[2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
Posted: Fri Nov 15, 2024 11:16 pm
Summary
Railguns are currently severely firerate constrained by their animation, and in combat conditions will fire at approximately 1/6th of their nominal maximum firing speed, or 0.13 shots per second.
More detail
The railgun has a default firing speed of 0.5 shots per second, and with upgrades it is capped at 0.86 shots per second. While it is a known issue that the firerate caps at 0.86/s despite the infinite research, the issue goes far beyond that.
Using the map editor, I created a simple series of tests to explore the maximum firing rate. With stacked spawners creating targets for railguns to shoot, I tested two scenarios.
First, I positioned spawners so that spawned biters don't move much, allowing a railgun to fire along the same angle constantly and with no shortage of targets.
Second, I placed a large area with a array of railguns and constantly moving targets, simulating a chaotic battlefield or asteroid field for a more realistic figure for firerate. I ensured that railguns consistently have a target somewhere within their field of view, so they are never simply idling.
I waited 10 minutes, and used the production graph to find the average firerate per turret over that time period.
Results
Max research, min animations: 42 per minute, 0.7/s, or 81% of listed firerate
No research, min animations: 21 per minute, or 0.35/s, or 70% of listed firerate
Max research, realistic: 8.3 per minute, 0.138/s, or 16% of listed firerate
No research, realistic: 7.9 per minute, 0.132/s, or 26% of listed firerate
As you can see, even in the absolute best case scenario, railgun turrets only achieve about three-quarters of their nominal firing rate. In the worst case, the actual firing rate is on the order of one sixth.
This is a severe nerf to the viability of using railguns on space platforms, and it's very evident in-game; platforms intending to approach the shattered planet are forced to slow to a crawl. Railguns cannot consistently hit huge asteroids at high speed, even if you line the entire front of the platform with them and have endless railgun ammo available.
Conclusion
The animation of railguns severely hampers their effectiveness in certain situations. I would recommend either speeding up the animation significantly, or reworking how the animation works so that the turret will always fire at the advertised rate regardless of the animation state or apparent aiming position.
I have attached my testing map to this post. You will need to switch forces to see the consumption graph for different railgun groups.
Edit: Fixed a figure that was swapped
Railguns are currently severely firerate constrained by their animation, and in combat conditions will fire at approximately 1/6th of their nominal maximum firing speed, or 0.13 shots per second.
More detail
The railgun has a default firing speed of 0.5 shots per second, and with upgrades it is capped at 0.86 shots per second. While it is a known issue that the firerate caps at 0.86/s despite the infinite research, the issue goes far beyond that.
Using the map editor, I created a simple series of tests to explore the maximum firing rate. With stacked spawners creating targets for railguns to shoot, I tested two scenarios.
First, I positioned spawners so that spawned biters don't move much, allowing a railgun to fire along the same angle constantly and with no shortage of targets.
Second, I placed a large area with a array of railguns and constantly moving targets, simulating a chaotic battlefield or asteroid field for a more realistic figure for firerate. I ensured that railguns consistently have a target somewhere within their field of view, so they are never simply idling.
I waited 10 minutes, and used the production graph to find the average firerate per turret over that time period.
Results
Max research, min animations: 42 per minute, 0.7/s, or 81% of listed firerate
No research, min animations: 21 per minute, or 0.35/s, or 70% of listed firerate
Max research, realistic: 8.3 per minute, 0.138/s, or 16% of listed firerate
No research, realistic: 7.9 per minute, 0.132/s, or 26% of listed firerate
As you can see, even in the absolute best case scenario, railgun turrets only achieve about three-quarters of their nominal firing rate. In the worst case, the actual firing rate is on the order of one sixth.
This is a severe nerf to the viability of using railguns on space platforms, and it's very evident in-game; platforms intending to approach the shattered planet are forced to slow to a crawl. Railguns cannot consistently hit huge asteroids at high speed, even if you line the entire front of the platform with them and have endless railgun ammo available.
Conclusion
The animation of railguns severely hampers their effectiveness in certain situations. I would recommend either speeding up the animation significantly, or reworking how the animation works so that the turret will always fire at the advertised rate regardless of the animation state or apparent aiming position.
I have attached my testing map to this post. You will need to switch forces to see the consumption graph for different railgun groups.
Edit: Fixed a figure that was swapped