Poll

What to do with the minigun?

Remove.
Replace.
Keep it.

Author Topic: Remove/Replace the minigun.  (Read 7023 times)

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Offline Norbo

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Remove/Replace the minigun.
« on: July 02, 2010, 07:35:01 am »
Title says it all. We all agree that the minigun is pretty useless at the moment, and nobody uses it for real killing. Its a waste of space IMO, and it should be replaced with a different weapon that will fit in and balance. It probably has been suggested before, but i think Enesce should really look into this. I know this might be a too drastic change, but i think we should try something new in soldat.

Offline [SIRS]Foxconn^^2012

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Re: Remove/Replace the minigun.
« Reply #1 on: July 02, 2010, 08:13:14 am »
KILL THE MINIGUN WITH FIRE!

Offline smiluu

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Re: Remove/Replace the minigun.
« Reply #2 on: July 02, 2010, 08:26:25 am »
Leave the poor gun alone, besides Minigun could actually be quite dominant if it werent for the ping always.

Offline STM1993

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Re: Remove/Replace the minigun.
« Reply #3 on: July 02, 2010, 09:09:38 am »
MM wanted the Minigun in the first place and it's been there for years, and is unlikely to want to remove it, that's one.
Two, Minigun can be a fun weapon to use even if underpowered and plagued by netcode.
Three, not so important, but think of the modding community as well.

Four, what can we replace Minigun with that isn't similar to what we have already? We don't need another auto, we have sufficient unique 1-hitters and semis, and we don't need/want some weird weapons like a cluster gun or another flamethrower. Removal is also unnecessary since servers can always disable the minigun and most players would avoid that weapon anyway.

So just leave it be.
« Last Edit: July 02, 2010, 09:18:59 am by STM1993 »

Offline Centurion

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Re: Remove/Replace the minigun.
« Reply #4 on: July 02, 2010, 09:41:59 am »
Maybe another sniper rifle that has 10 shots in clip. Possibility to zoom and shots doesn't kill with single shot. takes like 2 or 3 shots. but fire interval is low.
« Last Edit: July 02, 2010, 09:49:31 am by Centurion »

Offline -Major-

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Re: Remove/Replace the minigun.
« Reply #5 on: July 02, 2010, 09:42:56 am »
Maybe another sniper rigle that has 10 shots in clip. Possibility to zoom and shots doesn't kill with single shot. takes like 2 or 3 shots. but fire interval is low.
you mean a ruger combined with barrett?

Offline [SIRS]Foxconn^^2012

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Re: Remove/Replace the minigun.
« Reply #6 on: July 02, 2010, 09:46:17 am »
No, he mean M14 EBR

Offline Centurion

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Re: Remove/Replace the minigun.
« Reply #7 on: July 02, 2010, 10:04:42 am »
Maybe another sniper rigle that has 10 shots in clip. Possibility to zoom and shots doesn't kill with single shot. takes like 2 or 3 shots. but fire interval is low.
you mean a ruger combined with barrett?

Pretty much.

Offline STM1993

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Re: Remove/Replace the minigun.
« Reply #8 on: July 02, 2010, 10:24:14 am »
You might as well just use the Ruger as it is. From your description of that sniper rifle, it is like giving the Ruger a scope and an extended magazine and then lowering its fireinterval back to 32, making it a weird clone weapon.

Not to mention how overpowered that looks, along with the fact that the beta testers don't really like guns that are inherently inaccurate.
« Last Edit: July 02, 2010, 10:38:19 am by STM1993 »

Offline scout

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Re: Remove/Replace the minigun.
« Reply #9 on: July 02, 2010, 11:26:28 am »
No, he mean M14 EBR

You play way too much MW2.

On topic- Keep the minigun. Theres no other weapons to replace it- save heavy machineguns and less lethals. Besides, its always nice to have an exotic weapon to mod around when you get really tired of using others.

Offline [SIRS]Foxconn^^2012

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Re: Remove/Replace the minigun.
« Reply #10 on: July 02, 2010, 12:12:03 pm »
You play way too much MW2.

You are a pointless noob. I'd better join the boycott of it than play it.

