Author Topic: Minigun to weak  (Read 7556 times)

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Offline Sanity

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Minigun to weak
« on: August 11, 2008, 12:32:33 am »
I know minigun is considered a bad weapon to use, because it causes lag and all, but it seriously needs to be made stronger, low damage coupled with long reload and startup time make it one of the weakest primarys around, i think something along the lines of a damage increase needs to be done to make minigun more balanced.
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Offline Ziem

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Re: Minigun to weak
« Reply #1 on: August 11, 2008, 01:45:53 am »
It was discussed a lot of times before, and minigun is getting some buffs in 1.5.

Offline Hair|Trigger

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Re: Minigun to weak
« Reply #2 on: August 11, 2008, 02:40:54 am »
Download 1.5.0 beta (DONT replace 1.4.2 with 1.5 because 1.5 isnteven finished yet..) and shoot some bots with the minigun, basically if you can keep the stream of bullets flowing and making accurate hits they will suddenly do more damage and pretty much finish off the enemy. 


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Offline STM1993

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Re: Minigun to weak
« Reply #3 on: August 11, 2008, 05:33:22 am »
Minigun has been discussed a lot before.

1. The Minigun isn't meant to kill
2. The Minigun is a support gun, really good for pushing enemies back
3. The Minigun now is considered rather weak, though there are some very good minigun users out there
4. The Minigun is getting a buff:

Quoted from: Experimental Weapon.ini - Training
// Minigun      dmg -19, speed +105, fireinterval -1, reload -16, bink +3

[XM214 Minigun]
Damage=31
FireInterval=3
Ammo=100
ReloadTime=350
Speed=395
BulletStyle=1
StartUpTime=50
Bink=-3
MovementAcc=1
Recoil=0

And, don't forget there's a 75% bullet push in 1.5 instead of the current 100%. Now, looking at all these, I can tell you:



The pushing power of the Minigun is still the same as before as a result of the change of bullet speed and fireinterval (while all other guns will receive the 75% effectively, since their fireinterval and bullet speed are not changed). Also:

1. The self-bink upon firing is reduced.

2. The Minigun fires much faster. Reload time also reduced slightly. Though yes, the amount of time the Minigun can fire before reloading is now much shorter.

3. Yes, the damage per shot is less (when calculating speed x damage, don't look at damage alone), but the amount damage that can be done at a longer range can be about the same or higher (because bullet speed affects damage as well, and the further, the more damage is lost).

4. The damage per second is much higher than before, making it even more effective for killing.

5. You know that in weapon.ini, you adjust the bullet speed and fireinterval, you'd boost yourself backwards even more right? Rest assured, in 1.5, that'd also change, so the amount of boosting from the minigun is still the same even with these values changed.



With all that, Minigun still isn't built to be a killing machine. It's still the support weapon that it's meant to be, just that now it's definitely much better than before. If you want a killing machine, go and use your MP5, Steyr Aug, or Minimi.
« Last Edit: August 11, 2008, 05:39:21 am by STM1993 »

Offline Schmidter

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Re: Minigun to weak
« Reply #4 on: August 24, 2008, 05:17:00 am »
I vouch for the minigun being to poor of a weapon :D

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Offline Rai-Dei

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Re: Minigun to weak
« Reply #5 on: August 24, 2008, 06:57:59 pm »
All they need to do its bring back the nade while shooting for the minigun, it was godly back then.

Offline SpiltCoffee

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Re: Minigun to weak
« Reply #6 on: August 25, 2008, 03:02:31 am »
All they need to do its bring back the nade while shooting for the minigun, it was godly back then.
That would be a decent buff for it indeed. Stopping the minigun to throw a nade can mean instant death if you miss.
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Offline STM1993

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Re: Minigun to weak
« Reply #7 on: August 29, 2008, 07:38:45 am »
All they need to do its bring back the nade while shooting for the minigun, it was godly back then.

I would strongly agree with this buff. And I'd also like to see that you are able to unprone PROPERLY while firing any gun at the same time (especially Minigun...), because sometimes you press unprone, you just go prone again.

Offline The Epic Guy

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Re: Minigun to weak
« Reply #8 on: August 29, 2008, 01:44:52 pm »
Wouldn't decreasing the fire interval cause more lag? And more bullets to kill? More opprotunities to get eaten. Plus when it is used as a support weapon, it actually does the opposite with the lag it creates.

1. The Minigun isn't meant to kill

Aren't all guns meant to kill?
« Last Edit: August 29, 2008, 01:46:50 pm by The Epic Guy »

Offline STM1993

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Re: Minigun to weak
« Reply #9 on: August 29, 2008, 02:13:12 pm »
Wouldn't decreasing the fire interval cause more lag? And more bullets to kill? More opprotunities to get eaten. Plus when it is used as a support weapon, it actually does the opposite with the lag it creates.

