Weapon:Railgun
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FF's railgun is a fairly big departure from TFC's. The FF railgun can be charged by the engineer, shoots faster projectiles, the projectiles knock people around inflicting damage via visceral jolts. Railgun damage isn't absorbed by armour as effectively, so it is useful against heavier targets.
This gives the engineer a more useful backup role against heavies (in cooperation with their own heavy defenders) and allows the engineer to defend his sentry gun when players approach corners intent on stealthily taking down a sentry. It also means a skilled railgun user can knock half of a player's health off with a fully charged shot.
- Used by the Engineer.
Minimum Charge Damage
- 30, with normal armour absorption.
Maximum Charge Damage
- 50, with zero armour absorption (i.e. taken straight from the wounded player's health, armour is ignored).
Charge
- Reaching full charge takes 7 seconds (same as the Sniper Rifle). A full charge can be maintained for 5 further seconds after which it will dissipate.
Rate of Fire
- 5 shots per second.
Speed of Projectile
- 1500 units per second.
Ammo
Range
- ?
Special
- Pushes players around when used with a large charge. At minimum charge, there is a very slight kick. At maximum charge, it will provide an impulse big enough to move a heavy weapons guy around 100 units. Lighter classes obviously will be jolted more severely. This can be used by engineers to get to hard-to-reach places in a rocket jump-like fashion. For example, a fully charged railgun shot at the engineer's own feet will give him enough of a bump to jump on top of the midfield corridors on ff_well.
- Bypasses armour 100% when fully charged.
- Both of these effects increase in a linear fashion according to the charge.
- If the railgun is held at maximum charge for too long it will discharge, taking a small amount of health from the engineer operating it.
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