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

FieldValue
Familysniper
Damage tagbullet
Rarityepic
Target modefurthest
Collision modebeam_trace
Hits destructiblesyes
Warmup0.55 s
Scaling curvesteep_exp
Area modebeam_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).

StatL1L10L20
Raw damage (per beam)8501,92810,990
Damage multiplier1.30×2.50×7.50×
Effective damage1,1054,82082,427
Fire rate (shots/sec)0.320.380.89
Cooldown (sec/shot)3.132.631.12
Beam width (px)3646128
Acquire range (px)380399561
Beam length (px)646679953
Warmup (sec)0.550.550.55
Piercefull linefull linefull 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_exp scaling: 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

  1. Acquire. On cooldown end, the railgun picks the furthest enemy currently inside acquireRange.
  2. Warmup. 0.55-second charge. Ship faces the target during charge.
  3. Fire. A single hitscan beam fires along the locked angle. The trace is beam_trace collision: every enemy intersecting the beam-line capsule (width = beamWidth) takes one damage application. No travel time, no projectile.
  4. 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:

ModifierRate per +1H
Damage (dmgPerH)+4%
Rate (ratePerH)+10%
Areascales beamWidth (areaMode = beam_width)