Offline croat1gamer

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Re: Remove/Replace the minigun.
« Reply #11 on: July 02, 2010, 12:26:31 pm »
Lower its reload time and its a win weapon.
Awesome defense weapon, 2 kills and lots of enemy pushed back per clip.
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Offline scout

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Re: Remove/Replace the minigun.
« Reply #12 on: July 03, 2010, 09:45:39 am »
You play way too much MW2.

You are a pointless noob. I'd better join the boycott of it than play it.

lmfao.

Lower its reload time and its a win weapon.
Awesome defense weapon, 2 kills and lots of enemy pushed back per clip.

Another nice change to the minigun is double the ammo, half the damage.

Offline croat1gamer

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Re: Remove/Replace the minigun.
« Reply #13 on: July 03, 2010, 09:57:14 am »
So we would get from nowhere to nowhere.  :|
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Offline Neosano

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Re: Remove/Replace the minigun.
« Reply #14 on: July 03, 2010, 10:39:29 am »
I like the idea about smth like an auto with a scope... But do not touch the minigun
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Offline tehsnipah

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Re: Remove/Replace the minigun.
« Reply #15 on: July 04, 2010, 08:08:04 pm »
I'm sorry, too damn lazy to read thoroughly to find where "replace" is. What does that one mean?
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Offline L[0ne]R

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Re: Remove/Replace the minigun.
« Reply #16 on: July 04, 2010, 09:02:28 pm »
Pretty much what smiluu and STM1993 said (3rd and 4th post).
Minigun is a nice and fun weapon, it adds a good bit of variety to Soldat arsenal. If it wasn't for the netcode, there would be no reason to even consider replacing/removing it.

What about increasing fireinterval to around 4-5 (for comparison: MP5 has fireinterval of 6)? Shouldnt it reduce lag a bit? Overall it could be made to something like a slightly faster MP5 with much higher bullet speed and more ammo. If MP5 is usable, I don't see why Minigun can't be made usable too.

Also, number of minigun users could be limited to one player per team. I know there are scripts that make it possible, but a built-in feature would be more useful in this case.
« Last Edit: September 19, 2010, 12:49:17 pm by L[0ne]R »


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Offline darDar

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Re: Remove/Replace the minigun.
« Reply #17 on: July 05, 2010, 06:02:02 am »
1. Basicly you re wrong if you say "no one uses this weapon for real killing".
2. Why we should change things which re there for years + they re not annyoing?
3. I think adding / removing new weapons causes only Problems like for excample ( balance problems,...)
4. Changing the whole weapons.ini like it was made in one of new Soldat BETA versions is even worse than adding a new weap. "Dont change a Working Game"
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Offline Shard

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Re: Remove/Replace the minigun.
« Reply #18 on: July 05, 2010, 06:42:09 am »
I like the idea about smth like an auto with a scope... But do not touch the minigun
We already have that, you just cant use the scope on the Steyr.

I like the minigun, its always fun to use, and it if wasn't for the boosting effect, I'd still be thinking of what to do with it in my mod.

Offline Mexer

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Re: Remove/Replace the minigun.
« Reply #19 on: July 05, 2010, 06:40:37 pm »
Sounds stoopid; but remove the minimi and add something like a mine to the secondary weps list ?
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Offline mxyzptlk

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Re: Remove/Replace the minigun.
« Reply #20 on: July 20, 2010, 04:13:03 pm »
I'm a devout minigun user when I play. In LAN and bot play, it's excellent for control. The large amounts of bullets means a lot of binked enemies. The pushback allows you to discourage people from going certain ways and keep them from getting too close to you. The only issue is the netcode. I have sat infront of someone with a minigun and unloaded a whole clip into them, and they claimed every single bullet flew over their head, and that they were at max health.

In short, keep the minigun, fix or work around the netcode issues.

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Offline pinOi32

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Re: Remove/Replace the minigun.
« Reply #21 on: July 21, 2010, 06:45:34 pm »
nah, I just say to modify its stats.
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Offline FlaczeQ

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Re: Remove/Replace the minigun.
« Reply #22 on: August 24, 2010, 07:24:46 am »
Make the minigun able to fire only when you duck/prone, lol.

Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #23 on: August 24, 2010, 03:06:51 pm »
Make the minigun able to fire only when you duck/prone, lol.

Yeah, and let's remove the Barrett's ability to 1-hit-kill while we're at it, right?
I'm all for keeping it, and trying to fix the netcode issues.
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Offline OpTic|AntiHero

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Re: Remove/Replace the minigun.
« Reply #24 on: August 25, 2010, 01:00:23 am »
I hate it people use it for easy caps and spray and makes everyone lag  :| Should change it to something new to spice things up!  ;)

Offline duz

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Re: Remove/Replace the minigun.
« Reply #25 on: August 25, 2010, 04:50:21 am »
Add more dmg and.... its fine  8)
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Offline killzonea59

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Re: Remove/Replace the minigun.
« Reply #26 on: August 25, 2010, 04:23:41 pm »
Add more dmg and.... its fine  8)

I agree, but i think we should lower the fire rate a bit, sorta like the M2's fire rate, up the damage, lower the fire rate.

Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #27 on: August 25, 2010, 06:44:41 pm »
Add more dmg and.... its fine  8)

I agree, but i think we should lower the fire rate a bit, sorta like the M2's fire rate, up the damage, lower the fire rate.

So basically a portable M2?
Useless.
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Offline L[0ne]R

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Re: Remove/Replace the minigun.
« Reply #28 on: August 26, 2010, 03:36:59 pm »
Add more dmg and.... its fine  8)

I agree, but i think we should lower the fire rate a bit, sorta like the M2's fire rate, up the damage, lower the fire rate.

So basically a portable M2?
Useless.
More useless than current minigun? C'mon.


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Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #29 on: August 26, 2010, 04:13:13 pm »
Add more dmg and.... its fine  8)

I agree, but i think we should lower the fire rate a bit, sorta like the M2's fire rate, up the damage, lower the fire rate.

So basically a portable M2?
Useless.
More useless than current minigun? C'mon.

Yes, because to me leaving a stand alone weapon be is better than having two identical weapons in stationary and then portable mode.
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Offline killzonea59

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Re: Remove/Replace the minigun.
« Reply #30 on: August 26, 2010, 05:37:19 pm »
Unless you switch the guns somehow, put the minigun on a turret and use m2 as minigun slot.
Just lower the damage for m2.

Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #31 on: August 26, 2010, 06:20:17 pm »
Unless you switch the guns somehow, put the minigun on a turret and use m2 as minigun slot.
Just lower the damage for m2.

So you want to add to the weaknesses of the minigun by making it stationary? And add to the strengths of the M2 by making it maneuverable? Lowering it's damage won't be enough.
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Offline killzonea59

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Re: Remove/Replace the minigun.
« Reply #32 on: August 26, 2010, 06:35:29 pm »
Unless you switch the guns somehow, put the minigun on a turret and use m2 as minigun slot.
Just lower the damage for m2.

So you want to add to the weaknesses of the minigun by making it stationary? And add to the strengths of the M2 by making it maneuverable? Lowering it's damage won't be enough.

Well i'm just saying totally switch stats, give the mini's stats to the m2 except for the fire rate, maybe a bit more damage.
and give m2's stats to minigun, maybe not so powerful though, cause it would be difficult to get by an insane spreading minigun with push force.

Offline Auch!

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Re: Remove/Replace the minigun.
« Reply #33 on: August 26, 2010, 06:56:45 pm »
I'm a devout minigun user when I play. In LAN and bot play, it's excellent for control. The large amounts of bullets means a lot of binked enemies. The pushback allows you to discourage people from going certain ways and keep them from getting too close to you. The only issue is the netcode. I have sat infront of someone with a minigun and unloaded a whole clip into them, and they claimed every single bullet flew over their head, and that they were at max health.

