Author Topic: Minigun suggestion  (Read 5180 times)

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Offline mxyzptlk

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Minigun suggestion
« on: March 03, 2007, 10:34:44 pm »
I have alwas found the minigun clunky and troublsome to handle. It's self-bink seems TOO extreme.
So I made this minigun mod to fix this:

Code: [Select]
[XM214 Minigun]
Damage=60
FireInterval=5
Ammo=80
ReloadTime=350
Speed=350
BulletStyle=1
StartUpTime=17
Bink=-2
MovementAcc=1

You will notice that the rate was also decreased, while the speed, reloadtime, bink and damage were increaced.

I like this balance, try it out.
« Last Edit: March 11, 2007, 08:11:17 pm by mxyzptlk »

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Offline Sytrus

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Re: Minigun suggestion
« Reply #1 on: March 04, 2007, 12:37:07 pm »
Well, I don't think the minigun should be changed to make it easyer to handle, I'd only like to have the rate decreased. It's main problem is the bink indeed, but it's not a weapon to be precise, it's for....for...uhm....dunno.

Offline mxyzptlk

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Re: Minigun suggestion
« Reply #2 on: March 04, 2007, 12:50:10 pm »
Well, I don't think the minigun should be changed to make it easyer to handle, I'd only like to have the rate decreased. It's main problem is the bink indeed, but it's not a weapon to be precise, it's for....for...uhm....dunno.
Right, this would make it as useful as other autos, while retaining what makes it it (Fast rate, Prefire delay, Bink)
Sytrus, have you tried it out?

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Sytrus

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Re: Minigun suggestion
« Reply #3 on: March 04, 2007, 01:42:35 pm »
Sure I have. And I just find it pretty useless. You can't really aim with it and the damage it does fits to that. It's the spraing weapon number one, that's it. I think of maps like Kampf, when a minigunner stands at the hill and just sprays into the base.

Offline mxyzptlk

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Re: Minigun suggestion
« Reply #4 on: March 04, 2007, 01:47:21 pm »
I meant the mod that I made to fix it with.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Sytrus

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Re: Minigun suggestion
« Reply #5 on: March 04, 2007, 01:56:28 pm »
oh lol. I have tryed that one too, and it's actually not even that bad. I wouldn't mind if it got implented, seems as it is a good idea.

Dark Flare

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Re: Minigun suggestion
« Reply #6 on: March 11, 2007, 11:21:46 am »
The main reason they made the mini so bad is because it has some advantages too:
-Surfing-
-Lot of bullets-
-Shoots fast-

you know what im sayin..?

Offline R0L4ND

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Re: Minigun suggestion
« Reply #7 on: March 11, 2007, 01:53:57 pm »
The main reason they made the mini so bad is because it has some advantages too:
-Surfing-
-Lot of bullets-
-Shoots fast-

you know what im sayin..?

No, I don't. Surfing sucks because it shoots too fast and eats up all the ammo. Hence, all 3 "pros" you listen just turned into "cons".
I have yet to see one single situation where the minigun is generally feared. The minigun flat-out sucks, and here's why;
1. Chargeup-time. You get riddled before you can even spin the thing up, and if not, your target is already out of sight by the time you start firing.
2. Recoil. The aim goes south before you can even scratch anyone with it. This, coupled with the chargeup REALLY cripples the gun, as you have to start over, waiting another second before you can send another aimed burst at your target, usually spelling death for its user.
3. Low ammunition capability. Due to the high rate of fire and low damage, 100 rounds is just way too little for the minnie in its current condition. Due to hit-detection, it usually takes in the vicinity of 40 rounds to frag someone who's fully loaded with health, assuming you're not walking into a firefight and everyone decides to hammer the cantankerous minigunner.

My suggestions?
1. Lower the recoil, or reprogram it so that it fires in a more predictable and controllable hose-like format, rather than random conefire.
2A. Increase the rate of fire. Easy as that.
OR
B. Reduce the chargeup to one quarter of a second.
3. Increase ammunition capability to 200, at least.

