UPDATE: Corpus fighters can no longer be indefinitely farmed as of Update 30 (Call of the Tempestarii). There will now be limited fighters per mission, so you'll need to repeat missions to get the drop you want. I suggest seeing if you have obtained the desired drop and, if not, aborting the mission rather than running the groundwork for nothing.
The Carcinox is also a good Weapon, for the same reason as the photor. It really helps to deal with the crew ship shield drones and is not as abyssmal in dmg output as the photor.
Hey, glad you appreciated that bit! It only seemed right after hopping into a random host's railjack and having *no clue* what weapons I had back then.
I dont have to aim and dont need abilitys becos my gunners are spawnkilling evrithing with the Zeki Pulsar. But still a good video you explain all the wapons very good (sry Bad Englisch)
Your mention of Photors killing the Corpus Crewship shield drones around 2:00 single handedly makes the Photors the best for the front weapons. Almost nothing else reliably gets through those, and killing them in some complicated close-range dogfight or having a human crewmember (which you obviously won't have going solo) launch into an archwing and hit it from behind is damned slow and clumsy. And you later recommend the Vort?! You kidding?! One REALLY BIG FAILURE of your entire analysis is how often you, and NPC gunners, will miss with projectile turrets vs hitscan. Every miss is a DPS drop. NPC gunners are not able to guess how many shots it will take to kill any one fighter. They'll keep ripping at a target until it explodes, so with the flight time of the projectiles over half their shots (assuming they can even hit the damn thing when it changes direction frequently) could be complete wasted overkill and will just go into empty space towards the already blown-up fighter. But with hitscan turrets, like a Talyn, a max rank NPC gunner a) virtually never misses, and b) INSTANTLY switches targets the very microsecond that the current target explodes, so zero firepower is wasted. Here, I'll give you a good estimate based on what I've seen in-game. If you're using projectile turrets instead of hitscans, drop the actual on-paper DPS of those weapons by at least 50% to truly represent what you will actually effectively land with them (and that's honestly being very generous).
Nothing beats a full complement of Apocs for that true Battlestar Galactica vibe. Having 2 gunners, the pilot and the artillerist shooting Apocs makes for an awesome spectacle!
Finally, a video on Railjack that's actually organized and proper. It's so confusing to me, so I really need something to keep it simple, short, and digesetible.
Thank you so much for these guides, I've been putting off Railjack for months because I couldn't find a decently well organized explanation on it like this so thank you
Thank you, sincerely. It's honestly mind boggling how little up-to-date information you can find without reading through hundreds of misleading, speculative or even completely irrelevant forum posts that start talking about your Archwing loadout instead. Nice touch with displaying the weapon equipped in your clips too, others could learn from you
One point about Vort: It deals electricity damage, which may sound great as it deals extra damage to robotic and machinery types (which are the health types of all Grineer and Corpus railjack enemies) but for some reason all the railjack enemies have Alloy armor. That reduces electric damage by 50%. If you look into the damage formula, factor in the Machinery/Robotic bonus, the Alloy reduction, and the extra armor from having a negative modifier on armor, you end up with Vort DPS being far below Glazio (which has a bonus on cold both on Alloy Armor and shields) and even below Talyn (heat being neutral, but also having a good status that deals extra damage).
I think people underestimate the power of a level 5 gunner with the Zetki Glazio. Probably one of the most broken thing in the game since the AI is not brain dead.
@@kafka3499 AI gunners will fire as if equipping the same mods as you, so if you use the "predator" +50% crit chance, which for no good reason is applied twice, you end up with a clean 100% crit chance on the Glazio, how can you not love that?
+ run the mod that gives 51% chance to bypass shields on crit and you are golden aganist corpus .. . + run a mod that gives projectile speed and range and you are golden on hitting stuff (even AI accuarcy improves that way + they shoot on longer ranges) + run a mod that gives turret damage on kill, you are already oneshoting so you get 5 stack the moment you find a grup with crewship, crewship is instantly disabled
love the laith! when piloting it's a great weapon to get close to an enemy and utterly melt them, and then for my gunners i gave them the talyn cause hitscan is just really good against fighters
I must admit something I've done myself,I had gunnery 9 and I didn't know how to use it for about half a month,and was wondering what it means when the description said "reload when weapon overheat",until when I hitted R and was like *o h*
Its terrible described and nothing in RJ has a tutorial. I knew that once in a while necramech tutorial wasnt gonna change how the rest of the game fails.