In short, keep the minigun, fix or work around the netcode issues.
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I've been playing Soldat for 5 years now, and the minigun is the only weapon that I find entertaining, challenging, interesting to use, both offensively and deffensively; its difficulties make it enjoyable... its lousy netcode, its underrated status... it's my favorite gun; it is MY gun, as far as I'm concerned.
KEEP
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« Last Edit: August 26, 2010, 06:59:09 pm by Auch! »

Offline BEYOND

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Re: Remove/Replace the minigun.
« Reply #34 on: September 08, 2010, 11:44:43 am »
even though i dont use, dont like, and hate seeing it I don't want it not there. fix any netcode issues and i really like the idea of only allowing one minigun per team. whats worse than trying to attack 3 guys spraying you with a minigun? just based on the basic functions of that weapon i dont think it would be wise to allow an abuse or overuse of it. plus, servers can always choose to not allow it in the weapons list in the first place. problem solved.

Offline LMFAO

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Re: Remove/Replace the minigun.
« Reply #35 on: September 09, 2010, 08:00:05 am »
KILL THE MINIGUN WITH FIRE!
Yeah What Do you Mean??? ;)  :-*
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Offline miketh2005

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Re: Remove/Replace the minigun.
« Reply #36 on: September 28, 2010, 03:07:12 pm »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?
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Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #37 on: September 28, 2010, 03:53:46 pm »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.
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Offline miketh2005

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Re: Remove/Replace the minigun.
« Reply #38 on: September 28, 2010, 04:49:06 pm »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.
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Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #39 on: September 29, 2010, 09:46:24 am »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.

We already have a realistic physics engine, and somewhat realistic weapon balance. (Note: I said "somewhat", cause I know for a fact it's not even close to perfect)
b&

Offline miketh2005

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Re: Remove/Replace the minigun.
« Reply #40 on: September 29, 2010, 11:23:15 am »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.

We already have a realistic physics engine, and somewhat realistic weapon balance. (Note: I said "somewhat", cause I know for a fact it's not even close to perfect)

And now we need a realistic minigun ;)
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Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #41 on: September 29, 2010, 12:14:11 pm »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.

We already have a realistic physics engine, and somewhat realistic weapon balance. (Note: I said "somewhat", cause I know for a fact it's not even close to perfect)

And now we need a realistic minigun ;)

No, leave it as it is.
I can easily mow down 2-3 guys when in a good choke point.
b&

Offline miketh2005

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Re: Remove/Replace the minigun.
« Reply #42 on: September 29, 2010, 05:16:16 pm »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.

We already have a realistic physics engine, and somewhat realistic weapon balance. (Note: I said "somewhat", cause I know for a fact it's not even close to perfect)

And now we need a realistic minigun ;)

No, leave it as it is.
I can easily mow down 2-3 guys when in a good choke point.

The operative words here are: "2-3 guys" and "choke point".

You using minigun as a situational weapon, which is hardly good for a primary weapon. Seems more like a secondary, because "choke point" = situational like how secondarys are supposed to be used, and "2-3 guys" meaning it wouldn't kill as much as a primary (with the long reload time, 2-3 guys is good, but you won't get it again soon).


I think if we could poll every current soldat player, the people who would want my minigun would outnumber the people who like to fly through the air with their home-made extra rocket jet pack :P
« Last Edit: September 29, 2010, 05:22:21 pm by miketh2005 »
Quote from: 'Ando.' pid='12999178' dateline='1309046898'
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Offline 10th_account

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Re: Remove/Replace the minigun.
« Reply #43 on: September 29, 2010, 06:58:25 pm »
I think if we could poll every current soldat player, the people who would want my minigun would outnumber the people who like to fly through the air with their home-made extra rocket jet pack :P

I've polled the clan players. They prefer a minigun they can surf with. Finding unintentional uses for weapons can be a great addition to any game's gameplay. It's just a shame that the weapon is otherwise pretty useless.

And to have another weapon that enforces restrictions like crouching is a terrible idea. It's not fun at all and it slows down the game's pace. There are still conventional routes to explore in buffing the minigun - like increasing its damage and accuracy, and lowering the unnecessarily high reload and startup.

Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #44 on: September 30, 2010, 06:36:22 am »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.

