Author Topic: Minigun  (Read 5974 times)

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Offline adadqgg

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Minigun
« on: June 29, 2007, 01:05:55 pm »
heres a good idea: make minigun's startup time 0 and make it shoot faster the longer u hold the trigger( maybe starts at twice the firing interval and gradually decrese to regular interval).

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Offline mxyzptlk

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Re: Minigun
« Reply #1 on: June 29, 2007, 01:07:09 pm »
erm...

I think this belongs in weapon balance.

Not a good idea anyway.

F11.

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Offline SirJamesaford

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Re: Minigun
« Reply #2 on: June 29, 2007, 01:11:59 pm »
The minigun got a good balance in the latest version... it will get no better than it is right now.
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Offline Mastadi

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Re: Minigun
« Reply #3 on: June 29, 2007, 01:23:10 pm »
Unrealistic and without sense. The miniguns speed is good as it's right now. The only thing it lacks is the accuracy.

Offline ChromedGun

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Re: Minigun
« Reply #4 on: June 29, 2007, 01:27:44 pm »
Anything to lower the tremendous startup time would be nice. I dunno about this tho :s

Accuracy is what it lacks. The weapon doesn't overbink into the sky if you go prone or crouch, but who the fuck has time for that?

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Offline adadqgg

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Re: Minigun
« Reply #5 on: June 29, 2007, 01:35:37 pm »
a minigun has spinning barrels, when it starts it will be pretty slow but the speed will gradually climb up.

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Offline Espadon

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Re: Minigun
« Reply #6 on: June 29, 2007, 01:57:55 pm »
I think the wind-up is better. Say, it will still have a 50 tick delay before it hits top RPM but it will start firing as soon as you hit the trigger, like...  Choom...  ...choom...choom...choom..choom-choom-choom-choomchoomchoomchoomchoo---chwhhrrrrrr, ya know?
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Offline Rook_PL

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Re: Minigun
« Reply #7 on: June 29, 2007, 02:12:45 pm »
as you say, .·: êšþãÐøñ :·. F12
but even then the startup shouldn't be too long to, you know, reach top RPM before the clip ends... ::)

Offline Espadon

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Re: Minigun
« Reply #8 on: June 29, 2007, 02:24:10 pm »
50 ticks is slightly less than a second, even though it feels like an eternity. ;D (60 ticks = 1 second)
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Offline Super Vegeta

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Re: Minigun
« Reply #9 on: June 29, 2007, 03:45:22 pm »
The wind-up is quite a nice idea I think.

Offline Chariot

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Re: Minigun
« Reply #10 on: June 29, 2007, 03:47:59 pm »
The minigun is fine in this version.
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Offline adadqgg

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Re: Minigun
« Reply #11 on: June 29, 2007, 04:38:19 pm »
 
I think the wind-up is better. Say, it will still have a 50 tick delay before it hits top RPM but it will start firing as soon as you hit the trigger, like... Choom... ...choom...choom...choom..choom-choom-choom-choomchoomchoomchoomchoo---chwhhrrrrrr, ya know?
thats what I was talking about(although I didnt explain it well enough).

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Offline zyxstand

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Re: Minigun
« Reply #12 on: June 29, 2007, 05:39:30 pm »
it's fine - except for a slightly shorter startup time (.75 seconds?).
it should also have a much lower self bink so that it doesn't lose accuracy TOO fast...
Can't think of anything original to put here...

Offline Lord Frunkamunch

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Re: Minigun
« Reply #13 on: June 29, 2007, 06:12:36 pm »
And if you let it go, it should slow back down at the same rate, so you could burst fire without having to charge up again.
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Offline NinjaGimp369

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Re: Minigun
« Reply #14 on: June 29, 2007, 08:38:42 pm »
I support the wind up version of it.  ;D
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Re: Minigun
« Reply #15 on: June 29, 2007, 09:16:43 pm »

Offline Xxypher

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Re: Minigun
« Reply #16 on: June 29, 2007, 09:17:40 pm »
Minigun + 1.4.1 = as good as it gets.
Any questions?

Offline Espadon

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Re: Minigun
« Reply #17 on: June 29, 2007, 09:19:54 pm »
You can't ever say "something is as good as it will ever get" because with time, there will always be something to top it.

I suggest this: During crouch or prone, moving the minigun becomes harder -- both for recoil but also for the player. In essence, this stabilizes the minigun but also makes it more vulnerable. It will wind up and bink at a lower rate than right now, but the wind-down will be the same as right now in order to keep it balanced. While Crouched or Prone, the push-back recoil will be eliminated, but while standing, movements will be slowed somewhat and recoil can drive the minigun out of control rather easily. What I'm trying to get to here is emphasizing the minigun's role as a defensive weapon rather than an assault weapon. It sounds like a lot but I don't really think it is a lot of coding...

I just think the minigun is still used as an offensive weapon a lot [like hovering/minigun surfing]. People need to use some form of defense other than boring old Barretting.
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Offline Xxypher

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Re: Minigun
« Reply #18 on: June 29, 2007, 09:20:41 pm »
You can't ever say "something is as good as it will ever get" because with time, there will always be something to top it.

I suggest this: During crouch or prone, moving the minigun becomes harder -- both for recoil but also for the player. In essence, this stabilizes the minigun but also makes it more vulnerable. It will wind up and bink at a lower rate than right now, but the wind-down will be the same as right now in order to keep it balanced. While Crouched or Prone, the push-back recoil will be eliminated, but while standing, movements will be slowed somewhat and recoil can drive the minigun out of control rather easily. What I'm trying to get to here is emphasizing the minigun's role as a defensive weapon rather than an assault weapon. It sounds like a lot but I don't really think it is a lot of coding...

I just think the minigun is still used as an offensive weapon a lot. People need to use some form of defense other than boring old Barretting.
But isn't that alternative weapon settings?
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Offline Espadon

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Re: Minigun
« Reply #19 on: June 29, 2007, 09:21:46 pm »
It's not an alternate setting, I think it would be more of a weapon intrinsic, like the Barrett's scope.
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