(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. Make sure you're at a decent distance to your target. Best success I've had with railguns is in a Mamba, but the principles can apply to that ASP. But none of my consoles work anymore... As for tips, less is more. Once the enemy … Probably the best is the phantom. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Has anyone tried putting railguns on all 4 medium hps? YMMV, as you want distance and the way I use the rails is sticking close to the enemy ship and keep hitting them from their 6. Super-pen for sniping modules, feedback for cancelling SCBs and slug for getting rid of the ammo restriction (but make sure you have enough fuel and at least a C4+ tank). Its true power is vs the hull - where it penetrates the entire ship casing internal part damage. 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. Press question mark to learn the rest of the keyboard shortcuts. Cheap ones preferably lol. Easiest way to start practicing using them is using one or more beam lasers as a laser sight. 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. 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. Use it as a situational secondary. So maybe I should try in the next ship up from the eagle? Seriously. All weapons have a degree of the automatic tracking within that small field. Next to that, medium railguns take longer to charge than small ones, so keep that in mind if you're mixing them. New comments cannot be posted and votes cannot be cast, More posts from the EliteDangerous community. For fighting NPCs, the old faithful multicannon and laser combo is hands down the best unengineered. Avoid using it on small ships where other weapons are sufficient. I'm bound and determined to use them in Elite, but the problem is I suck with them. Best success I've had with railguns is in a Mamba, but the principles can apply to that ASP. The railgun has an armour piercing value of 100, meaning it always does full damage to hull regardless of Armour Hardness - though it is still affected by kinetic and thermal resistances. Let lasers do the heavy lifting then annihilate your targets internals with well placed shots. Make sure you assign the secondary fire button to something you can fire comfortably. I had a railgun and a fixed beam assigned to the same fire button). Good way to practice Railgun use is fly with Fixed Burst or Beam weapons as a start. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! This is coming from someone who has used gimballed weapons almost exclusively, with few exceptions. Cobra is a hard ship to hit with any one-shot fixed weapon. I am about to get the Asp Explorer very very soon, would that be better suited? 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). 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. Both Diamondback ships are great for using this weapons, especially the Scout, due to excellent heat efficiency and maneuverability to stay on target. Otherwise, they have a damage fall off of a mere 1000m. For the combat aspect of it, I wanna go down the long range route. They are fixed only, so you do have to pace yourself. They indicate your convergence of your weapons. Press question mark to learn the rest of the keyboard shortcuts. The total capacity is 80 shots which can be altered by engineering. It requires a large amount of power to use it and generates a large amount of heat in the process compared to other weapons, but can cause severe damage to the target. Using the Railguns on a Viper is not recommended, as Railguns eat a lot of power, which the Viper is in sore need of. However, you will have to use a pair of something else as primary firepower, as they lack the ammo to cover both uses. The railgun's exceptional penetration allows it to hit subsystems even when striking through the opposite side of a hull in most cases. Other than that, paying attention to the charging sound and practicing your aim before engaging harder targets will help you a ton. I think it was four that I probably had the most fun with in the entire series. Basically make your shots count, and use the charge delay to your advantage when doing your shots: First: Get familiar with the sounds of your rail gun charging without discharging. Elite Dangerous is a space simulator game by Frontier Developments based in the year 3306. These are a life saver when it comes to rails, as they can then fire without seriously screwing with your heat balance. A more maneuverable ship may not help, as you may overshoot due to the agility, while a less maneuverable ship will inherently move slower, therefore with more precision. 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. I'm not going to pretend to know nearly as much as a lot of the CMDRs here, but I'll give my two cents. More posts from the EliteDangerous community. I'm using the Imperial Hammer (and before that the stock standard railgun) on my clipper. I'm bored and want to try something unusual, so I don't expect this to be the optimal setup. But I got a couple problems with that. Try taking on bigger ships first. I was using an Eagle, since i figured it would be easier to aim on a really maneuverable ship. Range is 3000m, but damage begins to fall off after 1000m. 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. Is there a way to use them even at the start even unengineered? In the right hands, the railgun is a potent weapon, especially on small ships. 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. After that, keep boosting past the enemy, then FA off and flip around to start firing while reversing. 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). The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Today was the first time I actually died in my Asp. Sad day for me. Take your favorite fandoms with you and never miss a beat. Plus their heat is a huge problem for the only combat ship I have atm: Viper M3. 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%. Make sure you assign the secondary fire button to something you can fire comfortably. Cookies help us deliver our Services. For now its excellent for running down targets that are running away or taking specific submodules out after targets shield is gone. Make sure to manage your power distribution as well. 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. To use, go to your module list, and the repairable modules will now have a third state - Enabled (Solid square), Repair (Slash through empty square), and Disabled (Empty Square) Modules will be offline while in the repair state, and must be manually repowered. As of version 2.2, the "Plasma Slug" can be added to the weapon by engineers as an experimental effect. They did a revamp of the control scheme to make it more intuitive, as well as added a quick boosting system for agile maneuvers. Yes, when in doubt, multicannons are always the best answer.
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