We already have a realistic physics engine, and somewhat realistic weapon balance. (Note: I said "somewhat", cause I know for a fact it's not even close to perfect)

And now we need a realistic minigun ;)

No, leave it as it is.
I can easily mow down 2-3 guys when in a good choke point.

The operative words here are: "2-3 guys" and "choke point".

You using minigun as a situational weapon, which is hardly good for a primary weapon. Seems more like a secondary, because "choke point" = situational like how secondarys are supposed to be used, and "2-3 guys" meaning it wouldn't kill as much as a primary (with the long reload time, 2-3 guys is good, but you won't get it again soon).


I think if we could poll every current soldat player, the people who would want my minigun would outnumber the people who like to fly through the air with their home-made extra rocket jet pack :P

Let's see, how many Primary's are situational?
The Barrett? The M79? The MP5?
Should I go on?
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Offline miketh2005

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Re: Remove/Replace the minigun.
« Reply #45 on: September 30, 2010, 09:46:42 am »
Leave minigun like it is in real life. Real sluggish to carry around and can't move while shooting. Maybe make the player crouch or prone while using it like the LAW. Then of course make it deal more damage. Keep the long reload time. Could be a very tactical weapon in defense or supportive offense. You shouldn't be able to use the minigun to propel yourself in the air like its some rocket pack or something. You could use this new minigun till ammo runs out, then switch to your USSCOM, and go ahead to the other team's base. Or you can stay at your own flag and use minigun like you would use barret. It would push other players away so they couldn't get to the flag if used properly. Good idea?

In real life a XM218 would do a lot worse things than pushing you back.
Ever watched Rambo 4, where he aims a 50. at point blank at some guy's torso? That's what happens with the minigun, only faster.

Obviously I'm not saying the whole game should be realistic. But most games do benefit from adding realistic features to the game.

We already have a realistic physics engine, and somewhat realistic weapon balance. (Note: I said "somewhat", cause I know for a fact it's not even close to perfect)

And now we need a realistic minigun ;)

No, leave it as it is.
I can easily mow down 2-3 guys when in a good choke point.

The operative words here are: "2-3 guys" and "choke point".

You using minigun as a situational weapon, which is hardly good for a primary weapon. Seems more like a secondary, because "choke point" = situational like how secondarys are supposed to be used, and "2-3 guys" meaning it wouldn't kill as much as a primary (with the long reload time, 2-3 guys is good, but you won't get it again soon).


I think if we could poll every current soldat player, the people who would want my minigun would outnumber the people who like to fly through the air with their home-made extra rocket jet pack :P

Let's see, how many Primary's are situational?
The Barrett? The M79? The MP5?
Should I go on?

How could you say that? 2 of those are 1 hit kills, so how could they be situational? And the MP5 is kinda like a smaller minigun with less ammo, and less reload time, which makes it balanced.

And to have another weapon that enforces restrictions like crouching is a terrible idea. It's not fun at all and it slows down the game's pace. There are still conventional routes to explore in buffing the minigun - like increasing its damage and accuracy, and lowering the unnecessarily high reload and startup.

So changing the Law was a terrible idea, and it should've stayed a weapon that you can shoot while flying through the air, right? Minigun WILL slow you down no matter what they change unless they change the push-back (forgot the name :P) which is stupid imo. They've been trying to change the damage and accuracy for the last how many versions and it's just not working. It's either gonna be too powerful or too useless. You need to find the middle ground and that takes some creativity.

I think if we could poll every current soldat player, the people who would want my minigun would outnumber the people who like to fly through the air with their home-made extra rocket jet pack :P

I've polled the clan players. They prefer a minigun they can surf with. Finding unintentional uses for weapons can be a great addition to any game's gameplay. It's just a shame that the weapon is otherwise pretty useless.

Hmm. While I do agree surfing can be fun, it's just that it's not what it was meant for and like you said, it's useless otherwise. It was pretty fun to fly through the air and mow down people with the law, too, it was hella fun, but it was still taken out because it ruined and unbalanced the game. Maybe there might be an alternative surf option? I dunno. I'm getting into Soldat 2 here. Well, mainly thats what this discussion is about to me, because I doubt enesce would change the minigun too much. 



