Is the delay on the Railjack hard to get used to?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TCryan44, Dec 15, 2014.

  1. Goretzu

    If the delay was meaningless, then why would there in fact BE a delay? o_O

    The reality is the Longshot is better in every way out to 400m.
    • Up x 2
  2. iller

    LOL. ...100% of the frustration with Railjack comes from the fact that .... things in the actual game ..... move.



    @ OP, takes about 200-300 kills to finally get accustomed to it. Some people claim it takes less but they're speshul
    At the time of Wrel's video, he only had 50 kills, so his video isn't a good source. / he was pretty much wrong too

    Here's a few "travel time" #'s that put the distance -vs- delay in perspective against the far superior EM4
    Code:
    full firing delay:
    Range_____Longshot 650m/s________________RailJack 850m/s_________Difference in time
    50m_________ .07 sec _______________________ .25 sec _________________ +.22 sec
    100m________ .15 sec _______________________ .31 sec _________________ +.16 sec
    150m________ .23 sec _______________________ .37 sec _________________ +.14 sec
    200m________ .30 sec _______________________ .43 sec _________________ +.13 sec
    250m________ .38 sec _______________________ .49 sec _________________ +.11 sec
    300m________ .46 sec _______________________ .55 sec _________________ +.09 sec
    This means, at NO POINT within render range, does the railjack's bullet ever catch up to the EM4's
    • Up x 4
  3. Rikkit

    It is possible to adapt to the delay, but due to the fact, that it is a non linear function that you have to get used to for leading, it is not as easy as with weapons like the longhsot.
    • Up x 1
  4. TheShrapnelKing

    Why is there a delay for any weapon? Delay your fire-rate.

    We don't count the chargeup delay time for the Lancer or Phaseshift, so why the Railjack? Principle is the same: find your target, lead your target (if moving), click your mouse, track your target until the weapon fires.
    • Up x 1
  5. TheShrapnelKing

    Again: why are you counting the delay as part of the travel time? The gun hasn't even fired yet.
  6. iller


    Here's a much better example of where a delay would actually make for a good mechanic:
    • Railjack delay increased from 200 to 500 milliseconds.
    • Simulated projectile time replaced with Hitscan entity-trace instead. (aka: good old fashioned Quake Railgun)
    The problem with a 200ms delay is that almost no one can quickly and comfortably adjust to it. Lots of people who try switching between the Railjack and every other BASR complain that adjusting to that really weird timing makes them worse at every other BASR until they've adjusted back to normal ones. The problem from a psychological standpoint is that they're not different enough. A weird 200ms delay just to gain 200 more meters per second is a crappy tradeoff that just makes for a very awkward mechanic in general. Again, as my chart showed, even when the player is able to get within the 100ms margin of error of the 200ms delay, they're not gaining ANY advantage for it even out to the 300m distance where the Railjack still comes in 100ms after. This is a net-gain of ZERO. Only the top 0.05 percent of twitch reaction human beings can actually captialize in any meaningful way with this gun by having a perfect tracking reflex that's within the 25-50 millisecond threshold.

    And that's not fun for anyone else. It's just a very pointless subtlety that makes it a clear downgrade in every other way to the EM4
    • Up x 1
  7. Pointyguide2

    The Railjack is very difficult to get used to. And if you frequently have low fps 30 or lower then forget about using it. your best sniper available is the em4 longshot. if get 40 to 60fps then you might be able to use it. to be able to lead targets you need a smooth fps with no jerkiness.
    • Up x 1
  8. _itg


    If you're capable of predicting that you want the gun to fire 0.2 seconds in the future, then pressing the fire button .2 seconds early, you don't have to factor in the delay. That's certainly possible if the target is stationary or moving extremely predictably, but it's not possible when the target is moving erratically. To give an example of a common scenario, it's pretty easy with the Longshot to take out a target who stopped moving for the briefest of moments. With the Railjack, there's significantly more time for them to get back to doing the safety dance, so you're more likely to miss. Since you have no way of knowing when they're going to stop moving or when they'll start moving again, the firing delay must be factored into your shot time.
    • Up x 2
  9. Goretzu

    Because it reduces the effectiveness of the weapon, of course, that is the only reason the Railjack has a delay.

    The Railjack does NOT "charge" at all, you "fire" there is a delay and it then fires, that is very different.





    Against a stationary target it is pretty moot (but then again against a stationary target the extra velocity from 0-300m is pretty much meaningless, anyway, over the Longshot - as the Longshot still hits first and drop difference is tiny), but against moving targets, and especially moving targets that change direction it becomes more and more an issue.

