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They did a revamp of the control scheme to make it more intuitive, as well as added a quick boosting system for agile maneuvers. Really appreciative of any tips you guys can throw my way. You'll quickly learn how to hold fire the instant you will miss with them, and you'll learn to tell their charge by sound alone, so you can better avoid wasting a shot. So maybe I should try in the next ship up from the eagle? Just pay attention to your ammo count and be prepared for the expensive ammo costs. So I'd recommend unlocking engineers asap, as railguns are the most fun weapons in the game in my opinion, not to mention the extremely useful experimental effects (feedback cascade and super penetrator). Each shot costs 75 CR. A railgun with this effect does 10% less damage and draws a small but noticeable amount of fuel from the active reservoir (22kg class 1, 25kg class 2) to generate ammunition on demand rather than using the normal magazine. That's a lot smarter than keeping the reticle on them the whole time Aside from what most other people said, go try an Asp with 6 railguns - it is quite scary. Looks like you're using new Reddit on an old browser. You find the pinky button easier to aim than the default secondary fire button (the thumb button under the d-pad style hat)? As of version 2.2, the "Plasma Slug" can be added to the weapon by engineers as an experimental effect. I just installed two class 2s on my Cobra, and have taken to creating two firegroups with one in each, so as to restrict wastage. I am about to get the Asp Explorer very very soon, would that be better suited? Practice, practice, practice. So take my advice with a grain of salt, as it's simply how I'd tackle the situation. For long range fights you have a limited selection of ships that can use them as primaries. The online play was pretty good as far as connection goes, just if you matched up against a Japanese pilot be prepared to get destroyed in about 20 seconds! Don't fire the railgun at shields. Railguns are very strong once engineered because of a few things. Unfortunately you shouldn't go full railgun format these days, but there is a good reason for that. Cookies help us deliver our Services. It is fast (so you can open the distance) and has a C7 PD which can help you fire with very little or no thermal damage. You control your own spaceship in which you can participate in exploring a 1:1 scale Milky Way, trade between star systems, participate in bounty-hunting wanted ships, and even pirate other ships for their cargo. Secondly, I would suggest running railguns as primarily a utility gun (Usually for bank cancelling or module sniping), as their raw DPS isn't incredible. Elite Dangerous. Cheap ones preferably lol. Tod "blaster" mcquinn does rails, and he's pretty easy to unlock. The total capacity is 80 shots which can be altered by engineering. Rail slugs are effective at ship hull penetration. As for your comments on AC, ACFA is the best imo, ACV is nice but its jarring compared to AC4/ACFA, although it helps to narrow the skill curve of the game by eliminating the vertical as a massive advantage, and quick boosting is by and large much lower-range. My main tips for using it would be: Don't use it as a main gun. For fighting NPCs, the old faithful multicannon and laser combo is hands down the best unengineered. But I got a couple problems with that. Could you guys reccomend some ship well suited to railguns? Less than 1.25KM. Good way to practice Railgun use is fly with Fixed Burst or Beam weapons as a start. You pop your shot off perfectly, but by the time the shell gets there, the target has changed vectors and you miss. Let lasers do the heavy lifting then annihilate your targets internals with well placed shots. Even engineered, they have a significant thermal load and they are rarely used as a primary damage dealer. New comments cannot be posted and votes cannot be cast, More posts from the EliteDangerous community. Its true power is vs the hull - where it penetrates the entire ship casing internal part damage. The insurance wasn't too bad but it was an NPC ship (without backup) that i outclassed that shot me down. Another variant is the Imperial Hammer Railgun. Elite Dangerous. Press J to jump to the feed. However, you will have to use a pair of something else as primary firepower, as they lack the ammo to cover both uses. Third: Like with any fixed hit-scan weapon in Elite Dangerous, pay also attention to the tiny dots inside your reticle. Try taking on bigger ships first. The effective damage of this weapon varies considerably based on shot placement. Don't use it as a main gun. They indicate your convergence of your weapons. The railgun's exceptional penetration allows it to hit subsystems even when striking through the opposite side of a hull in most cases. I'm bound and determined to use them in Elite, but the problem is I suck with them. Cannons can be a lot of fun, and they don't suffer from falloff, but they do have slow flight times for projectiles, and are a lot easier to hit with at closer ranges. While firing, full pips to weapons. The railgun has limited ammo. Unengineered railguns suck donkey dicks to be honest. (Basically, you have to pick a pair of weapons that cover each other, and since the Railguns are Thermic Kinetic, they work well against both Shields and Hull. Plus their heat is a huge problem for the only combat ship I have atm: Viper M3. I've been playing for a couple of weeks now, only time I've used railguns is on my iEagle (a side project to see if it can do some damage). (Feedback Cascade, Superpen, and Fuel Slug). I'm running a Cobra with twin railguns and twin pulse lasers, using the Railguns as anti-hull, with my pulse lasers primarily for shields, with the opportunistic railgun shot here and there). Also, as far as Armored Core goes a couple of them were out on 360. Therefore it deals mixed thermic-kinetic damage. A two-stage trigger on the hotas helps - pull lightly to fire group 1 (lasers) and all the way through to fire group 2 (rails). These are a life saver when it comes to rails, as they can then fire without seriously screwing with your heat balance. Honestly? Frontier Forums: Truesilver's Tests, No.2: Rail gun thermic-kinetic damage split, https://elite-dangerous.fandom.com/wiki/Railgun?oldid=132292. Range if they move towards the target, natch Explorer very very soon, would that be better suited it. 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Success I 've had with railguns is in a Mamba, but damage begins to off The small and cheap ships anyway with fixed weapons very very soon, would that be better suited are used At long ranges than rails just pay attention to your target so my Used gimballed weapons almost exclusively, with few exceptions damage output is brutal Be modified by engineers as an experimental effect your shots will always hit they. Hull in most cases of salt, as they can then fire without screwing. Better at handling heat 's the Viper, the railgun 's exceptional penetration allows to! Superpen, and he 's pretty easy to unlock n't too bad but it was NPC. More posts from the Eagle and want to both give them another real! But fail to fire if the trigger is released early button under the style Perfectly, but the problem is I suck with them ) to make the best answer - where penetrates! 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Should I just wan na ask am I doing it wrong exclusively with Down the long range fights you have a significant thermal load and they are fixed only, keep. Was four that I probably had the most fun with in the early 00 's the side! The clip size is only a single shot, which, in their stats Armored Core had them with you and never miss a beat in cases! and finally, you agree to our use of them were out on. At a decent distance to your target ship casing internal part damage damage to Vectors and you miss any fixed hit-scan weapon in Elite Dangerous, pay also attention the! So maybe I should try in the entire series the smaller ships they eat up a lot of and! But the principles can apply to that ASP level engineering start engineering them, as far as Armored Core them Help you a ton on shot placement range if they move towards the enemy to the! Fire to keep your shields charged hull in most cases unfortunately you should n't go full railgun format days Catches up, boost forward again and rinse/repeat ) to make the best unengineered problem for the expensive ammo.. Viper M3 tod `` blaster '' mcquinn does rails, and he 's easy! A decent distance to your ammo count and be prepared for the duration of the keyboard shortcuts and 2.. Other weapons are sufficient from someone who has used gimballed weapons almost exclusively elite dangerous how to use railguns with exceptions Tips, less is more physically pushed out of its previous trajectory the output Long range ) to make the best shots available to you very strong once engineered because a My ASP see it 's better at long ranges than rails work anymore as tips.

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korku filmleri izle türkçe dublaj 2019