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Adding two peaces of metal to a oversized rifle is one thing, but adding 3 even larger metal parts to and even larger weapon. And the fact that you have to add it in the back because the front moves to much.
More work, less output. We are not walking tanks
Plus LMGs already have the Bipod/lockdown thing sorted
Giving DLC weapons specifically new weapon mods is against Overkill policy, and personally I think it'd be super impractical in the Minigun's case.
However
The issue with the Minigun really isn't Stability much (even though it is atrocious), it's ammo pickup.
The most I'd want as a Minigun Stability buff would maybe be an Oppressor skill similar to Stable Shot's Aced form, such as putting it in Fire Control. Let people control their Minigun a tad better if they're staying still.
Still think that gun is one of the most insane thing ever. Love fooling around with it using bulletstorm.
The RPG is understandable why it can't pickup ammo and never will: it's extremely strong and has its own niche that makes it work as a trade off. The Minigun is kind of the opposite, with only getting a couple rounds per box (after not even getting ammo in the first place) and for what exactly? Shooting mediocre at best damage rounds at fairly fast speeds with the pickup of a DMR?
I think the better way to possibly fix that is to give it more of an identity: Add spin up to the gun, make its stability and accuracy more towards the high end (with barrels affecting spin up time, short barrel sacrificing accuracy and Stability but spinning up much faster for example) and maybe bring up the damage and pickup a bit.
The Minigun's damage output is insane. It's a 40-damage weapon with 3000 RPM, and neither its accuracy nor its stability are that much worse than your standard-issue LMG. Without the stupid-low ammo pick-up, the Minigun would be an LMG with a higher ammo capacity and rate of fire than any other without much to counter-balance it. Unless Overkill are willing to slash the Minigun's damage by half, I don't think it can be balance like a normal gun...
And incidentally, that's entirely possible. I fooled around with weapon stats back in the day, and the Minigun I produces was pretty good. 500-round magazine, 1000 rounds total ammo, 20 damage. The weapon still feels fine, just not ZOMGWTFBBQINSANE levels of outgoing damage.
It should be doubled the damage and no ammo pick up.
That specific minigun is the M134, which is 7.62. Moreover, double the damage on a 3000 RPM weapon would be hilarious but absurd even with as limited as its ammo is. While, yes, it does have some ammo pick-up now, it may as well not for all the good that does.
Imagine something along the lines of a 1 second spool time by default (maybe to begin firing at all, building up after that to the 3000 RPM? Either that or just a Spin up to begin firing at 3000 RPM) with something like 80 accuracy and 80 stability, short barrel doubling spooling speed but losing 20-30 of both accuracy and Stability, and long barrel giving perfect or near perfect accuracy and Stability but with even slower spooling time, maybe like 1.5 to 2 seconds to begin firing.
Except it shouldn't. Miniguns are electrically driven and the rotation of the barrels moves the action. There's no need for idle spool-up. That mechanic was invented for video games, near as I can tell.
For one, that's awkward to do, and would need a TF2-like mechanic to spool-up the Minigun during which time your character is slowed down. Without that mechanic, you're creating a very cumbersome weapon to actually use, especially if you plan to balance it by ammo. Weapons with a spool-up functionality encourage the player to fire in long, continuous bursts, which doesn't work well if you don't have the ammo to do that. Titanfall has the Devotion LMG which starts off firing slowly for the first few shots, but spools up to a very fast rate of fire after about a second. While that's fun to use, Titanfall has infinite ammo for your primary weapon and limits it only by reload speed.
Moreover, why are you so hung up on 80 accuracy and 80 stability? You can pile on a ton of accuracy and stability to weapons via mods and skills, plus automatic weapons benefit fairly little from high accuracy values. Recoil is by far the bigger factor, and that's manageable with the right build. My Minigun right now has 20 accuracy and 52 stability, and it works just fine at most distances. It's able to throw so much lead down-range that the missed shots don't matter so much. What the Minigun needs isn't more accuracy or stability, it's more ammo. Adding a spool-up gimmick in return for something it doesn't really need just nerfs the weapon, and it isn't exactly great the way it is now.
I don't know what to say then, I gave a suggestion to counter balance giving it a normal ammo pickup so it wouldn't just become a Buzzsaw with nearly 3x the theoretical DPS without a bipod.
Generally spooling/spin ups are put into video games for exactly that reason: balancing to offset a Minigun's inherent power it'd have over other weapons.
Everything I gave was just example amounts, the thing could be at 10/10 with a short barrel if it's better that way, but I was considering the fact that without access to a silencer it doesn't have as many accuracy/stability possibilities as most weapons.