Insane video man. Couldn't have watched a better video than this. Will recommend to my newer friends getting into railjack. My Vort and Talyn both Zetki are crafting rn I luckily had them from random drops lol.
going through all your railjack videos, I was surprised to learn that through mere intuition I was able to identify and use the correct things, My main build was very similar to your 0 forma one, my crew is mostly about gunnery with a dedicated repair, ect. Really the only area I was lacking was the components since I simply own so few of them. I was incredibly surprised to learn that my weapons of choice were actually already some of the best, using a Zetki Laith Mk III for my nose and a Talyn for my side gunners, granted my Talyn wasn't as good as it could be, being a Vidar Talyn Mk II, but currently I am rectifying that now, good to know my intuition has made my railjack way better than I thought it was. I never really went past venus proxima because I was like "my railjack absolutely won't survive past venus" but today I went straight to veil and realized "oh wow I took like no damage and everything died super easily"
If you plan on running NPC crewmates as gunners, hitscan guns are better in almost every practical scenario (i.e. when you're letting them kill fighters where they spawn instead of wasting timr flying to them) because thr NPC gunners can miss on the other ones For front guns do as you like but Glazio most reliably 1-taps fighters meaning you don't need to aim (perhaps turning unnecessarily) longer than necessary
turret velocity makes t3 zetki apoc's pretty close to hitscan, the crew can wreck with it just like they do with the hitscan turrets & it doesnt have the low crit drawbacks of the talyn or photor. weirdly though it doesn't make that huge of a difference in actual practice... no idea why, but I mostly use photors(front)/talyns(gunners) with crimson fudge instead. that said, I hear the talyn drop rate is abysmal now so there's another option. if anyone's wondering the ideal setup for the ship itself is zetki reactor/vidar or lavan plates (close enough ehp as to not really matter)/lavan engines/zetki shields.
I'm somewhat of a person that likes leading my shots in aerial battles. So i couldn't sit tight with photor but cant change either cuz I don't know which is which. Now this vid came up in the algorithms.
I've mentioned in another video the power of gunners. From my experience, crewmate gunners are much better for actually shooting turrets than any human. So much so, that I consider optimizing side guns for npc use over players. I havent done much hardcore testing, but based on experience, i found that the Vidar Talyns are the best side guns for the gunners. Hitscan weapons are the best, since it allows for the npcs to truly use auto aim to their advantage, and zetki tends to overheat too much even with the gunner bonus, and death blosson, for grineer missions where the gunners will be shooting down 60ish fighters consecutively.
Depends. If you are just out for the mission rewards, then the gunners are in fact better. However, if you want to also farm affinity/intrinsics I wouldn't really recommend anything beyond a single engineer to keep the ship patched up, because the gunners are in fact so efficient that they'll steal all your kills.
When i first got my RJ i did a bit of testing with my clans nice researched parts and ive come to the conclusion that the Vort pilot gun and Photor turrets were the best, and boy am i glad to hear you verify this. I spent a lot of time acting crewmate with some of my buddies so by the time i got my own RJ i had accrued a hoard of spare parts and mods and with all MK3 zetki parts all max fusion and my plexus mods and intrinsics maxed out i feel more feared than the tempestarii, zipping around at higher speeds than passing comets, absolutely obliterating swarms of fighters with the help of my npc gunners' 100% accurate photor beams ripping white-hot streaks of death and despair thru the vacuum of space, and should that ever feel underwhelming i can fire infinite swarms of homing missiles as lavos, ooooh it is sooo satisfying! 😃
I get the math, but after testing, valencing, all weapons (even the new ones)....Photor is still my favourite, so much better to use as I'm mostly a RJ Pilot. (I do like the Ice barrage cannons, but the short range makes them less viable to use) Carcinnox for the side guns keep shredding everything since day one.
My crew has MK III Zetki Talyn while I, the pilot, use the MK III Zetki Glazio. It’s really fun, the only problem would be that veil crewships take some time to die. I usually just shoot some engines and then I use the forward artillery on the remaining engines. They die pretty quickly then.
My new favorite gun is the laith, my pulsar crew gunners shred any fighter in seconds cause there aim is perfect, so I use the laith to do heavy damage to single targets that they aren’t focused on
I put Zetki Vort as the nose turrets, and Zetki Talyn as the wing turrets. Sure, they overheat pretty quickly, but if you can just, not lay your entire body on M1, they can get some good results.
That's what I do, I used Talyn for the swivel turrets because apparently the AI crew doesn't know how to lead their targets so I had to give them a hitscan weapon just so they can actually hit their targets
I personally like the Carcinnox a lot. Whilst the toxin status itself is kind of useless, it still bypasses shields which makes corpus fighters especially quite a bit less annoying.