1. The Minigun isn't meant to kill

Aren't all guns meant to kill?

If I'm not wrong, the netcode is being improved in 1.5. So ya.

True, all weapons kill, but what I mean about "Minigun isn't meant to kill" is saying that the Minigun is not your typical killing machine compared to the other guns. It has high bullet speed, yet terrible damage per shot and a strong bullet push. It has high ammo and a fast firing rate, yet its ammo is eaten up so quickly and its reload is pretty slow and it has a 50 ticks startup time. All these make the Minigun an auto that isn't supposed to be used in a heated battle. It's more of a support weapon to help out from a distance away. But if you want to use the minigun as a killing machine, you have to get close to an enemy and make sure as many of the shots as possible can hit the enemy.

Though I heard there are some pretty good minigunners out there, but I've never seen them and how they play. I believe it will come down to crouching in one spot and shooting over a relatively long distance or raining bullets at a relatively close distance in the air when the enemy is disadvantaged.

Offline CrayAB

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Re: Minigun to weak
« Reply #10 on: August 31, 2008, 01:19:49 am »
Wouldn't decreasing the fire interval cause more lag? And more bullets to kill? More opprotunities to get eaten. Plus when it is used as a support weapon, it actually does the opposite with the lag it creates.

1. The Minigun isn't meant to kill

Aren't all guns meant to kill?

True, all weapons kill, but what I mean about "Minigun isn't meant to kill" is saying that...

I'm pretty sure he wasn't asking that seriously..lol, no need for the huge explanation. Minigun is useless useless you're in a public. :P

Offline STM1993

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Re: Minigun to weak
« Reply #11 on: August 31, 2008, 02:12:35 am »
I'm pretty sure he wasn't asking that seriously..lol, no need for the huge explanation. Minigun is useless uNless you're in a public. :P

(corrected a bit of English)

Anyway, I've heard that there are some good minigunners, but I've never seen them before, and I'm not sure if they are gather players or publics.

Offline croat1gamer

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Re: Minigun to weak
« Reply #12 on: August 31, 2008, 09:10:56 am »
i didnt used minigun often, now when i go to servers with minigun, it usually owns me, just you need a constant bullet flow on enemies, if you have medium accurate aim, 50 bullets will do the trick, and if enemies are weakened, then a multi kill is almost easy
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Offline Lumen-Shroom

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Re: Minigun to weak
« Reply #13 on: August 31, 2008, 04:39:38 pm »
I use the minigun quite a bit in gathers, just for the humor of an entire team supermanning at you only to be stopped dead by a minigunner.

Offline Platehead

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Re: Minigun to weak
« Reply #14 on: September 01, 2008, 04:27:53 am »
^^
Doesn't work much
In an unofficial cwar last night, I was picking deagles then my mouse spasmed and I ended up holding a minigun
I found out that if you crouch and shoot, you don't get shot all too much because the constant flow of uneven bullets kinda puts their aim off
And the bullet push to them is annoying
I gained a very good advantage over the opponent's minimi until the self bink came in and all my shots missed
Would it be possible to make the bink just a tad better?
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Offline Pie

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Re: Minigun to weak
« Reply #15 on: September 01, 2008, 05:50:05 am »
I publicly use the minigun whenever it's enabled. and i'm pretty damn good.

It does need a buff...
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Offline Hair|Trigger

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Re: Minigun to weak
« Reply #16 on: September 01, 2008, 05:54:28 am »
I've been working a way to cause a disadvantage upon the enemy team with a minigun at the very start of the match, by base camping them from the other side of the map. 

I managed to get guys pretty low on health with mingun many times, it's just not good for taking straight into battle.  With the buff, I think it will have a very interesting twist on the game

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Offline STM1993

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Re: Minigun to weak
« Reply #17 on: September 01, 2008, 06:45:24 am »
^ Some of those above posts show why a minigun is a support weapon.

Anyway, I'm looking forward to seeing the minigun in future, with more than just the change in stats, but also allowing it to be used with grenades whilst shooting and being able to unprone again easily while firing (applies to other weapons for the unproning problem, it really bugs me. I pressed unprone and I started to prone again instead of get up properly).

Offline Ziem

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Re: Minigun to weak
« Reply #18 on: September 07, 2008, 02:28:56 pm »
(this idea was probably suggested before..)

How about removing the bink and increasing minigun's inaccuracy?

Offline 8th_account

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Re: Minigun to weak
« Reply #19 on: September 07, 2008, 03:33:09 pm »
Minigun isn't effected by moveacc in the same manner as the other weapons are.