In Jump Space, the Lancer Railgun stands as one of the most formidable ship weapons—though its role has shifted from initial expectations. Originally showcased as a long-range powerhouse, it now operates at a reduced 900-meter range, requiring players to rethink their combat strategies.
Railgun Mechanics and Changes
Mounted directly to your ship, the railgun fires devastating high-caliber rounds. Unlike handheld weapons, it remains permanently attached once installed, persisting across missions. While its damage output outclasses standard cannons and turrets, its range was drastically reduced from 2km in early demos to 900m in the current build. This repositions it as a mid-range brawler rather than a sniper tool.
Strategic Considerations
The shorter range demands aggressive positioning. Engaging within 900m exposes you to counterattacks from smaller turrets and boarding crews. However, its shield-piercing capability and raw damage make it ideal for crippling capital ships or finishing weakened enemies.
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Factor in its limited firing arc and slow reload speed during combat.
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Prioritize high-value targets that require concentrated firepower.
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Combine with fast-firing weapons to capitalize on shield breaches.
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Best deployed against large vessels where sustained damage shines.
Balancing Decisions
Developers shortened the range to prevent long-range dominance, encouraging dynamic close-to-mid-range combat. This maintains the game’s roguelike tension by forcing players to balance risk and positioning.
FAQ
Is the railgun better than turrets?
It deals superior per-shot damage but lacks the rapid response of turrets. Use it for armored targets, not swarms.
Why was the railgun range reduced?
To avoid trivializing missions through safe, long-range sniping—original 2km range was deemed overpowered.
How do you keep the railgun between runs?
Ship-mounted weapons remain permanently equipped once crafted, unlike consumable items.