I know its years later, but im just now getting into rail jack, which ones from clan would be recommended? And which positions would they work best in, such as front, side, and special artillery / heavy hitter
Turret wise? Same as for players. Not only because you'll be piloting to consider the use of those turrets (otherwise what you pick wouldn't matter), but also because I imagine you will have other players with you at some point. Zetki vort has higher crit chance, higher fire rate from the bonus, and a higher base damage (but overtaken by the vidar bonus). This gives it more dps. The line on the wiki "damage until overheat" is not dps. It's total damage ignoring time. Overheat doesn't matter that much as players with rank 8 or lower gunnery should cease firing just before overheat to maintain maximum firing time, while rank 9+ gunnery can cool off overheat in 0.5 seconds by pressing the reload key.
@@TheKengineer hmm thanks for help, i took zetki vort for both and upgraded them to have +60% firerate but noticed that vidar vort can have +60% electric damage when fully upgraded, does that make it better than zetki?
@@insanowsky I recommend you do the full dps calculation yourself at this point. You're asking if a weapon with a lower base damage and crit chance would beat the one with higher base damage and crit chance if the lower one gets +60% damage while the higher one gets +60% fire rate. I've stated in the video, and already confirmed for you, Zetki comes out on top.
Totally agree with you, i basicly skip every turret which have small x% accuracy chance on turret and only focus on same 3 turrets you named, because if you cant hit target its mean you do not deal damage at all.
Need a little help please - I picked up the Tycho Seeker MK3 from the dojo dry dock research. The Max Ammo is in the double digits according to the stats, but I only have 2 shots available to me at the beginning of each mission. For the life of me, I cannot find how to fix this. I maxed the Overloader plexus mod but that didn't help. Is there some other sort of upgrade I need to do? Thanks!
Are you sure the two shots isn't your Forward Artillery, the big charging gun? Tycho Seeker is the armament on your alternative fire while using piloting/turrets
@@TheKengineer My mistake, you're right. I did some digging around now that I have the right terminology. Looks like you can craft Dome Charges during missions and equip Artillery Cheap Shot but I'm curious to know if there’s a way get more than the 2 default, initially-available Forward Artillery shots? Thanks BTW for the quick response! You should know that any time I have a question about anything Warframe, you're the first resource I go to. Thanks for putting out such well thought-out and indescribably useful content!
I think you undervalue status tbh! Status is damage if you have an ips weapon since it acts kinda like viral, and slowing or stopping fighters with one of the cc types makes it much easier to hit finish them with follow up shots
You dont even need guns if you use lavos and seeking missiles and shatter burst, he has a timer instead of energy consumption. Also why use zetki instead of vidar for bonus elemental when turrets can be fused together to get 60%? Zetki overheats faster with increased fire rate
I was doing Call of the Tempestarii and got my Zetki Vort III from there. I'm so glad i found this video and didn't turn it into endo... I'm Zetki Apoc II user myself, i do hope i can use Vort better then you. But on the other hand, i can give it to my team just so i can snipe for loot :)
I would like to point out that DPS is only 1/3rd of the story with any ranged weapon. The other 2/3rds is damage per shot and precision. It's fun to talk about the DPS while something like Carcinnox scatters low damage shots all over your screen, while conversely a Pulsar lets out precise high damage bursts. In my opinion, the amount of damage I can deal to a long range target per a single act of aiming and pulling the trigger is more important than the theoretical DPS. So if anything, I am sad none of the new weapons appear to fit my playstyle at all.
Not specifically, though they seem to handle turrets like normal weaponry. They don't seem to take full advantage of the range on longer weapons, and I'm not sure how well they handle leading shots or dealing with weapon spread. I just hand them a Talyn so it's still suitable for player crew too.
Picked up a Zetke Laith MkIII on the first mission for Call of the Tempestarii. Saw it and was like "SWEET!!!" Was planning on testing it out, but this helps a ton. I unfortunately do not have a good gunner attachment at the moment. I think my current pilot gun is a Talyn Mk III. I can't remember what house it is though.
I recommend Talyn for the side guns seeing as how AI gunners can't lead their targets so really for that reason I recommend a hitscan weapon for side turrets
The sideguns should be optimized for npc crew. Normal players should NEVER use them. Before the bots I put the worst gun I could find to discurage usage.
As someone who makes my gunners suffer with the cryophon on the side guns I don't get what they are complaining about, I hit the targets just fine. (As the pilot)
ALSO the photor takes double bonus in the zekti family, since the weapon can't fire "faster" being a laser, the increase in fire rate actually increases the damage
Bitch, please, Glazio Zetki Mk 3, and you can get 35k raw damage with basic mods by having 100% crit. chance and crit. damage 5x6845 per shot. Not to mention the ability to replenish shields with each hit and 50:50 on ignoring shields.
