Edit: I just wanted to say that post the "50% armor nerf", they still buffed the enemies, and reduced the bonuses we get through elemental effects. The net result is that it takes LONGER to kill an enemy now. Much longer. Like 2-3x longer. The [Cyngas] can't even kill most fighters now without emptying multiple magazines into the enemy. Round of applause to DE for making railjack much grindier though RJ still performs decently fully modded.
Tired of not being able to kill anything in Veil railjack missions? Or even Saturn/Earth missions? This build will rip, tear, and [Shred] 2 crewships in one 300 [Mag] volley. Yes, it can [Shred] 2 crewships (latest patch makes this impossible for all weapons).
In fact in one volley you can take down as many as 6 fighters in under 8 seconds if you can aim that fast. (Latest patch nerfed all archwing weapons). And yes, its better than the [Cyngas] overall for all RJ scenarios (especially now that latest patch makes nearly all archwing weapons much worse).
This build maximizes status chance while adding damage through all THREE 60/60 mods. The 40.9% status chance allows you to quickly strip armor from enemy ships allowing you to then ramp up damage quickly. If you dont need cold procs, use [Marked Target] for 48% status chance without cold procs. 40.9% with cold or 48% with 3 status effects, you'll kill things so fast it doesn't matter which one you pick in Veil. Use what feels good for you. The downside is you need to sight aim to get the benefits. I repeat you kill pretty much just as fast.
Some people say since Marked Target gives you 7-8% more proc chance, it's the better build.
Pros: You gain 8% proc chance (which isn't much).
Cons: You need to aim to get it, you lose 15% damage from 60/60 cold, you lose the cold status proc and you lose 25% bonus damage from cold vs alloy.
You literally shoot so fast you can't tell the difference and need frame analysis to see the difference in TTK (time to kill). So the suboptimal part is moot until we get content that matters for it.
Archwing Weapons Explained for Dummies
- Status is everything. Crit is useless.
- Slash damage = Particle Damage = Stacking debuff (no cap), bonus damage
- Puncture damage = Plasma Damage = Reduce Max HP and Armor Strip (40 stack cap)
- This build uses Zodiac Shred to boost proc weight over puncture!
- We use 3 60/60 mods to boost status chance
- We use radiation to boost damage type against Alloy (Enemy Ships)
- Combined damage types like radiation do not factor into proc chance weight
- We add cold damage for its slow proc, also has bonus damage vs enemy ships
- Impact damage is bad but it is what it is.
What happens is, with high fire rate you will begin debuffing the enemy to deal increased damage very quickly while also mixing in slow proc from cold and armor hp strip from puncture. Radiation combo gives you extra damage without affecting slash/puncture procs.
Proc priority is a matter of which damage types have more damage. Since Railjack ignores combined elemental types, the order is: Slash > Impact > Puncture > Cold. This is good for us.
The 40 stack cap procs for puncture is icing on the cake. It only matters on crewships and crewships get shredded so fast that killing them from 100% to 0% makes working with a forward artillery gunner worth it. You just blow out the engines and the pilot can jump in and one shot the crewship without needing to hack the reactor (if you're going for speedruns).
Hypothermic Shell -> [Marked Target] OR [Modified Munitions] if you dont have MT. Let's say you are using [Amesha]'s 3 and don't need extra slow. We lose a little damage and extra slow, but we won't lose 60% status chance with MM, and we can get 60% more with MT, if you aim down sights. This brings you to 48% status chance which isn't that much more.
Electrified Barrel -> Combustion Rounds. However you want to create radiation using any number of combined 90% mods or 60/60 mods.
If you want to drop a mod, drop cold and add something else. Heat and Toxin are NOT good status procs (Heat does basically zero damage). Toxin...would you trust a grineer to fly a ship? You kill them fast enough anyways with this gun. You can flex: [Sabot Rounds], [Magazine Extension], or [Quick Reload] if you're feeling adventurous.
If they ever nerf [Amesha]'s warding grace or change archwings during the rebalance update, you probably want to put Cold back on the menu since it makes aiming at enemy ships much easier.
- +Status Chance
- +Heat/Electricity (better than nothing)
Make sure you're using Amesha, my guide with basic tips here: https://overframe.gg/build/12277/
Want to use a more accurate burst rifle with 100% status that also kills pretty fast but uses only 1 forma? Check out my quick guide on Cygnas: https://overframe.gg/build/12278/
Aim at enemy weakspots. This is usually the bright glowing part of the engine. This goes for every ship as their armor increases significantly later on.
Three ways to destroy a crewship:
Go inside, hack reactor shields, shoot reactor so it blows up and starts the countdown. The loot then drops 5 seconds after the ship "disappears" due to reactor detonation. If you stay on the ship until it explodes, don't move. The loot actually drops from the position you spawn. You'll see the loot spawn and collect instantly.
Go inside, hack reactor shields, shoot reactor, then someone with this weapon (for example) shoots the crewship until it has 0 hp from the outside (takes 2-3 seconds, you can pre-armor strip but not bring the HP to 0 prior). For some reason you need to leave it at above 0 hp before reactor is destroyed to complete the kill from the outside. You also need to shoot the body of the ship and not the engines since they become invulnerable. This method will drop the loot instantly instead of having to wait 5 seconds for it to appear because the ship destroyed instead of reactor detonation. This can be buggy if you do it solo. One bug is that the ship "resets" another is the ship becomes "invulnerable" during the countdown.
Strip the crewship armor with this gun, then someone in the RJ should shoot the crewship with the Forward Artillery (uses dome charges). This will 100% one shot the crew ship and drop the loot immediately.
Exo Outriders have red explosive ball things on their ship. You have to blow those up to destroy them.
Please note the in-game stats of the gun do not match this website probably because this website reflects pre-nerf numbers.