Quake.Quipo.It: Railgun! by Rook

Railgun! by Rook


Text by Rook
Music by DarkDemon


The Railgun … as reported in Railarena ‘s presentation , quakers can be divided into two categories, those who know how to use rail and those who die. Railgun is the most effective and at the same time the most elegant weapon in the world Q2, few things are more spectacular and more admiration for a flying shot. This page is intended to show you the way to increase your ability to use rail, with particular reference to the internet and the problems of purpose deriving from the lag. We hope you enjoy reading these lines at least as much as we enjoyed writing them.

Hit: Single uranium bullet
Box bullets: 10
Damage to each bullet: 100
Speed’: snapshot
Shock frequency: 1 every 1.5 seconds

Starting from these features you can already make some considerations. Weapons in Q2 can be divided into two categories, those that shoot at instantaneous bullets and those whose bullet takes some time to reach the target. The first category includes shotgun, super shotgun, machinegun, chaingun and railgun. At the second, the blaster, the grenade launcher, the rocket launcher, the hyperblaster and the bfg. Shots shot from “non-instant” weapons can be avoided, or at least reduced in effectiveness, in an “active” manner. For example, a rocket can jump, or if you see a swarm of particles, you can get away. Instead of a shot shot by a “flash” weapon, you can not defend it, you can only try to be a hard target to strike, moving constantly and stuffing with armor. What makes railgun different from other instant weapons is that its effectiveness does not vary with distance. For example, the super shotgun has many points in common with the rail, a shot of super shotgun has a damage of 120 and its frequency is a blow every second, but only if your opponent is near you hit him with all the “balls”. As the distance increases, it also increases its rosé and as a result only a part of the balls hits the target while reducing the effectiveness.

The advantages of railgun are thus the damage of 100 and the instantaneous bullet velocity. But even the rail is not, fortunately, free from defects. The first derives from the fact that a single bullet is fired at a time, so it is difficult to be precise and often it is necessary to try several times before striking the opponent. The second is that a shot just is not enough for an opponent who has a minimum of armor or health above 100, even if it is a little. The third is that between one stroke and the other must pass at least 1.5 seconds, which in an open face collision are an eternity.

Of the first defect, the precision required, we will talk further. Let us now see how to remedy the other two. Let’s say, for example, that our opponent has 100 health and 50 armor. Since the rail has a 100 damage, after being hit our opponent will have a health of 50 and no armor (in fact 150-100 = 50), which is very little for him but for rail the fact that health is 2 or 98 does not make a difference, and it is still a second hit. The difference is, however, for other weapons, for example chaingun is able to “suck” 50 health points in less than a second. The correct technique is therefore to hit the opponent first with the rail and, if he is still standing, make him “wind” with chaingun or super shotgun (both instant weapons). Of course, it is necessary to bind these two weapons, together with the hyperblaster (other excellent finishing weapon), with keys that are easily accessible.

As for the third defect, that is, the time between one shot and the other, the best thing to do, once the first shot failed, is to keep a certain distance to have a chance to try and same time avoid the opponent’s strikes. Indeed, as already seen, all weapons, except rail, lose their effectiveness as distance increases, or because the rose is increased or because the non-instant bullets can be avoided. It is important to emphasize that when using the rail you should not always hold the fire button, but you have to coordinate it with the movement of the target on the target, which means that the 1.5 second value between a shot and the ” other is purely theoretical.

With its features, using railgun on the internet is much more difficult to use in lan. The delay, or delay, on the internet is generally enough to make the most accurate blow. In the picture below you see two players who, in the presence of a ping of around 130, are moving to the right:

The viewfinder is perfectly on target but the time interval between the fire control and the actual launch of the bullet causes the blow to go blank as the opponent is no longer in the spot in which he was at the time of the shot. To overcome this, you have to aim not directly at the target, but at an imaginary point that is a bit further ahead along the direction followed by the opponent. In this picture both players are still moving to the right and again with a ping of around 130, but, unlike before, the viewfinder anticipates the opponent’s move.

The amount of the advance varies according to a number of factors, such as the type of connection, analog or digital, the fastest or worse provider and server lag due to, for example, a large number of connected players. Generally the first shots are used to “take measures”. The problem, of course, does not exist if the opponent is moving along our own direction.

The only way to use rail efficiently is to use it as much as possible. You should not be discouraged from the first failures as they are perfectly normal. The easiest and most economical way to train is to use a ” special map ” built by Nemo (author, together with Kan, Nekactf maps) following our directions. We recommend using this map with bot eraser as, unlike other bots, they have a command that simulates lag as if they were connected. You should always keep in mind that the correct, and even the easiest way to aim is to move sideways (strafe) so you can “slide” your opponent towards the viewfinder and not, as you might believe, move the viewfinder towards the opponent. It can also be helpful to slightly raise the head, for example at 100 or 110, so that you have a clearer view of the direction your opponent is moving to. Another hint is the behavior to keep when you are in front of a jumping adversary. Jumping makes the player a tough target to hit, but has a weak point. In fact, when you are in the air you can only modify your trajectory very little. This makes it relatively easy to spot where the opponent touches the ground, and this solves the problem of calculating the advance. It is therefore necessary to aim not at the player but at the point of landing, calculating well the time it should come out of a “spectacular” shot.

To show some principles like the advance and stray to aim, we recorded a demo of minutes on the “special map”. As a reference for the advance, keep in mind that at the time of registration ping was about 130. Finally, to realize how deadly the rail can be in the hands of an expert, take a look at this demo we have found on planetquake. It is very interesting because the “protagonist”, with the aim of trying out new settings, tries to use only the rail. It comes out one of the most spectacular demos we’ve ever seen.

Our hope is to have pushed as many people as possible to love the rail and to enjoy satisfaction. If we managed to turn you into “railmaniac” or if you have suggestions to give, write to:

Rook : kerochan@tin.it DarkDemon : darkdemon@tin.it

Have fun!


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