Wait a sec, you say these turrets attached to the railjack are used to kill enemies in railjack missions? I thought they exist only as decorations to enjoy their look while you destroy the enemy ships with seeker volley. What? There are side turrets for your squad mate to use too?
It's a shocker isn't it! When you're using seeker volley, the side guns for your teammates are just slightly more effective than handing your little brother an unplugged controller so he can "join in".
To be honest, I'm not using front turrets pretty much at all (mostly vs security points, some turrets etc) and was thinking if I should change my current front weapon to the Zetki Photor just because that would make it easier to get the forcefield destroyed from some of the corpus crewships.
The wiki lists burst DPS 8.7k for vidar pulsar mk iii vs 11.7k zetki talyn mk iii. Burst is very close to actual dps for anyone with rank 9/10 gunnery. From my own calculations taking into account heat gain and cooldown, vidar photor can be fired to just under overheat, then allowed to cool, for sustained 7.74k at rank 6-8 gunnery, while zetki talyn will get 7.65k using the same method. There is absolutely no point investing in a weapon that's 1% better for a few gunnery ranks, and then10-18% worse at rank 9-10. So no, the wiki does not list them as better.
I have an a.i crewmate gunner that uses zekti glazio and this madman oneshots any fighter with every trigger pull. I think he's cheating because he has yet to miss
If you're asking are the details correct on PC or Console as of the latest patch, yes. All figures are accurate as of the Call of the Tempestarii update.
UPDATE: Corpus fighters can no longer be indefinitely farmed as of Update 30 (Call of the Tempestarii). There will now be limited fighters per mission, so you'll need to repeat missions to get the drop you want. I suggest seeing if you have obtained the desired drop and, if not, aborting the mission rather than running the groundwork for nothing.
I would but my intrinsics are not maxed out yet!
The Carcinox is also a good Weapon, for the same reason as the photor. It really helps to deal with the crew ship shield drones and is not as abyssmal in dmg output as the photor.
i immediately subscribed when i saw the text telling me which turrets were being used
Hey, glad you appreciated that bit! It only seemed right after hopping into a random host's railjack and having *no clue* what weapons I had back then.
I remember that pfp gilbertdenexpert?
If you hadn't guessed it from the clips, my aim with projectile turrets is, uh, terrible. I stick to Talyn + Seeker Volley. Mostly Seeker Volley.
I dont have to aim and dont need abilitys becos my gunners are spawnkilling evrithing with the Zeki Pulsar.
But still a good video you explain all the wapons very good (sry Bad Englisch)
What do you use for the side/crew turrets?
Obviously a man of culture as well who also uses Talyn
A lot better than me
Your mention of Photors killing the Corpus Crewship shield drones around 2:00 single handedly makes the Photors the best for the front weapons. Almost nothing else reliably gets through those, and killing them in some complicated close-range dogfight or having a human crewmember (which you obviously won't have going solo) launch into an archwing and hit it from behind is damned slow and clumsy.
And you later recommend the Vort?! You kidding?! One REALLY BIG FAILURE of your entire analysis is how often you, and NPC gunners, will miss with projectile turrets vs hitscan. Every miss is a DPS drop. NPC gunners are not able to guess how many shots it will take to kill any one fighter. They'll keep ripping at a target until it explodes, so with the flight time of the projectiles over half their shots (assuming they can even hit the damn thing when it changes direction frequently) could be complete wasted overkill and will just go into empty space towards the already blown-up fighter.
But with hitscan turrets, like a Talyn, a max rank NPC gunner a) virtually never misses, and b) INSTANTLY switches targets the very microsecond that the current target explodes, so zero firepower is wasted.
Here, I'll give you a good estimate based on what I've seen in-game. If you're using projectile turrets instead of hitscans, drop the actual on-paper DPS of those weapons by at least 50% to truly represent what you will actually effectively land with them (and that's honestly being very generous).
This video is so well put together ty
Nothing beats a full complement of Apocs for that true Battlestar Galactica vibe. Having 2 gunners, the pilot and the artillerist shooting Apocs makes for an awesome spectacle!
Finally, a video on Railjack that's actually organized and proper. It's so confusing to me, so I really need something to keep it simple, short, and digesetible.
exactly what i was looking for... such an underrated channel i swear
great analysis as always
You present as well as the top warframe RUclipsrs. Hope your channel goes viral, keep up the great work
Thanks for the quick and concise guide! Learned everything I needed to know in a very short amount of time.
