Railgun is truly a versatile gun. An excellent choice for both campers who prefer to kill enemies from cover at great distances and mid-fielders that are constantly on the move about the arena. Plenty of legacies revolve around Railgun, from its original name of Fear Machine (aptly named at the time, being incredibly overpowered) to its frequent use during the eSports era. Even today, most clans rely solely on Railgun, only deviating for the odd Smoky. The turret, while taking an exorbitant amount of time to load and a one-second delay after hitting the spacebar, is capable of doling out high amounts of damage at infinite range.
Description in Garage
Long-range turret. It can fire through multiple tanks. Has a small firing delay.
If medium caliber turrets can no longer satisfy your thirst for creativity, then this toy is just perfect for you. A big caliber turret with a lightning-fast barrel speed and projectiles made from depleted uranium. Incredibly powerful and overwhelmingly precise kinetic projectile can make a hole in any tank, hitting several targets standing in the same line. Don’t forget that Railgun also takes a long time to reload and needs a short preparation before firing every shot. Ready-to-fire barrel will burn brighter than a holiday tree, which can be detected and used as an advantage by experienced enemies. The mastery of using this turret is similar to fencing: it’s as beautiful as it’s hard and unwieldy when you’re in a battle against other turrets designed for close range.
- Damage (hp) — The damage that is be dealt to an enemy tank per regular shot.
- Critical damage (hp) — The damage that can be dealt to an enemy tank per critical shot.
- Impact force — The physical impact of a turret's projectile on enemy tanks upon contacting them.
- Recoil — The physical impact of the turret upon its own tank when shooting.
- Overall Reload time (sec) — The time in seconds required to reload the turret so it may fire again. This includes the delay upon firing.
- Shot reload time (sec) — The amount of time in seconds it takes for the weapon to fully charge after firing.
- Rotation speed (deg/sec) — This is the maximum speed that the turret can rotate at.
- Rotation acceleration (deg/sec²) — The acceleration of the turret reaching its maximum rotation speed.
- Penetrating power (%) — The percentage of damage that a tank in line behind the first receives upon being hit. The damage from the first tank to be struck is multiplied by the percentage, resulting in the approximate value of the damage to the second. If there is a third tank behind the second, that value will be multiplied by the same percentage, and the result of that number will be the damage dealt to the third tank, and so on.
- Min critical chance (%) - The chance of landing a critical on any shot except one immediately following a critical
- Critical chance step (%) - The amount the chance to land a critical increases with each regular damage-dealing shot. Becomes 0% once the max critical chance is reached.
- Initial/Max critical chance (%) - The initial and highest possible chance of a critical hit on a shot.
- Shot warmup time (sec) — The time in seconds required for Railgun to initiate projectile launch after hitting Space.
- Auto-aim upwards (deg) — The angle range that auto-aim will effect if a target is above the turret's horizontal plane.
- Auto-aim downwards (deg) — The angle range that auto-aim will effect if a target is below the turret's horizontal plane.
- Burning duration (sec) — The period of time, starting from the moment when Smoky's attack ends, that the enemy tank suffers from afterburn and receives burning damage.
- Temperature limit — The maximum temperature that an enemy tank can be heated/frozen too. This affects burning/freezing time and burning damage.
- Burning damage (hp/sec) — The amount of burning damage per second.
- Max tanks set on fire - the limit number of tanks that can receive burning in one shot.
- Freezing duration (sec) — The period of time, starting from the moment of Smoky's critical hit, that the enemy tank suffers from freezing and receives reduced speed.
- AP duration - The number of seconds the AP status effect is active to an enemy after a critical shot.
- Stun duration - The number of seconds the Stun status effect is active to an enemy after a critical shot.
- EMP duration - The number of seconds the EMP status effect is active to an enemy after a critical shot.
|Standard||Round stabilization||Reinforced aiming transmission||Round destabilization||Electromagnetic accelerator scout||Large caliber rounds|
|Death Herald compulsator||Hyperspace rounds||Super Armor-Piercing Rounds||Incendiary Rounds||Stun Rounds||Cryo Rounds|
|Railgun Standard||Railgun XT||Railgun Legacy||Railgun Prime||Railgun Ultra|
- Before Update #114, Railgun was the last turret included in the "first generation of turrets".
- Back then, it was called the 'Fear Machine'.
- The beam of the shot was changed several times (for example, in Update #291). It is currently what you see in the game.
- On December 28, 2014, Railgun XT, Hornet XT, and Frost were added into the game as elite items that could be purchased for 300 000 crystals as the starting price which would decrease by one-third every day. They had 50% stronger statistics and were given the ability to be taken to format battles - meaning that you had an overpowered advantage against other people! These items were removed soon after on January 12, 2015.
- In a very surprising move, Railgun XT was added back into the game on July 14, 2015, along with Daily Missions - which could be obtained by completing a specific Daily Mission or by purchasing it in the Garage for 500 000 crystals whilst having a Premium Account. This version of Railgun differed from its original counterpart only by looks, and not by any extra or higher statistics.
- On February 19, 2021, Railgun HD was added to the game.