even some scanners where I know I am within range of my target, but it displays out of range. That is, until I click on my trigger, and the state resets itself and the "out of range" warning disappears.
 
Worth ticketing unless someone else can confirm this. I was fairly sure that rails have the same max range as beams (3km). Whether they attenuate over range is another question (I think they do which would be strange).

Definitely have to keep them on a separate fire button though, especially if you are using beams (burst and pulse you could conceivable tap the fire button without triggering the rails). Generally, I never bind different weapons to the same fire button.

I'd have two fire groups; beams primary, rails secondary in one. Beams primary, dumbfires secondary in the other. Rotate to either when needed. You'll always have your beams (free ammo) and just switch to whichever secondary you want when you need them.

Like schurem said though, don't waste them on shields. I think rails are listed as "thermal/kinetic" so technically they should do damage on shields as well but they work best on hull and especially for sub-system sniping (A penetration). You have to be accurate and steady though ;)
 
Maybe that's the problem. I thought that they didn't need ammo because they are energy-based weapons, but thy do show a clip size of 30.
 
Do they need ammo?

Sometimes when my cannons run out of ammo I get the out of range warning.
Dont think so. They charge energy and KABLAAAM!
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EDIT: Above knows more than me. :D I never saw ammo when checking them in the outfitter, but it might not be stated then.
 
They don't mention ammo in outfitting, but they definitely need it. 200cr per shot.

It is great for taking out subsystems on larger ships. I don't bother using them on smaller stuff, which is going to die anyhow from beams.
 
if you were running beams + railguns you were probably juicing the reactor too much you need a big distributor to be able to fire for any length of time with another weapon and then use rails.
 
No I don't think so, I have both an A3 Power Distributor and an A3 Power Supply so I doubt that energy usage was the problem. Most likely it was that I didn't know they had a hidden requirement for ammo as I had used them before with a beam. It's quite frustrating cause there I was jumping into a fight with an Anaconda and realizing I was left with only a beam because of this.
 
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