Oh god this is SO USEFUL. I'm going to binge all Kengineer's railjack vids now.
Thank you so much for these guides, I've been putting off Railjack for months because I couldn't find a decently well organized explanation on it like this so thank you
Thank you, sincerely. It's honestly mind boggling how little up-to-date information you can find without reading through hundreds of misleading, speculative or even completely irrelevant forum posts that start talking about your Archwing loadout instead. Nice touch with displaying the weapon equipped in your clips too, others could learn from you
One point about Vort: It deals electricity damage, which may sound great as it deals extra damage to robotic and machinery types (which are the health types of all Grineer and Corpus railjack enemies) but for some reason all the railjack enemies have Alloy armor. That reduces electric damage by 50%.
If you look into the damage formula, factor in the Machinery/Robotic bonus, the Alloy reduction, and the extra armor from having a negative modifier on armor, you end up with Vort DPS being far below Glazio (which has a bonus on cold both on Alloy Armor and shields) and even below Talyn (heat being neutral, but also having a good status that deals extra damage).
Such potential squandered
Is this in regards to the ships and flying enemies too? Or only the enemies you find inside the ships themselves?
I think people underestimate the power of a level 5 gunner with the Zetki Glazio. Probably one of the most broken thing in the game since the AI is not brain dead.
Base 50% crit chance. One good hit is all it'll take.
@@kafka3499 AI gunners will fire as if equipping the same mods as you, so if you use the "predator" +50% crit chance, which for no good reason is applied twice, you end up with a clean 100% crit chance on the Glazio, how can you not love that?
They are stupidly good.
+ run the mod that gives 51% chance to bypass shields on crit and you are golden aganist corpus .. .
+ run a mod that gives projectile speed and range and you are golden on hitting stuff (even AI accuarcy improves that way + they shoot on longer ranges)
+ run a mod that gives turret damage on kill, you are already oneshoting so you get 5 stack the moment you find a grup with crewship, crewship is instantly disabled
So u put it on the side guns?
For a tenno coming back and got confused bu the railjack rework this is super helpful 💖🙏🏼
love the laith! when piloting it's a great weapon to get close to an enemy and utterly melt them, and then for my gunners i gave them the talyn cause hitscan is just really good against fighters
Can't lie but this type of small youtuber gives alot good tips and explains better then big youtubers.
I must admit something I've done myself,I had gunnery 9 and I didn't know how to use it for about half a month,and was wondering what it means when the description said "reload when weapon overheat",until when I hitted R and was like *o h*
Yeah, it's a curious description given these guns otherwise *never* reload. Accurate to the button, but curious.
Wait it does that? I'm r10 and had no idea it does that
Its terrible described and nothing in RJ has a tutorial. I knew that once in a while necramech tutorial wasnt gonna change how the rest of the game fails.
@@635574 actually, almost nothing in this game has a tutorial xD
Insane video man. Couldn't have watched a better video than this. Will recommend to my newer friends getting into railjack. My Vort and Talyn both Zetki are crafting rn I luckily had them from random drops lol.
going through all your railjack videos, I was surprised to learn that through mere intuition I was able to identify and use the correct things, My main build was very similar to your 0 forma one, my crew is mostly about gunnery with a dedicated repair, ect. Really the only area I was lacking was the components since I simply own so few of them.
I was incredibly surprised to learn that my weapons of choice were actually already some of the best, using a Zetki Laith Mk III for my nose and a Talyn for my side gunners, granted my Talyn wasn't as good as it could be, being a Vidar Talyn Mk II, but currently I am rectifying that now, good to know my intuition has made my railjack way better than I thought it was.
I never really went past venus proxima because I was like "my railjack absolutely won't survive past venus" but today I went straight to veil and realized "oh wow I took like no damage and everything died super easily"
Still confused the hell out of me. Just say, put these guns ons sides these in front, list them from best to worst, bam even easier.
With the crew npc's, pulsar side with rank 5 gunners instantly kills all grineer ships and most corpus ones.
