Author Topic: Changing the Minigun  (Read 18290 times)

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Offline jettlarue

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Re: Changing the Minigun
« Reply #80 on: October 25, 2006, 09:56:54 pm »
It doesnt take 25 bullets, it takes around 12.

Offline Mr. Domino

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Re: Changing the Minigun
« Reply #81 on: October 25, 2006, 10:55:51 pm »
I think the only thing really stopping the minigun from being a good weapon choice is the stupid cone arc  its self bink creates making it impossible to remotely target an enemy. Other than that it's a well designed weapon with its strengths and weaknesses. Hopefully the new version addresses bink related issues and maybe we'll see more minigun usage as a result.

Offline O.R.I.O.N.

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Re: Changing the Minigun
« Reply #82 on: October 26, 2006, 09:25:46 am »
It doesnt take 25 bullets, it takes around 12.

I average kills with the XM-214 with about 10, actually.  Then again, it helps to be at point-blank range. :P
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Offline Clawbug

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Re: Changing the Minigun
« Reply #83 on: October 26, 2006, 12:35:54 pm »
Pretty much. Maybe a little less strength than the steyr. But it shouldnt take 25 bullets to kill someone. Should be more like 6-10.

Dude dude dude... It does shoot 15(?) bullets per second.. so, you are about to kill dude in like 0.5 seconds.

The damage is highly dependet on distance though.
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Offline Officer_Bulbock

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Re: Changing the Minigun
« Reply #84 on: October 27, 2006, 02:56:53 pm »
My vote goes to the spin-down idea.


Offline F3nyx

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Re: Changing the Minigun
« Reply #85 on: October 27, 2006, 03:28:39 pm »
My vote goes to the spin-down idea.



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Offline popsofctown

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Re: Changing the Minigun
« Reply #86 on: November 13, 2006, 08:03:14 pm »
Your ideas are pretty good, and I think you who can get kills with it as-is are very skilled and can get even more kills with other guns.  The start up time's conflict with spurts is really the big problem with the minigun, that should be the focus.  The start up time is not supposed to create that conflict, its just a by-product.  Lowering the start-up time is an excellent idea, but since that can change it to being to similar to other automatics, I have another idea.  Yes, it's unrealistic.  I think maybe the start up time could remain large, but the minigun can have the option of firing a few "blanks" mid-spray, then go back to firing bullets after that reduces the bink some.  If you let go of the mouse, the gun automatically fires a few blanks (which may or may not subtract ammo) but if you let go for too long the minigun powers down and you will have to boot it up again.  To go back to real bullets, you push left mouse button down again.  This would hold on to what I perceive as the minigun's original intent, which is to be a powerful gun that cannot be used the moment you want it.
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Offline papercut

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Re: Changing the Minigun
« Reply #87 on: November 13, 2006, 08:44:18 pm »
I think the minigun should have the quality of being the only auto with no bink at all.

Your idea is a little complicated but I think I got the jist of it.
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Offline Cato269

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Re: Changing the Minigun
« Reply #88 on: November 13, 2006, 09:33:35 pm »
no bink would overpower it. if it wasn't for the bink, it wouldn't be weak, and with no bink, you can land every shot. no bink would cancel out the startup time used to cancel the bink going up.

Offline popsofctown

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Re: Changing the Minigun
« Reply #89 on: November 13, 2006, 09:47:31 pm »
yeah, my idea was complicated. im wordy.  the basic idea is to keep on streaming bullets, but with short breaks. 

I think what you might mean is no increasing bink.  The spray remains constantly moderately wide?? That could work.
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Offline The Bone Collector

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Re: Changing the Minigun
« Reply #90 on: November 13, 2006, 10:56:39 pm »
yeah, my idea was complicated. im wordy.  the basic idea is to keep on streaming bullets, but with short breaks. 