    It is not a useless weapon, and some people may prefer the specific mechanic, possibly..... but in any objective sense it is just a bit worse than the Longshot out to 400m....... which in a game with a 300m render range for infantry means it is basically just a bit worse*.



    *Which pretty much shows in its performance really.
  10. Alarox

    Just use the Longshot. The Raljack is a straight downgrade to the Longshot.

    Less shots/magazine, slower reload, slower chambering time, and the delay makes every shot take longer to reach your target.

    And if you want it for less drop, the Railjack and Longshot both need to be aimed in the same place to get headshots at long range.
    • Up x 5
  11. Prudentia

    The Railjack is a slight downgrade to the normal Longshot and a straight and significant upgrade to the Phaseshift.
    If you played Mass Effect 3 and used the Javelin Geth Sniper you'll be fine.
  12. TheKhopesh

    You're either good with it after the first 10-20 minutes of trying it, or it will make the weapon unusable.

    I personally see it as too long, as I love countersniping and that 0.2s delay is every bit the massive spike in TTK difference that it would be on any primary weapon.

    To put that into perspective: it is 109.025169703048% the TTK difference between the NS-11A's TTK and the Corvus' TTK (at max damage).
    And you feel it just as bad (so long as you're not one of the approximate 5% of players who are extremely adept at predicting player's changes in movement before they happen from +200m away...
    Pretty painful to use for most of us.
    Thus the well-earned nickname of "Failjack".

    If it were lowered to just over 1/3rd of what it is now ( I'd say 0.075 seconds) then it would be a very solid choice for long range engagements (past about 175m), but as is, there's no reason to use it over the Longshot.
    • Up x 2
  13. TheKhopesh

    Someone knows their sniper info!
    (Yeah, the Failjack is nothing but a disaster praised by those who kill their enemies who are using them).
    • Up x 1
  14. Nitrobudyn

    The problem with the delay is that only Railjack has this feature. This means, that after You've learned how to snipe, You'll need to build up Your muscle memory once again, just for this one weapon.

    This depends probably on mouse sensitivities, but I used Railjack differently at closer and longer renges (x12 scope). At close range (~100m) You need to treat it like it was shooting full auto and You wanted every bullet shoot the head - in other words, start tracking the head before You pull the trigger, and continue it till headshot. At longer range (~200-300m) aim, shoot and pray that enemy won't move, because trying to lead target has no sence at that range.

    Oh, and the Longshot isn't best NC sniper rifle - the Moonshot is (as soon, as You get used to aiming the neck if You want to score a headshot before 200m).
    • Up x 2
  15. TheShrapnelKing

    Somewhat Off topic but still important: since when is Kills per Hour the way to judge a weapon's performance? The stats you gave are a better argument than KPH - KPH is largely up to the situations plays who use the weapon find themselves in, what their playstyles are and how skilled they are with the weapon. I dont' see how it can be used to judge the gun.
  16. _itg


    Well, there's no reason you can't use it as supporting evidence to a better argument. The KPH stats don't prove anything, but if they're consistent with the argument, they still reinforce it somewhat.

    Incidentally, the Longshot's average BR IS significantly higher than the Railjack's. This would contribute to the difference in KPH, but it would also suggest experienced players on average consider the Longshot to be superior.
  17. iller

    And what API'able stats are you recommending instead?
  18. TheShrapnelKing

    None. You should be using the stats of the weapon, not the players.
  19. Dualice


    I swear SOE intentionally leave their weapon names open to such things. You've even got two options with the Failshift/Phasesh*t. Then of course there's the CRAP-M1... SMGs you got the Failstorm, Farmistice, Sh*tz, Cycl-own... okay Vanus I've drawn a blank.

    Sorry. Derailing.
    • Up x 2
  20. TheKhopesh

    Yeah.
    In my opinion, all weapons should be about as useful in it's given situation as the Cyclone.
    It's not absurdly powerful, it's just that 99% of other weapons are just not as good.
    And in a game where balance is a big deal, even a minor inconsistency is noticeable.

    I must say though, at least the Cyclone is tough for new/low accuracy players thankfully.
    Could you imagine if a weapon like the Cycler TRV or TAR were as accurate as the Cyclone?
    No one would use anything else.

    I have to say though, the Armistice and Cyclone are actually pretty equal.
    The Cyclone just has better front loaded damage, where the Armistice is considerably easier to aim.

    As for range use SMG's, the NS-7 PDW beats the rest by a landslide, so that's not much of a concern.
    • Up x 1