If you plan on running NPC crewmates as gunners, hitscan guns are better in almost every practical scenario (i.e. when you're letting them kill fighters where they spawn instead of wasting timr flying to them) because thr NPC gunners can miss on the other ones
For front guns do as you like but Glazio most reliably 1-taps fighters meaning you don't need to aim (perhaps turning unnecessarily) longer than necessary
u are good at telling, even DE lacks of it
'leading shots means you will miss more easily"
warthunder players: hold my beer
I am confused. I just can’t get zetki Vort mk3 from Pluto missions… I have got every single corpus weapon except vort…
turret velocity makes t3 zetki apoc's pretty close to hitscan, the crew can wreck with it just like they do with the hitscan turrets & it doesnt have the low crit drawbacks of the talyn or photor. weirdly though it doesn't make that huge of a difference in actual practice... no idea why, but I mostly use photors(front)/talyns(gunners) with crimson fudge instead. that said, I hear the talyn drop rate is abysmal now so there's another option. if anyone's wondering the ideal setup for the ship itself is zetki reactor/vidar or lavan plates (close enough ehp as to not really matter)/lavan engines/zetki shields.
I'm somewhat of a person that likes leading my shots in aerial battles. So i couldn't sit tight with photor but cant change either cuz I don't know which is which. Now this vid came up in the algorithms.
I've mentioned in another video the power of gunners.
From my experience, crewmate gunners are much better for actually shooting turrets than any human. So much so, that I consider optimizing side guns for npc use over players. I havent done much hardcore testing, but based on experience, i found that the Vidar Talyns are the best side guns for the gunners. Hitscan weapons are the best, since it allows for the npcs to truly use auto aim to their advantage, and zetki tends to overheat too much even with the gunner bonus, and death blosson, for grineer missions where the gunners will be shooting down 60ish fighters consecutively.
I gave my gunners pulsars and they annihilate everything in seconds, it’s so bad ass cause there aim is perfect
Depends. If you are just out for the mission rewards, then the gunners are in fact better. However, if you want to also farm affinity/intrinsics I wouldn't really recommend anything beyond a single engineer to keep the ship patched up, because the gunners are in fact so efficient that they'll steal all your kills.
@@mrbmo9375 Where aim?
I like the pulsar because it reminds me of star tours and I like to swing around asteroids n stuff n pretend I’m on the ride
This is exactly what i was looking for thanks!!!
When i first got my RJ i did a bit of testing with my clans nice researched parts and ive come to the conclusion that the Vort pilot gun and Photor turrets were the best, and boy am i glad to hear you verify this. I spent a lot of time acting crewmate with some of my buddies so by the time i got my own RJ i had accrued a hoard of spare parts and mods and with all MK3 zetki parts all max fusion and my plexus mods and intrinsics maxed out i feel more feared than the tempestarii, zipping around at higher speeds than passing comets, absolutely obliterating swarms of fighters with the help of my npc gunners' 100% accurate photor beams ripping white-hot streaks of death and despair thru the vacuum of space, and should that ever feel underwhelming i can fire infinite swarms of homing missiles as lavos, ooooh it is sooo satisfying! 😃
I hate it when I join a random railjack and the turrets aren't like the ones I use😭
I get the math, but after testing, valencing, all weapons (even the new ones)....Photor is still my favourite, so much better to use as I'm mostly a RJ Pilot. (I do like the Ice barrage cannons, but the short range makes them less viable to use)
Carcinnox for the side guns keep shredding everything since day one.
I personally use the Carcinnox on pilot and set my gunners to Vort, I just like the look/feel of Carcinnox
My crew has MK III Zetki Talyn while I, the pilot, use the MK III Zetki Glazio. It’s really fun, the only problem would be that veil crewships take some time to die. I usually just shoot some engines and then I use the forward artillery on the remaining engines. They die pretty quickly then.
My new favorite gun is the laith, my pulsar crew gunners shred any fighter in seconds cause there aim is perfect, so I use the laith to do heavy damage to single targets that they aren’t focused on
I want to know what turret fires slowly like an AA turret
I put Zetki Vort as the nose turrets, and Zetki Talyn as the wing turrets. Sure, they overheat pretty quickly, but if you can just, not lay your entire body on M1, they can get some good results.
That's what I do, I used Talyn for the swivel turrets because apparently the AI crew doesn't know how to lead their targets so I had to give them a hitscan weapon just so they can actually hit their targets
I love my laith turrets on my side turrets they work so well
PERFECT VIDEO. Thank you!
I personally like the Carcinnox a lot. Whilst the toxin status itself is kind of useless, it still bypasses shields which makes corpus fighters especially quite a bit less annoying.
I know its years later, but im just now getting into rail jack, which ones from clan would be recommended? And which positions would they work best in, such as front, side, and special artillery / heavy hitter
The cryophon is also very good, for the best damage per shot, to one-shot.
and the fact to one-shot the ennemis make it also easy to use.
man i am searching for this kind of video
Wow I never thought that I could get better turrets like this. I must fabricate them ASAP
Still want those rj guns you got to shoot during the tempestarii quest
Ikr, auto lock-on rockets.
