Author Topic: Minigun  (Read 5594 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.

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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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Offline Nfsjunkie91

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Re: Minigun
« Reply #20 on: June 29, 2007, 11:28:50 pm »
a minigun has spinning barrels, when it starts it will be pretty slow but the speed will gradually climb up.

... If a minigun (or any multiple rotating barreled weapon for that matter) started firing before it reached full speed, it would damage the gun. The gun always spins up to full speed, then starts firing.

Offline ChromedGun

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Re: Minigun
« Reply #21 on: June 30, 2007, 04:50:47 am »
The windup thing sounds nice but maybe too nice? It's a helluva buff.



Haven't tried it online though :P Could be nice.

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Offline Espadon

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Re: Minigun
« Reply #22 on: June 30, 2007, 07:13:55 am »
... If a minigun (or any multiple rotating barreled weapon for that matter) started firing before it reached full speed, it would damage the gun. The gun always spins up to full speed, then starts firing.

Ah, sorry, I remembered about that -- you're right. A gatling gun has to spin up to its maximum RPM before it can start firing. Meh, so much for that idea lol.
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Offline Lord Frunkamunch

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Re: Minigun
« Reply #23 on: June 30, 2007, 09:12:00 am »
Yeah, but something that should have been implemented a while ago is that when you've gotten it fully charged, and let go of the button, instead of having to charge it all the way up again if should slowly lost it's spin, so that if you lets go for a split second to lower bink you should only have to charge it for a split second, because the gun would still be spinning, instead of coming to a complete halt like it does now.

And no, that wouldn't be too much of a buff, seeing as the minigun is still a total P.O.S...


Plus it's more realistic.
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Offline Espadon

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Re: Minigun
« Reply #24 on: June 30, 2007, 09:25:32 am »
There's a good idea. The spin down is more realistic than the sudden stopping. I like it. Too bad the Minigun's gonna be used like a frigging anti-grav pack even more then.
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Offline Rook_PL

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Re: Minigun
« Reply #25 on: June 30, 2007, 10:04:38 am »
Brothers! The Minigun is SO unrealistic even now, that it doesn't matter if changes are realistic or not! Whole Soldat is as unrealistic as it can be! Nfsjunkie91, you almost killed me. Damn it, give me ONE thing in Soldat that is realistic!
I like the first idea as I said before. We have to officially pimp the minigun. Playing with it gives a lot of fun, but i can't win...

Offline Espadon

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Re: Minigun
« Reply #26 on: June 30, 2007, 10:42:48 am »
It's just an annoying weapon that everyone loves but hates at the same time. Maybe we should just keep it like it is, but enable some modding options for it.
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Offline Lord Frunkamunch

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Re: Minigun
« Reply #27 on: June 30, 2007, 08:41:10 pm »
How 'bout we use my idea, keep it THAT way, and make modding options? ;D

Seriously, love OR hate, that fact remains that the weapon's a total piece of crap combat-wise right now. There's only one way to use it because if you want to burst fire for less bink, guess what. You're screwed.
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Offline SpiltCoffee

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Re: Minigun
« Reply #28 on: June 30, 2007, 08:59:41 pm »
Pretty good idea, that. You'd need a new sound for the cool down of the Minigun, though, so you know how far it's slowed down.
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Offline Espadon

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Re: Minigun
« Reply #29 on: July 01, 2007, 06:17:48 am »
Play the startup backwards XD

I like my idea of stiffening minigun aim during crouch or prone over all of yous ideas ( ;) )!
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Offline Nfsjunkie91

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Re: Minigun
« Reply #30 on: July 01, 2007, 11:42:50 am »
Brothers! The Minigun is SO unrealistic even now, that it doesn't matter if changes are realistic or not! Whole Soldat is as unrealistic as it can be! Nfsjunkie91, you almost killed me. Damn it, give me ONE thing in Soldat that is realistic!
I like the first idea as I said before. We have to officially pimp the minigun. Playing with it gives a lot of fun, but i can't win...

Gravity.

Also, the guy who suggested it said that real miniguns do that, while they do not. I was pointing that out.

Offline haha

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Re: Minigun
« Reply #31 on: July 02, 2007, 04:26:37 am »
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).

yes a minigun has a spinning barrel but if u hear the sound it shows the minigun barrel warming up getting speed( if u think about it) and it shoots! whats with that
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Offline Rook_PL

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Re: Minigun
« Reply #32 on: July 02, 2007, 05:53:20 am »
Oh, I see Nfsjunkie91. That makes more sense.
So, if that idea didn't convince everybody, maybe something different will do. I have two ideas:
1. make the start-up really long, but only once a death. start up at spawn and waste a lot of time, but after that it's always ready to shoot. (till end of clip, death or change weapons)
2. Pressing "fire" key will spin the barrels, but when you stop pressing they don't stop instantly, but keep slowing slowly. so, with skill one can make them spin with speed almost enough to fire bullets, and start shooting whenever he needs.

Offline Sotija

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Re: Minigun
« Reply #33 on: July 02, 2007, 07:03:43 am »
erm...

I think this belongs in weapon balance.

Not a good idea anyway.

F11.

Agreed I say F11

Offline Lord Frunkamunch

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Re: Minigun
« Reply #34 on: July 02, 2007, 08:37:35 am »
Not really weapon balance, as that deals with .ini settings, and there's no way you could realistically get rid of what a total craphouse the minigun is there without drastically changing the balance.
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Offline Kavukamari

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Re: Minigun
« Reply #35 on: July 02, 2007, 01:54:04 pm »
I think the minigun is fine, all I would like is more ammunition, but you can already edit ammo in the weaps config thing, so I'm happy

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Date Posted: July 02, 2007, 01:42:31 PM
and it ticks people off when you body switch with them in hexer :P that's also what the socom is for ;)
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Offline Espadon

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Re: Minigun
« Reply #36 on: July 02, 2007, 07:22:05 pm »
I was actually play testing the minigun today. I must say it's a very good weapon for close-quarters, of all things. Sure the Spas is more intuitive but the minigun's quite effective now.
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