I think what you might mean is no increasing bink.  The spray remains constantly moderately wide?? That could work.

i.e...like a gattling gun
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Offline F3nyx

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Re: Changing the Minigun
« Reply #91 on: November 13, 2006, 11:01:51 pm »
popsofctown, I think you and I are advocating slight variations on the same idea.  Both ideas boil down to this: the Minigun needs to be able to resume firing more quickly than it currently does.

I also wouldn't mind removing self-bink from the Minigun.

no bink would overpower it. if it wasn't for the bink, it wouldn't be weak, and with no bink, you can land every shot. no bink would cancel out the startup time used to cancel the bink going up.

Sorry, but that's totally wrong.  Even without bink, the Minigun is massively inaccurate.  Unless you're at point-blank range, it's impossible to "land every shot" -- you'd be lucky to get 50%.  And what do you mean when you say "the startup time used to cancel the bink out"?  The Minigun has always had a startup time.  The startup time wasn't added to cancel out bink.

Offline KamikazeDuck

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Re: Changing the Minigun
« Reply #92 on: November 14, 2006, 12:04:30 am »
1) crouch/prone before firing (like the secondary LAW), this will make it so people cant get speed from this gun (e.g. capturing a flag, flying and shooting for a boost).

Modified:

When standing...
a. The minigun will fire for a bit but after a while of getting pushed back by the power of it, the gun stops firing.
b. The minigun has tonnes of recoil or self-bink.

When crouched or in prone, the minigun fires nicely and maybe with less self-bink than it does now.

Though the people who are good at using it now probably wouldn't like it, it could stop people from  running around like maniacs, spraying bullets everywhere and still be very useful when used properly.

I don't know whether changing the minigun is a good idea anyway. You could end up making it too overpowered and then it would ruin the (pretty good) balance of autos we have at the moment.
« Last Edit: November 14, 2006, 12:13:04 am by KamikazeDuck »
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Offline popsofctown

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Re: Changing the Minigun
« Reply #93 on: November 14, 2006, 10:17:59 pm »
I have confidence that the weapon balance won't end up with miniguns dominating, although that would be a scary future.  I think changing the minigun to a crouch or prone-only gun would make it to vulnerable to grenades and m79's and knives and other weapons that are only limited by their inaccuracy.  Maybe it could work, though, I'm open-minded.

And yes, we F3nyx, we both have the same idea.

Date Posted: November 14, 2006, 09:10:43 AM
the more i think about a limit self-bink on the minigun, the more i like it.
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Offline boer

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Re: Changing the Minigun
« Reply #94 on: November 16, 2006, 09:10:30 am »
My vote goes also to the spin-down idea.
Spin up , fire , stop fireing, spin down, spin up a bit , fire.
and damage inc a bit..
the steyr wins the minigun close quaters if they both start firing at the same time!!

Offline excruciator

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Re: Changing the Minigun
« Reply #95 on: November 30, 2006, 09:49:53 am »
[XM214 Minigun]
Damage=55
FireInterval=5
Ammo=100
ReloadTime=366
Speed=290
BulletStyle=1
StartUpTime=40
Bink=-10
MovementAcc=1

try this and tell me if you like it
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Offline JonWood007

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Re: Changing the Minigun
« Reply #96 on: December 03, 2006, 04:21:32 pm »
The rate of fire is fine IMO. I say cut down on start up a little bit and/or make the bullets more powerful. Not too much more powerful, but maybe as powerful as the AUG's. A big problem I have with it is the start up. It does need some start up I think, just less than it does now though.

Offline Plonkoon

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Re: Changing the Minigun
« Reply #97 on: December 03, 2006, 04:47:50 pm »
I really dont think the minigun should have much bink or self bink like the other autos.  Seeing how it's already the most inaccurate gun there is.  Also it would be nice if recoil was down just a tad for realistic mode.  Using the minigun in realistic is quite a challenge to keep the flow of bullets on a target.  And the worst thing is that you can't burst like the other autos, if you take a moment to regain control of your aim, your dead.