Just what I needed
How do you reaload like when it overheats I press square once and it doesn’t work am I doing something wrong
wait so what should i pick for crew?
edit: also why zetki vort and not vidar vort which has 2x better damage until overheat?
Turret wise? Same as for players. Not only because you'll be piloting to consider the use of those turrets (otherwise what you pick wouldn't matter), but also because I imagine you will have other players with you at some point.
Zetki vort has higher crit chance, higher fire rate from the bonus, and a higher base damage (but overtaken by the vidar bonus). This gives it more dps. The line on the wiki "damage until overheat" is not dps. It's total damage ignoring time. Overheat doesn't matter that much as players with rank 8 or lower gunnery should cease firing just before overheat to maintain maximum firing time, while rank 9+ gunnery can cool off overheat in 0.5 seconds by pressing the reload key.
@@TheKengineer hmm thanks for help, i took zetki vort for both and upgraded them to have +60% firerate but noticed that vidar vort can have +60% electric damage when fully upgraded, does that make it better than zetki?
@@TheKengineer it also would give better burst damage since it has 2% lower crit chance and 10% bigger status and 600 more damage per hit
@@insanowsky I recommend you do the full dps calculation yourself at this point. You're asking if a weapon with a lower base damage and crit chance would beat the one with higher base damage and crit chance if the lower one gets +60% damage while the higher one gets +60% fire rate. I've stated in the video, and already confirmed for you, Zetki comes out on top.
For me theres only 3 types
The rest need a buff in accuracy they suck badly
1 Pulsar zekti
2 Photor lavan
3 Talyn zekti
Totally agree with you, i basicly skip every turret which have small x% accuracy chance on turret and only focus on same 3 turrets you named, because if you cant hit target its mean you do not deal damage at all.
Might of the Khala
Oh, i see you are protoss enjoyer as well
Wait, Vort out dps the Apoc? Surprising
Need a little help please - I picked up the Tycho Seeker MK3 from the dojo dry dock research. The Max Ammo is in the double digits according to the stats, but I only have 2 shots available to me at the beginning of each mission. For the life of me, I cannot find how to fix this. I maxed the Overloader plexus mod but that didn't help. Is there some other sort of upgrade I need to do? Thanks!
Are you sure the two shots isn't your Forward Artillery, the big charging gun? Tycho Seeker is the armament on your alternative fire while using piloting/turrets
@@TheKengineer My mistake, you're right. I did some digging around now that I have the right terminology. Looks like you can craft Dome Charges during missions and equip Artillery Cheap Shot but I'm curious to know if there’s a way get more than the 2 default, initially-available Forward Artillery shots? Thanks BTW for the quick response! You should know that any time I have a question about anything Warframe, you're the first resource I go to. Thanks for putting out such well thought-out and indescribably useful content!
Laith's my favorite too. Mainly 'cause I prefer those Hard Hitting, but slow firing Cannons.
I think you undervalue status tbh! Status is damage if you have an ips weapon since it acts kinda like viral, and slowing or stopping fighters with one of the cc types makes it much easier to hit finish them with follow up shots
You dont even need guns if you use lavos and seeking missiles and shatter burst, he has a timer instead of energy consumption. Also why use zetki instead of vidar for bonus elemental when turrets can be fused together to get 60%? Zetki overheats faster with increased fire rate
Best turrets for rank 5 gunners ??
Weapons: Zetki Plating/Shield: Lavan/Vidar
What about the cannon at tempestarii railjack
I was doing Call of the Tempestarii and got my Zetki Vort III from there. I'm so glad i found this video and didn't turn it into endo... I'm Zetki Apoc II user myself, i do hope i can use Vort better then you. But on the other hand, i can give it to my team just so i can snipe for loot :)
I would like to point out that DPS is only 1/3rd of the story with any ranged weapon. The other 2/3rds is damage per shot and precision.
It's fun to talk about the DPS while something like Carcinnox scatters low damage shots all over your screen, while conversely a Pulsar lets out precise high damage bursts.
In my opinion, the amount of damage I can deal to a long range target per a single act of aiming and pulling the trigger is more important than the theoretical DPS.
So if anything, I am sad none of the new weapons appear to fit my playstyle at all.
are you planning to do something for ordnance launchers?
No, as the only effective answer is to use the Tycho Seeker Mk III. Even then, ordnance has very little use on a properly equipped railjack.
I have Zetki vort and zetki talyn. Very good! :D
Great video, saved me a lot of work!
Did you run any test of how the NPC gunner crewmates do with different turrets?
