rapid fire railguns, how to use them properly

I just can’t handle rapid fire railguns. It’s smaller range than normal assult railguns and I don’t feel like I do any damage to enemies. 

 

Charge accumulation is not much of  a help if you miss your first shot anyway.

 

Anyone has a good use for this weapon?

You need:

 

  1. Good aim.

  2. Spread reduction modules.

  3. Good aim.

  4. Range modules.

  5. Patience.

  6. Overdrive doesn’t hurt.

  7. Good aim.

did we mention

good aim

wait to build up 3 shots

good aim

lol

 

i love my rapid fire rails 

It’s skill/style preference. With a fully loaded rapid rail gun, I can get 1400 kinetic damage on hull, dodge a bit while the rounds reload, and throw in another burst. It does take aim & pacing to get the most out of it, but it’s nice burst damage for an interceptor. I’m, unfortunately, very poor with aim and like rapid plasmas…but those only do ~70 kinetic dmg/round and require you to stay on target/can’t burst w/o damage buffs.

You need:

 

  1. Good aim.

  2. Spread reduction modules.

  3. Good aim.

  4. Range modules.

  5. Patience.

  6. Overdrive doesn’t hurt.

  7. Good aim.

 

  1. Good aim is not a real requirement for CQB

  2. Spread reduction and shotgun do not compute

  3. See 1

  4. Shotguns are not designed to do ranged damage

  5. Get in, discharge you weapon on a enemy with shields down and finish him off

  6. I can think of more suitable weapon for a gunship (hint: interceptor weapon)

  7. See 1

Your answer to #1 made my eyebrows climb up to my hair line. Then I read your answer to #2 and it all became clear.

Ive been trying them on my interceptor now, they seem to be really good against slow frigates, but its really hard to aim at fast moving interceptors and fighters when you case them.  It also seems to me that you have to have at least one spreadreduction module and go full critical in implants to get the most out of them.

Ive been trying them on my interceptor now, they seem to be really good against slow frigates, but its really hard to aim at fast moving interceptors and fighters when you case them.  It also seems to me that you have to have at least one spreadreduction module and go full critical in implants to get the most out of them.

While they are not the best chase weapon due to range issues, they’re the best opener weapon especially face to face and best weapon for gunship to use with overdrive as they don’t overheat and take full advantage of overdrive. They are decent as a chaser weapon, but there are better options.

 

As for modules, I typically use target tracking coprocessor and 2x electronic guidance. This results in 1.2-3.6 deg spread which is tolerable.

Tried on covert ops interceptor and still would advice against them, the first shot always does nice damage especially with trageting complex but after that damage is significantly reduced…either you wait 1 sec for every shot or you do less damage than other guns

 

For gunships i suppose they are ok, but i got the feeling that assault plasma cannons still kill faster in most situations. The overheating is a big problem when using overdrive so at least thats where the rapid fire are quit good.

Tried on covert ops interceptor and still would advice against them, the first shot always does nice damage especially with trageting complex but after that damage is significantly reduced…either you wait 1 sec for every shot or you do less damage than other guns

 

For gunships i suppose they are ok, but i got the feeling that assault plasma cannons still kill faster in most situations. The overheating is a big problem when using overdrive so at least thats where the rapid fire are quit good.

Assault plasma is slower due to overheating. Rapid fire rails can fire non-stop over the entire period of overdrive, making them the highest DPS weapon for the duration of overdrive. This is especially useful when using overdrive to combat “fat” targets like guard frigates that would definitely overheat your assault plasma, likely more then once.

 

I’m currently using them on a covert ops in post-patch and mk3 rapid fire rails feel better then purple rapid fire plasma at T3. Slightly less DPS but incredible opener and covert ops is all about the opener.

 

Doesn’t hurt that you don’t need to actively track your target, you just need to target it once every couple of seconds with full charge if you have the aiming ability. That means you can fly less predictably and take a lot less damage when focused.

 

Finally there’s the “crit factor”. Crit scales in a way where the more crit you have, the more valuable having more crit becomes. And railguns have highest crit chance of all weapons due to having a mod that gives up to 18% more crit. My Kite with rapid fire rails can push all the way up to 72% crit if I’m willing to use infrared scanner instead of tracking coprocessor (I’m not, so I “only” have 65% crit).

With the new patch, RFR are now more comparable with plasma.  The plasma still is a steady stream, where the RFR do one big punch periodically, but that is an interesting trade off.  A gunship that gets close in will do some real damage in overdrive.  

