Fallout 76

Fallout 76

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increase minigun damage so its good above lvl 50
give us a different chambers so we can do more damage with the minigun please
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Showing 1-15 of 19 comments
insert food here Mar 2, 2024 @ 2:56pm 
It is ok beyond level 50. I use several different ones all the time. It is a volume of fire weapon over a high damage per shot anyway. There already is the tri barrel mod that deals more damage than the others.

You cannot just keep buffing everything. That is not the answer to improve game balance.
Optical Optimus Mar 2, 2024 @ 3:43pm 
the sad part with minigun and any other gun with low base damage is, the legendaries you can roll, AA is useless on a minigun since the damage treshold is to small, explosive doesn't work well on a bullet with 20 damage just gives 1 extra damage, sure it's going to hit very fast for 21 damage, and a autom. rifle will always outdamage any heavy weapon, except the flamer.

All i'm saying is that the minigun needs a buff on the damage, or at least a reciever option, i personally use primebarrel for maximum damage, but the damage is way to small on a minigun, all the heavy guns are kind of bad in their own way, like the LMG, to much recoil in power armor shouldn't have any since it's held in PA, same goes for 50 Cal. the spread is way to big for a BMG

Bethesda needs to rebalance Heavyweapons.
insert food here Mar 2, 2024 @ 6:06pm 
You are joking that your minigun does 20 damage right? Surely you are not being serious. If not there is your problem.

My AA/FFR minigun does over 60 and my bloodied explosive does over 100 as base damage before any extra from adrenaline kicks in. Both are very decent and i would not consider them weak at all. There are better heavy guns but everything does not need to be the same as everything else. Makes the game very boring.

Show pics of your build and guns. Something is not right if it is doing so low damage for you.
Last edited by insert food here; Mar 2, 2024 @ 6:12pm
Machika Mar 2, 2024 @ 9:02pm 
Take away the whole bloodied build and see how much you do. Not everyone plays that way. I sure don't.
Lerch2000 Mar 2, 2024 @ 10:19pm 
The issue with tampering (adjusting) the damage values of fast-firing weapons is even if they adjust the damage by 1, it's going to have a huge impact on the total damage output. Honestly, I think the damage per shot is just fine, there are numerous ways to increase the DPS without them adversely making another god weapon in the game.

I gave up running mini-guns because the the amount of ammo they go through, but to each their own I guess.
Mooman Mar 2, 2024 @ 10:23pm 
The Minigun is a weapon with no role in game.

As a horde clearing weapon the game can't generate enough mobs to be worthwhile.

As a boss sustain weapon it suffers from lower per damage shot and inability to use crits.

The game is not capable of, or designed for the weapon. The catch? It could be...
Last edited by Mooman; Mar 2, 2024 @ 10:24pm
insert food here Mar 3, 2024 @ 1:44am 
Originally posted by Machika:
Take away the whole bloodied build and see how much you do. Not everyone plays that way. I sure don't.

20 is the base damage for a Lv 35 minigun with no heavy gunner perks. For someone past Lv 50 with a max level gun and using the correct perks to still only have 20 damage from the gun makes no sense.

My damage numbers are just showing the gun can indeed do good damage. If someone chooses to not build for high damage then you will be dealing much less obviously.

At full hp with only heavy gunner perks my Bloodied explosive still does 59 damage and my AA/FFR still does 44 which is still more than double what the OP is saying they get. Did my usual lap around the bog at full hp and they still perform ok to be honest. B/E was noticeable weaker but the AA minigun still did ok against high level scorch beasts, scorched and muties with only 44 Damage. Not sure what OP means by AA is useless on the minigun?

