Railgun
What it is
Long-range sniper beam. Epic rarity. Charges for a beat, then fires an instant hitscan beam at the furthest in-range enemy, punching through everything along the line. Built to delete backline threats and big single targets — slow cadence, devastating per-shot.
Identification
| Field | Value |
|---|---|
| Family | sniper |
| Damage tag | bullet |
| Rarity | epic |
| Target mode | furthest |
| Collision mode | beam_trace |
| Hits destructibles | yes |
| Warmup | 0.55 s |
| Scaling curve | steep_exp |
| Area mode | beam_width |
Target mode furthest makes the railgun aim at the farthest enemy still inside its acquire range — opposite of most weapons, which pick the closest target. See combat for the full target-mode list.
Stats by level
All numbers are pre-modifier raw spec values. Effective in-game damage = raw damage × the global weapon damage multiplier (see combat).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Raw damage (per beam) | 850 | 1,928 | 10,990 |
| Damage multiplier | 1.30× | 2.50× | 7.50× |
| Effective damage | 1,105 | 4,820 | 82,427 |
| Fire rate (shots/sec) | 0.32 | 0.38 | 0.89 |
| Cooldown (sec/shot) | 3.13 | 2.63 | 1.12 |
| Beam width (px) | 36 | 46 | 128 |
| Acquire range (px) | 380 | 399 | 561 |
| Beam length (px) | 646 | 679 | 953 |
| Warmup (sec) | 0.55 | 0.55 | 0.55 |
| Pierce | full line | full line | full line |
Notes:
- Beam length = acquire range × 1.7. Decoupling means the beam reaches a bit past the AI’s targeting radius, so enemies drifting just outside acquire still get hit on the trace.
- Damage multiplier curve is shared across all weapons. L1 includes the early-level damage buff (+30% at L1, decaying −5%/level, gone at L7).
steep_expscaling: progress is cubic against level, so most growth lands at L15–L20. L10 sits at ~10% of the full L1→L20 stat delta.- Warmup is fixed at all levels; only fire rate, damage, and beam width scale.
Behavior
- Acquire. On cooldown end, the railgun picks the furthest enemy currently inside
acquireRange. - Warmup. 0.55-second charge. Ship faces the target during charge.
- Fire. A single hitscan beam fires along the locked angle. The trace is
beam_tracecollision: every enemy intersecting the beam-line capsule (width =beamWidth) takes one damage application. No travel time, no projectile. - Recovery. Beam render and post-fx persist 0.09 s. Then the cooldown timer runs based on current fire rate.
The beam pierces unconditionally — there is no pierce count and no per-hit damage falloff along the line. One trigger, one trace, every enemy in the corridor takes full damage simultaneously. Destructible props inside the line are also hit.
Horizontal modifiers
Player-side modifiers (Damage / Rate / Area) apply through these per-weapon rates:
| Modifier | Rate per +1H |
|---|---|
Damage (dmgPerH) | +4% |
Rate (ratePerH) | +10% |
| Area | scales beamWidth (areaMode = beam_width) |