But none of my consoles work anymore... As for tips, less is more. Take your favorite fandoms with you and never miss a beat. You definitely need to engineer them LR (long range) to make the best use of them. A Railgun is a very powerful electromagnetic projectile weapon.
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!
My main tips for using it would be: Don't use it as a main gun.
The effective damage of this weapon varies considerably based on shot placement.
To deal with the heat issue, make sure to have heatsinks equipped and hotkeyed. Could you guys reccomend some ship well suited to railguns? As far as the heat goes, one of the things you can do is just real early level engineering. They indicate your convergence of your weapons. 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).
I'm bound and determined to use them in Elite, but the problem is I suck with them. 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. So take my advice with a grain of salt, as it's simply how I'd tackle the situation. Also, as far as Armored Core goes a couple of them were out on 360. Otherwise, they have a damage fall off of a mere 1000m.
These are a life saver when it comes to rails, as they can then fire without seriously screwing with your heat balance. Elite Dangerous. 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.
Use it as a situational secondary.
Give up on the idea of long range sniping, it's not super viable and it makes you an easy target while also keeping you from putting out decent damage. However, you will have to use a pair of something else as primary firepower, as they lack the ammo to cover both uses. Yes, when in doubt, multicannons are always the best answer. Cobra is a hard ship to hit with any one-shot fixed weapon. I think it's the Viper, the one that cost a hundred and sixty six thousand (i think)?
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. Other than that, practice makes perfect.
So I just wanna ask am I doing it wrong? Let lasers do the heavy lifting then annihilate your targets internals with well placed shots. Rail slugs are effective at ship hull penetration. The weapon will fire automatically when the charge is complete, but fail to fire if the trigger is released early.
Use it as a situational secondary.
I had given up on railguns, but I forgot Armored Core had them.
I'm using the Imperial Hammer (and before that the stock standard railgun) on my clipper. I was using an Eagle, since i figured it would be easier to aim on a really maneuverable ship. As of version 2.2, the "Plasma Slug" can be added to the weapon by engineers as an experimental effect.
Fourth: If your alignment goes off, or they are coming right towards you at a fast speed (so that they will run past you) and you havent fully charged yet, Release your railgun trigger.
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. You find the pinky button easier to aim than the default secondary fire button (the thumb button under the d-pad style hat)? Too many nicked shots wasting a round from the gun not overlapping the target, natch. Plus their heat is a huge problem for the only combat ship I have atm: Viper M3. 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. Don't shoot at the back / sides if you can avoid it. You need precise control of the flight stick to aim well, so make sure you have a good grip and an easy to reach button. Therefore it deals mixed thermic-kinetic damage.
Just pay attention to your ammo count and be prepared for the expensive ammo costs. Elite Dangerous. Is there a way to use them even at the start even unengineered?
Just interdicted a NPC cobra and out of the 16 shots i fired with it, i hit 3 of them.
They did a revamp of the control scheme to make it more intuitive, as well as added a quick boosting system for agile maneuvers. In the right han… What I've found so far with my non-engineered rails, they work quite better once the other ship's shield are down and targetting specific internals, even while overheating the Eagle like crazy making me take more time between shots. 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.
After that, keep boosting past the enemy, then FA off and flip around to start firing while reversing.
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).
add one level of long range, then use an experimental, super penetrator or feedback cascade, and that will drop the heat produced per shot by 40%. For fighting NPCs, the old faithful multicannon and laser combo is hands down the best unengineered.
For long range fights you have a limited selection of ships that can use them as primaries.
Trigger it again, reorient and try to time it to hit. So maybe I should try in the next ship up from the eagle? All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... And finally, you can tackle the Railguns themselves.
This could also be coupled with the fact that i literally just got my first hotas setup today, and honestly i'm learning how to fly again. This is coming from someone who has used gimballed weapons almost exclusively, with few exceptions. Unfortunately you shouldn't go full railgun format these days, but there is a good reason for that.
Don't use it as a main gun.
Railguns only seem to be good for long range if they are engineered. I am about to get the Asp Explorer very very soon, would that be better suited?
The effective damage of this weapon varies considerably based on shot placement. Don't really bother with rails until you are very good with fixed weapons.
Edit - thinking about it now a bigger ship would probably be better, I found it really hard to get the rail gun on the eagle since the power plant at a max A ranking was only pushing like 9.6. 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). Elite Dangerous Wiki is a FANDOM Games Community.
Probably the best is the phantom. Don't fire the railgun at shields.
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As for myself, I'm going to contemplate the reasons why I gave away my PS2 that still worked, and also mull over the thought of practicing with fixed weapons again... ARMOURED CORE ARMOURED CORE ARMOURED CORE ARMOURED CORE ARMOURED CORE. Press J to jump to the feed. All weapons have a degree of the automatic tracking within that small field. 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). There's really no good twin railgun build I can think of with the Viper that leaves you not totally cripped in the power department, but not totally weak in the non-railgun department. (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.
Once the enemy catches up, boost forward again and rinse/repeat. Cookies help us deliver our Services. Sad day for me. As the railgun projectile moves so quickly it effectively acts like a laser, with no measurable travel time; this makes it easier to use than many other fixed hardpoint weapons which would require leading the target and estimating its movement.
That wont win me any long range fights I think. Seriously. Railguns are very strong once engineered because of a few things. Range is 3000m, but damage begins to fall off after 1000m.
So these two things make me think if I wanna snipe with railguns I'm gonna have to wait till way later when I can engineer them and have better ships. Railguns are pretty fun, but on the smaller ships they eat up a lot of power and thermal capacity. Each shot costs 75 CR.
Easiest way to start practicing using them is using one or more beam lasers as a laser sight.
Less than 1.25KM.
Once the lasers hit reliably and you're confident you'll keep doing so for the duration of the charge, fire the rails. This is a bit late, but my best results always occurred when I used a fixed beam laser to help guide my aim while the railguns were charging (ie. For my two cents, this should be your final solution rather than your first choice - running cold rails means sacrificing firepower and range, I personally am loath to do that.
Or should I just ditch Railguns for something like cannons for long range fights, until I unlock engineers? Using the Railguns on a Viper is not recommended, as Railguns eat a lot of power, which the Viper is in sore need of.
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