Railgun

* Item

2 (Nano)

1 (Nano + Demolitionist)

275 (Agility)

128 (Blast, Firestorm)

## Class Perks

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to modpack

## In-game Description

*"Groovy! Wait 'til they stand in a row, and watch them being impaled"*

*While the science behind the Railgun has existed for several centuries, only in the last few decades has this once-exotic weapon come into common use.*

*Railguns consist of a series of powerful supercooled electromagnets that accelerate a matter stream at a target, at a greater velocity than could be acheived through more traditional propulsion methods.*

## Tactical Analysis

The **Railgun** is a unique high-powered energy rifle and a counterpart to the bullet-based, craftable **Anti-materiel Rifle**. It is one of the hardest hitting energy weapons in the game, not to mentioned very ammo-efficient. Due to being a Unique weapon, Exotic modpacks also grants stronger effects to the Railgun when applied. As of 1.1.4 normal modpacks can be applied as well.

The Railgun fires a pinpoint-accurate beam of hypervelocity projectile that punches through enemies with great force, with a flat base damage of 200, these shots are often enough to gibs them in one hit. The numbers of enemy a projectile can pierce through is limitless or atleast, until it hits a solid wall. Not only that, there is no damage dropoff from distances or the amount of enemies pierced. This makes the Railgun extremely effective in long hallway battles, both in ammo cost and damage per shot.

Technical-wise, the Railgun is a hitscan weapon no different than a pistol or a chaingun, decorations such as tree stumps, hanging corpses or candle holders will not stop its projectile like they would would with a rocket or a plasma bolt. It's damage type however, is listed as "Piercing" and there is no resistance against it.

The Railgun has a magazine capacity of 40 and consumes 5 cells per shot, allowing it to fire 8 shots before having to reload.

Even though the Railgun has a magazine, it operates like a single shot weapon and is somewhat slow. Making it more suitable at sniping off isolated target more than sweeping a room, or atleast in a chokepoint situation where a limited number of enemies can engage the player at a times. Thankfully, the reloading process is quite fast for a weapon of its caliber.

As a weapon that consumes multiple ammo per shot, a Demolitionist player would greatly synergize with the Railgun, cutting down the ammo consumption rate to 2 per shot (-50%, round down), letting the player firing up to 20 shots.

## Modpack Analysis

**Bulk** - Increases the magazine size from 40 to 76.

**Power & Agility** - Increases the base damage from 200 to 275. A solid, no-nonsense upgrade. But still, any exotic modpack can get more use out of the Railgun than these. An interesting note that Agility mod no longer providing accuracy increase because this weapon is already 100% accurate.

**Sniper** - Adds an additional 15 points of knockback power along with a more pronounced ripple effect. Very versatile in many situations. From creating a breathing room in a hectic brawl to keeping a horde of rushing **Pinkies** at bay. Extremely effective against **Cacodemons** and any **flying enemies** as one shot from the Sniper Railgun can punt them through the air and preventing them from performing any sort of maneuver until they hit a wall.

**Firestorm** - Generates a small AOE explosion of fire element at the **point of impact**. This explosion has a blast radius of 96 game unit and deals up to 128 damage to all enemy caught in the blast (in comparison, the base **Rocket Launcher** has 128 radius and deals 256 damage). A straight damage upgrade as both the damage from the shot and explosion are calculated separately, this means a single enemy can receive 328 damage at minimum (200 rail attack + 128 blast damage) and enemy weak to fire will suffer even more.

Be aware that the point of impact means either the **first enemy** that doesn't die from the railgun shot or a **solid wall**. Also, the explosion can be generated once per shot.

As of 1.1.4, the explosion can no longer harms the player.

**Nano** - Reduces the cells needed per shot from 5 to 2. When handling by a Demolitionist, this ammo reduction bonus can be further reduced down to only 1 cell per shot, maximizing the ammo-to-damage ratio.

With 400 cells (or 600 with a **backpack**) and the availability of the ammo, A Nano-modded Railgun is effectively unlimited and can easily be relied on in a one-weapon challenge run.

## Enemy-Specific Analysis

* **Deathweaver** - Deathweavers automatically spins in place when hit by a Railgun shot, as if hit by rocket weapons. The chance is also guarantee.
* **De-ville** - Railgun can pierce through both the monster and the rotating sigils. One shot may potentially destroys up to two sigils were they lined up.
* **Cacobyss** - Cacobyss can be damaged by the Railgun due to having unique damage type, not plasma. A shot from Railgun can hit both the Cacobyss and its orb at once if they're lined up.
* **Abominant** - Abominants can be easily stunned out of its attack by one or two Railgun shots. However there is a failsafe that prevents them from being stunlock by forcing its next attack to be uninterruptible. Then the cycle repeats and the Abominant can be stunned again.

## Summary

**Pros**

* Excellent damage.
* Pinpoint Accuracy.
* Unlimited piercing capability.
* Reasonably fast reload speed.
* All modpacks are useful.
* No player knockback.
* Unique element, effective vs all.

**Cons**

* Somewhat slow firing speed.
* Consumes a bit too many cells per shot.