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
If medium-calibre turrets don't satisfy your thirst of destruction, this weapon is for you. The projectiles from this large-calibre turret have a huge initial velocity, and bullets with cores of depleted Uranium alloy. They are heavy duty, ultra precise, and are able to penetrate the armor of multiple tanks standing in the line of fire. This is the perfect weapon for trench warfare over long range. Keep in mind that the Railgun has a significant reload time, and the turret needs to warm up briefly before firing. Additionally, while the Railgun is warming up to fire a shot, the tip of its barrel will shine brightly, which is an important cue for any experienced opponent. Railgun combat is similar to fencing - beautiful, strategic and challenging. The Railgun is not recommended in proximity combat against turrets specialized in short-range attacks.
|Min damage (HP)|
|Max damage (HP)|
|Charge time (sec)|
|Rotation speed (deg/sec)|
|Rotation acceleration (deg/sec²)|
|Penetrating power (%)|
|Shot delay (sec)|
|Auto-aim upward (deg)|
|Auto-aim downward (deg)|
- Min damage (HP) — The minimum damage that can be dealt to an enemy tank per shot.
- Max damage (HP) — The maximum damage that can be dealt to an enemy tank per 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.
- Reload time (sec) — The time in seconds required to reload the turret so it may fire again. This includes the delay upon firing.
- Charge 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.
- Shot delay (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.