Not specifically, though they seem to handle turrets like normal weaponry. They don't seem to take full advantage of the range on longer weapons, and I'm not sure how well they handle leading shots or dealing with weapon spread. I just hand them a Talyn so it's still suitable for player crew too.
@@TheKengineer I'm curious now. I'll try to run some tests of Talin vs Laith.
@@xarvh do you remember your results
Picked up a Zetke Laith MkIII on the first mission for Call of the Tempestarii. Saw it and was like "SWEET!!!" Was planning on testing it out, but this helps a ton. I unfortunately do not have a good gunner attachment at the moment. I think my current pilot gun is a Talyn Mk III. I can't remember what house it is though.
I recommend Talyn for the side guns seeing as how AI gunners can't lead their targets so really for that reason I recommend a hitscan weapon for side turrets
If u have good aim use laith best critttts
Just put pulsars on the crew members
Really good video
Great channel.
zetki laith is so good in dmg , destroys everything
Great video
The sideguns should be optimized for npc crew. Normal players should NEVER use them. Before the bots I put the worst gun I could find to discurage usage.
I still don't know which one to get 💀
what's the best one against crewships?
The forward artillery. Aimed and modded right and you'll one shot any crewship outside of veil void storms.
@@TheKengineer oh thank you. Was frustrated I couldn't 1 shot crewships.
the apoc works for me so think ill stay wit them
Is it just me or does gunnery R9 not working
As someone who makes my gunners suffer with the cryophon on the side guns I don't get what they are complaining about, I hit the targets just fine. (As the pilot)
The much higher amount of hits per second makes me prefer hitscan.
Where can I farm for zekti pulsar turrets?
R-9 viel proxima , killing crew ships, outsider fighters
Thank you!!
ALSO
the photor takes double bonus in the zekti family, since the weapon can't fire "faster" being a laser, the increase in fire rate actually increases the damage
Bitch, please, Glazio Zetki Mk 3, and you can get 35k raw damage with basic mods by having 100% crit. chance and crit. damage 5x6845 per shot. Not to mention the ability to replenish shields with each hit and 50:50 on ignoring shields.
Talyn bes for pilot since you use it so little you want it f
To feel good when you'd do shoot
in reality the best railjack gun is the one of the tempestary, but we cant keep it .
Wait a sec, you say these turrets attached to the railjack are used to kill enemies in railjack missions? I thought they exist only as decorations to enjoy their look while you destroy the enemy ships with seeker volley. What? There are side turrets for your squad mate to use too?
It's a shocker isn't it! When you're using seeker volley, the side guns for your teammates are just slightly more effective than handing your little brother an unplugged controller so he can "join in".
To be honest, I'm not using front turrets pretty much at all (mostly vs security points, some turrets etc) and was thinking if I should change my current front weapon to the Zetki Photor just because that would make it easier to get the forcefield destroyed from some of the corpus crewships.
Laith and vort are so good for me and my ai
Thank you :)
Is that “hitscan” like aim assist? If so mine does not work like that.
Hitscan means hits instantly where you're aiming. Aim assist is something else entirely.
zetki talyns are a huge pain to farm
Nice vid
Vidar Pulsar better than zekti talyns (based on wiki)
The wiki lists burst DPS 8.7k for vidar pulsar mk iii vs 11.7k zetki talyn mk iii. Burst is very close to actual dps for anyone with rank 9/10 gunnery. From my own calculations taking into account heat gain and cooldown, vidar photor can be fired to just under overheat, then allowed to cool, for sustained 7.74k at rank 6-8 gunnery, while zetki talyn will get 7.65k using the same method. There is absolutely no point investing in a weapon that's 1% better for a few gunnery ranks, and then10-18% worse at rank 9-10.
So no, the wiki does not list them as better.
Thanks
my bro's turret is a shotgun and is very slow but is very op
Oh boy time to scrap my Vidars
Is the thumbnail real? like can I change my current energy colors to purple?
If you have the appropriate colour palette unlocked, absolutely.
@@TheKengineer just to make sure, that applies to the railjack right? it uses the ship's energy color?
@@jasperdzuong2573 I believe it's the energy colour on the railjack, yes.
I have an a.i crewmate gunner that uses zekti glazio and this madman oneshots any fighter with every trigger pull. I think he's cheating because he has yet to miss
Ty
Me who has crypophan on the side guns. 😶
this still relevant?
If you're asking are the details correct on PC or Console as of the latest patch, yes. All figures are accurate as of the Call of the Tempestarii update.
@@TheKengineer alright thanks welp time to grind again ;-;
Nice