So for Soldat 2, would you like to see my minigun? Keep in mind that you can't release a Soldat 2 like Soldat 1 was released in 2001. It has to be finished and polished. So having a situational weapon (like surfing) AS A PRIMARY wouldn't count as polished. I was thinking like some sort of extra bonus like the other guy was saying in the other topic. To have a bonus for each player that he can pick from. Extra health, extra ammo, or a surfing jetpack that lasts 5 seconds sort of thing, etc.
« Last Edit: September 30, 2010, 09:49:51 am by miketh2005 »
Quote from: 'Ando.' pid='12999178' dateline='1309046898'
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Re: Remove/Replace the minigun.
« Reply #46 on: September 30, 2010, 10:02:05 am »
Comparing the MP5 to the Minigun is a sin. Sure, if you only change startup, ammunition, reload, shot frequency, damage, speed and bink it's totally the same gun.

The minigun needs not creativity. It needs a better netcode.

So what would you do with the minigun? Move it to the secondary guns? What then? Add another automatic gun or just leave the space free?

Offline 10th_account

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Re: Remove/Replace the minigun.
« Reply #47 on: September 30, 2010, 11:18:08 am »
And to have another weapon that enforces restrictions like crouching is a terrible idea. It's not fun at all and it slows down the game's pace. There are still conventional routes to explore in buffing the minigun - like increasing its damage and accuracy, and lowering the unnecessarily high reload and startup.

So changing the Law was a terrible idea, and it should've stayed a weapon that you can shoot while flying through the air, right? Minigun WILL slow you down no matter what they change unless they change the push-back (forgot the name :P) which is stupid imo. They've been trying to change the damage and accuracy for the last how many versions and it's just not working. It's either gonna be too powerful or too useless. You need to find the middle ground and that takes some creativity.

The LAW is meant to be situational. It's acceptable for a secondary to have a specific role. But even then it's just a fraction of a second one needs to stop, fire, and start moving again; unlike with your minigun that requires one to stand still for seconds, continuously firing. The primaries are meant to be usable in every situation and while on the move. The minigun does slow you down currently, but it's still way better than being an immobile target just like with the stationary guns. MM might however reduce push back to 80% of its current value for 1.5.1. The FireInterval and Speed attributes could also be used to change the amount of push back. But it was not until version 1.5 was in development that minigun was decided to be made into a serious primary. In all previous versions it just got small tweaks to keep its place as a surfer.
« Last Edit: September 30, 2010, 11:34:26 am by 10th_account »

Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #48 on: September 30, 2010, 12:51:11 pm »
Comparing the MP5 to the Minigun is a sin. Sure, if you only change startup, ammunition, reload, shot frequency, damage, speed and bink it's totally the same gun.

The minigun needs not creativity. It needs a better netcode.

So what would you do with the minigun? Move it to the secondary guns? What then? Add another automatic gun or just leave the space free?

A sin? No, it's logical.
I've seen absolute skill freaks (The kind that plays CW's as a warm up for a CW) using the minigun as a "fun-gun", merely mowing down 3-4 guys in one run.
And you ever noticed how all weapons, no matter how large and heavy, never slow the player down? SO I compared two perfectly balanced primaries to each other, damn me to hell.

Edit: Nvm this post.
« Last Edit: September 30, 2010, 02:01:53 pm by demoniac93 »
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DarkCrusade

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Re: Remove/Replace the minigun.
« Reply #49 on: September 30, 2010, 01:50:51 pm »
A sin? No, it's logical.
I've seen absolute skill freaks (The kind that plays CW's as a warm up for a CW) using the minigun as a "fun-gun", merely mowing down 3-4 guys in one run.
And you ever noticed how all weapons, no matter how large and heavy, never slow the player down? SO I compared two perfectly balanced primaries to each other, damn me to hell.

I was referring to Miketh's comparison of the MP5 and the Minigun.

Offline miketh2005

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Re: Remove/Replace the minigun.
« Reply #50 on: September 30, 2010, 05:10:07 pm »
Comparing the MP5 to the Minigun is a sin. Sure, if you only change startup, ammunition, reload, shot frequency, damage, speed and bink it's totally the same gun.

