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lol
But to achieve that, the Railgun now needs its Level of Penetration back we had at Release. NOBODY uses something like the Railgun, which has no Scope and is super slow, to kill anything unarmored. It will only work on slower moving targets... like Hulks f.e.
After the Nerf and ReBuff Cycle it went through, the RG does no damage on durable Parts of the heaviest Armor. It now needs 12 Shots minimum for a Titan and a bit more for a single Tank or Turret WEAKPOINT. (The Release Railgun needed 6-8 Shots for the heaviest Armor WEAKPOINTS! Which is very balanced, if they really fixed that Quaddamage Bug.)
This is very painful, if you try to imagine how long it takes to fire TWELVE Shots. You are literally shooting one Target then for a whole minute, if you count Reload and Aiming/Repositioning in.
The RG is in a bad Spot for its role, the AMR is the best Indicator here!
+1 for your Thread, +1 for a Buff and +100 for the Addition of a Scope. (Who thought the fat green Dot is enough for such a Precision Rifle??? This Scope belongs on an automatic weapon, NOT on anything precise!) Detailed Roles for weapons should be Arrowhead's Goal.
Not everything, it doesn't one shot Devastators in safe mode unless it was a headshot
But even with unsafe mode it doesn't one shot Tanks, Tower Cannons, Gunships, Factory Striders and Bile Titans
"Specializes in penetrating armour" then bounces off heavy devastator's shield
The nerf it got was completly unnecessary. It did originaly too much damage, but that was a bug and got fixed.
Nowadays the RG is like a slow, clumsy version of the AMR. Fires slower, has less ammo, has a much worse scope, requires manual timing of the charging.
It either needs more damage or much better handling (easiest would be to let it automatically shoot when its fully charged like the QC. That and a proper scope)
0 travel time. 0 drop. 0 aim delay. 0 recoil. And it kills everything faster than the AMR.
I'm pretty sure the intended focus of the Railgun is being a Medium Armor killer, not an anti-heavy armor tool.
Not as good as the AMR, mind you, but it needs better than nothing.
i would die for a limited Alt Fire functioning the way you described on MOST weapons and Stratagems:
Effective Shotgun Blasts that take 3 Shots from the main Ammo of the RG, but also Underbarrel Grenade Launchers with 3 spare Nades per Resupply for Smoke, G.A.S., Incendiary White Phosphorus Clouds, Artillery Flares to light up the Field and of course the good ol' Frag or Flashbangs, especially for Automatic Weapons.
Now we can pick our Fire Mode for all of these weapons with that Feature, but it is no Feature. It is thoughtless and heavily impractical! The RG's Fire Mode is a Relic from a better Time. It should be removed.
You need to charge it up before each shot and reload afterwards
Charge up is about a second for safe mode and three seconds before you blow yourself up in hopes to deal at least some damage
And reloading is only about a second but compared with 2-3 second reloading Anti Materiel Rifle can fire 7 shots with minimal delay in about same time it takes for railgun to charge up to near-suicidal, fire and reload
The AMR moves a bit slower but it doesnt have to charge. Meaning the AMR fires when I hit the trigger. 7 times in a row.
For RG you have to watch the the charge meter while aiming and release it at the exact right time. If the target turns away before you release? Better luck next time.
The RG might need a shot less to kill a target, but the AMR fires a mag of 7 in the time the RG fires once. In the end the AMR takes down targets twice as fast as the RG, and on 3 times the distance.