Something is very wrong with their build to be doing only 20 damage.
Last edited by insert food here; Mar 3, 2024 @ 1:55am
OranTruk Mar 3, 2024 @ 3:00am 
I can carry 40,000 5 mm ammo with hardly any weight penalty, unlike the .50 cal. Foundation Vengeance or any mini gun, I think can have a shredder attachment. If you run out of ammo, you now have the "Shredder" melee weapon.
I also carry around 6 different weapons to have fun with and the mini gun is a fun one to use. Gauss Minigun, also fun but carry 6000 rounds for that!
Use the bonus damage perk cards like Vats and Adrenalin, Stabilized in PA, and the extra's added from Serum's, Armor, Magazines and food, don't forget the Legendary Perk cards also.
Optical Optimus Mar 3, 2024 @ 5:10am 
Originally posted by Mooman:
The Minigun is a weapon with no role in game.

As a horde clearing weapon the game can't generate enough mobs to be worthwhile.

As a boss sustain weapon it suffers from lower per damage shot and inability to use crits.

The game is not capable of, or designed for the weapon. The catch? It could be...

exactly
Optical Optimus Mar 3, 2024 @ 5:17am 
Originally posted by insert food here:
Originally posted by Machika:
Take away the whole bloodied build and see how much you do. Not everyone plays that way. I sure don't.

20 is the base damage for a Lv 35 minigun with no heavy gunner perks. For someone past Lv 50 with a max level gun and using the correct perks to still only have 20 damage from the gun makes no sense.

My damage numbers are just showing the gun can indeed do good damage. If someone chooses to not build for high damage then you will be dealing much less obviously.

At full hp with only heavy gunner perks my Bloodied explosive still does 59 damage and my AA/FFR still does 44 which is still more than double what the OP is saying they get. Did my usual lap around the bog at full hp and they still perform ok to be honest. B/E was noticeable weaker but the AA minigun still did ok against high level scorch beasts, scorched and muties with only 44 Damage. Not sure what OP means by AA is useless on the minigun?

Something is very wrong with their build to be doing only 20 damage.

my point being a gun with low base damage like 20 won't benefit from legendary effects like AA or Blodied, since u need way more damage to effeciently use those 2 legendaries, i do around 33 damage to the body on lvl 100 supermutants with the tri-barrel, sure it fires fast yet the problem is still there, can't use gaussminigun either, because the ammo just overencumbers you and the range fall-off for using penta barrel isn't worth using a endgame weapon, Beth needs to rebalance guns in total and not favor 3 rifles over anything else.
Lerch2000 Mar 3, 2024 @ 5:25am 
A bloodied mini with a full clip its base damage comes to 23,400 damage for the whole clip (0%-5% health).
Optical Optimus Mar 3, 2024 @ 5:28am 
Originally posted by Lerch2000:
A bloodied mini with a full clip its base damage comes to 23,400 damage for the whole clip (0%-5% health).

theoretically, yes, given there is no armor resistance.
Lerch2000 Mar 3, 2024 @ 5:48am 
Originally posted by Opticus Sanguinor:
Originally posted by Lerch2000:
A bloodied mini with a full clip its base damage comes to 23,400 damage for the whole clip (0%-5% health).

theoretically, yes, given there is no armor resistance.

As we modify our weapons to suit our needs isn't this where these issues get fixed? Now I haven't used a mini for maybe 2.5-3 years (hated keeping up with ammo), but are there not aspects of the gun you can modify to counter the negatives?
EJR Mar 3, 2024 @ 6:08am 
I have an AAE minigun and it plows through enemies and deals significant, if not excessive, damage to bosses. The weapon is not an issue on my end, do you happen to be using a level 50 minigun with the appropriate perks? What are its legendary effects?
SSG Anhor Mar 3, 2024 @ 6:20am 
As a long-time soldier (in the RL), games like this always make me a little confused anyway.
A weapon is a weapon, no matter how good (level) the shooter is! Point! The mouse won't bite a thread!
This means that a 5mm bullet always does the same damage to the target (if it hits), regardless of the level of the shooter.
For this reason, there shouldn't be any levels for the weapons themselves.
Levels should only vary depending on the player's experience with the respective weapon, and only in terms of hit rate and weapon sway.
Then, and only then, would we have a reasonable basis. Just my 2 cents.
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Date Posted: Mar 2, 2024 @ 2:07pm
Posts: 19