Drastic suggestions? Yes. On the other hand, look where at where the minigun is. Barely anyone uses it, NO ONE fears it, it's weak, it's slow to react, it burns the ammo too fast... No one uses it for any other reason than kibbles and giggles. So either fix it, or remove it, in my opinion.
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Offline mxyzptlk

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Re: Minigun suggestion
« Reply #8 on: March 11, 2007, 08:11:05 pm »
Well, try my suggestion out.
I lowered the rate of fire, but increaced the damage;
I lowered the ammo, but closed the cone up.
I also decreaced the start-up time like you suggested.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline iDante

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Re: Minigun suggestion
« Reply #9 on: March 11, 2007, 10:44:16 pm »
I have yet to see one single situation where the minigun is generally feared. The minigun flat-out sucks, and here's why;
lower route of equinox, or any other really small tunnel. Also, because most people think it sux so much they will run right up to the mini and shoot, from point blank mini is really good.

Offline R0L4ND

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Re: Minigun suggestion
« Reply #10 on: March 12, 2007, 09:54:57 am »
lower route of equinox, or any other really small tunnel. Also, because most people think it sux so much they will run right up to the mini and shoot, from point blank mini is really good.

The minigun starts firing everywhere within 3 seconds, not nearly enough to cause enough damage with the drastic drawbacks provided by it. And you see charging as a sign of fear to the respective gun? Nope mate, that one doesn't cut it. I realise what you're saying, it's just that ten AK-rounds do a much better job of keeping that hallway safe than a VERY conspicuous minigun which seems to spray everywhere but you want it.

mxyzptlk:
While those are a step in the direction of improving the gun, they move away from the mentality of a minigun. What I'd think of a minigun is a big, loud and FAST can of whoopass which lasts a while. What you're saying is basically a slightly beefed up Minimi in my eyes.
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Offline Lord Frunkamunch

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Re: Minigun suggestion
« Reply #11 on: March 12, 2007, 10:29:54 am »
My suggestion for he minigun is to completely take away the bink, (I've tried it out; the bullet's don't go completely straight)

start up time (seriously, with other autos I never fire my whole clip at once. I fire in burst to actually have a chance of hitting. What makes the minigun pure crap is the fact that trying to burst fire makes you charge up again.)

 And lower the fire rate to 5 (if bink and startuptime are removed, a FR of 4 will render it the most overpowered weapon ever, this'll even it out a bit)

Then maybe play around with the speed and power settings till it's balanced.

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Offline Sytrus

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Re: Minigun suggestion
« Reply #12 on: March 12, 2007, 04:48:48 pm »
Ah no Frunkamunch. The bink needs to stay. Maybe decreasnig it but it has to stay.

5th_account

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Re: Minigun suggestion
« Reply #13 on: March 12, 2007, 04:50:16 pm »
why?

Offline Sytrus

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Re: Minigun suggestion
« Reply #14 on: March 12, 2007, 04:53:01 pm »
Why? Because totally removing the bink would unbalance it. Even with a lower firerate it would then have too much power. And the startup time....I think it also needs to stay since it just belongs to it. We shouldn't forget it's a minigun and not an MP5.

Offline R0L4ND

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Re: Minigun suggestion
« Reply #15 on: March 12, 2007, 05:08:55 pm »
We shouldn't forget it's a minigun and not an MP5.

Yeah, so up the ammunition and dump the recoil. A heavier weapon absorbs more recoil due to its own weight.
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5th_account

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Re: Minigun suggestion
« Reply #16 on: March 12, 2007, 06:12:46 pm »
The old minigun had zero selfbink but had a worse base inaccuracy. Worked quite well

Offline popsofctown

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Re: Minigun suggestion
« Reply #17 on: March 12, 2007, 09:14:25 pm »
i think it would be cool if it was based on cylinder speed.  if you hold the button for one second, the minigun begins slowly firing.  You can keep holding the clicker, and cylinder speed goes up, which increases fire rate and bink, or you can let go and let the cylinders slow down a bit.

I support the aforementioned versions of this idea.  i know they exist.

Guns that are used in different ways greatly improve game enjoyment. hence, the popularity of weapons like halo's sword, or vehicles.
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Offline R0L4ND

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Re: Minigun suggestion
« Reply #18 on: March 13, 2007, 11:51:59 am »
The old minigun had zero selfbink but had a worse base inaccuracy. Worked quite well

That sounds mint, actually! Just double the ammunition in addition to that and we're set. :D
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Offline popsofctown

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Re: Minigun suggestion
« Reply #19 on: March 14, 2007, 04:18:41 pm »
yeah, thats a lot more in the spirit of what i think of a minigun being
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