Exactly :P Lets just say it's the closest gun to the minigun, alright? I was just saying that it's a balanced gun compared to the minigun, so you just helped my point. Thank you.

The minigun needs not creativity. It needs a better netcode.

So what would you do with the minigun? Move it to the secondary guns? What then? Add another automatic gun or just leave the space free?

I was not saying to move it to secondary, I was saying it needs to be made into a primary because as it is now, it's kinda a secondary.

So your saying the problem with the minigun is that 20% of the bullets aren't registering? If this is the case, then I guess you are right. Happy?

And to have another weapon that enforces restrictions like crouching is a terrible idea. It's not fun at all and it slows down the game's pace. There are still conventional routes to explore in buffing the minigun - like increasing its damage and accuracy, and lowering the unnecessarily high reload and startup.

So changing the Law was a terrible idea, and it should've stayed a weapon that you can shoot while flying through the air, right? Minigun WILL slow you down no matter what they change unless they change the push-back (forgot the name :P) which is stupid imo. They've been trying to change the damage and accuracy for the last how many versions and it's just not working. It's either gonna be too powerful or too useless. You need to find the middle ground and that takes some creativity.

The LAW is meant to be situational. It's acceptable for a secondary to have a specific role. But even then it's just a fraction of a second one needs to stop, fire, and start moving again; unlike with your minigun that requires one to stand still for seconds, continuously firing. The primaries are meant to be usable in every situation and while on the move. The minigun does slow you down currently, but it's still way better than being an immobile target just like with the stationary guns. MM might however reduce push back to 80% of its current value for 1.5.1. The FireInterval and Speed attributes could also be used to change the amount of push back. But it was not until version 1.5 was in development that minigun was decided to be made into a serious primary. In all previous versions it just got small tweaks to keep its place as a surfer.

I see what you mean. Then just make sure the push back is in check (if it isnt already) so that you can't move while shooting, and I'll be happy :)

Comparing the MP5 to the Minigun is a sin. Sure, if you only change startup, ammunition, reload, shot frequency, damage, speed and bink it's totally the same gun.

The minigun needs not creativity. It needs a better netcode.

So what would you do with the minigun? Move it to the secondary guns? What then? Add another automatic gun or just leave the space free?

I've seen absolute skill freaks (The kind that plays CW's as a warm up for a CW) using the minigun as a "fun-gun", merely mowing down 3-4 guys in one run.

1 Barretter or even a M79er and 3-4 turns into 0.
« Last Edit: September 30, 2010, 05:13:36 pm by miketh2005 »
Quote from: 'Ando.' pid='12999178' dateline='1309046898'
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Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #51 on: September 30, 2010, 05:52:59 pm »
Won't feed that quote train; Not one, nor two, but usually 3 Barrettards/M79 noobs.
« Last Edit: November 30, 2010, 05:03:34 pm by demoniac93 »
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Offline gens

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Re: Remove/Replace the minigun.
« Reply #52 on: November 30, 2010, 04:32:30 pm »
i like minigun

Offline SoldatFire

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Re: Remove/Replace the minigun.
« Reply #53 on: November 30, 2010, 06:30:23 pm »
yeah i could  talk all night long about what to add starting from pri to sec weapons and pickups but i think they should change it add a auto sniper or a b36 or somthing or change it fire rate lower and power up it or yust leave it but new weapons would be cool  8) 
or add fire or crosbow or somthing or a light sniper is the best)
« Last Edit: November 30, 2010, 06:32:29 pm by SoldatFire »
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Offline demoniac93

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Re: Remove/Replace the minigun.
« Reply #54 on: December 01, 2010, 12:48:05 pm »
yeah i could  talk all night long about what to add starting from pri to sec weapons and pickups but i think they should change it add a auto sniper or a b36 or somthing or change it fire rate lower and power up it or yust leave it but new weapons would be cool  8) 
or add fire or crosbow or somthing or a light sniper is the best)

So you want another Steyr and Ruger? And another Socom?
b&