With the new patch, RFR are now more comparable with plasma.  The plasma still is a steady stream, where the RFR do one big punch periodically, but that is an interesting trade off.  A gunship that gets close in will do some real damage in overdrive.  

Not really. RFP is still a high rate of fire high DPS weapon. RRR is still a medium rate of fire, medium DPS weapon (though now it has quite a bit better DPS, it still can’t really compete with RFP).

 

IMHO RRR was an obvious choice for gunship before (as seen in this thread), and with the buff in this patch that situation has been merely reinforced.

Rapid fire rails can fire non-stop over the entire period of overdrive, making them the highest DPS weapon for the duration of overdrive

 

Incorrect. Rapid plasmas sport MUCH higher DPS while never overheating either, Rapid Plasmas will outDPS that shotgun on a Overdrive EASILY. Heck, even Stabalized Rails will out DPS it. I would also aRgue that Pulse Lasers would outDPS them even with overheat and maybe even some assault weapons, Rapid Rails are quite low on DPS.

 

The Rapid Rails are great for interceptors and Tacklers imo.

Incorrect. Rapid plasmas sport MUCH higher DPS while never overheating either, Rapid Plasmas will outDPS that shotgun on a Overdrive EASILY. Heck, even Stabalized Rails will out DPS it. I would also aRgue that Pulse Lasers would outDPS them even with overheat and maybe even some assault weapons, Rapid Rails are quite low on DPS.

 

The Rapid Rails are great for interceptors and Tacklers imo.

Simple math:

 

T3 epic RFR: 319 dps

T3 epic RFP: 342 dps.

 

Under overdrive:

T3 epic RFR 319*1.5= 478.5 dps

T3 epic RFP 342*(300/280)=366.4dps

(RFP hits the 300 shots per minute cap under overdrive).

 

Conclusion:RFR do significantly more damage under overdrive then rapid fire plasma. Most people forget that you can in fact use RFR as a rapid fire weapon.

Also many people don’t know that rate of fire is capped at 300.

Simple math:

 

T3 epic RFR: 319 dps

T3 epic RFP: 342 dps.

 

Under overdrive:

T3 epic RFR 319*1.5= 478.5 dps

T3 epic RFP 342*(300/280)=366.4dps

(RFP hits the 300 shots per minute cap under overdrive).

 

Conclusion:RFR do significantly more damage under overdrive then rapid fire plasma. Most people forget that you can in fact use RFR as a rapid fire weapon.

 

 

But… I was told there would be no math!

But… I was told there would be no math!

You can use the person who told you this as a target dummy to test it out without math!

To use Rapid Rails to their maximum efficiency, you will need:

 

  1. T3 Rapid-fire Railguns

  2. A T3 LR Frigate w/ 6 gun hardpoints

  3. Railgun Vanadium shells (+firerate +spread)

  4. Irridium Heatsink module (+firerate)

  5. Horizon module (+max and optimal range)

  6. Target Tracking co-processor (-spread)

 

The firerate increase will help the guns charge up faster, while the Target Tracker co-processor will lessen the spread increase from the Vanadium shells. If increasing the maximum and optimal range isn’t important to you, you can always swap the Horizon module out for another Irridium heatsink. I suggested an LR Frig as the base of your build, as they are the only ships with 6 turrets. It might not seem like it, but an extra 2 guns-worth of pellets makes a huge difference when shooting at fast-moving targets.

 

From there it’s up to you if you want a speed build or a tank. Should be able to 2-shot most interceptors/fighters.

To use Rapid Rails to their maximum efficiency, you will need:

 

  1. T3 Rapid-fire Railguns

  2. A T3 LR Frigate w/ 6 gun hardpoints

  3. Railgun Vanadium shells (+firerate +spread)

  4. Irridium Heatsink module (+firerate)

  5. Horizon module (+max and optimal range)

  6. Target Tracking co-processor (-spread)

 

The firerate increase will help the guns charge up faster, while the Target Tracker co-processor will lessen the spread increase from the Vanadium shells. If increasing the maximum and optimal range isn’t important to you, you can always swap the Horizon module out for another Irridium heatsink. I suggested an LR Frig as the base of your build, as they are the only ships with 6 turrets. It might not seem like it, but an extra 2 guns-worth of pellets makes a huge difference when shooting at fast-moving targets.

 

From there it’s up to you if you want a speed build or a tank. Should be able to 2-shot most interceptors/fighters.

This would probably work with the T1 implant for extended range as well, but your shots are going to be lagging about 1.5 seconds at max range.  Still, it would be a big shock on that first volley.