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Some one alread did a story with a solo shooter armed with it, its meant to be used with others not solo, and the innacurcy rapid shooter perk is best for it since it makes the fire rate 25% faster on it. The goal with it isn't accurcy but putting down a cone of lead.
https://ludeon.com/forums/index.php?topic=30435.msg317650#msg317650
26 round hit for 8 damage each, so 208 damage. Miniguns make melee fighters wet their pants at night.
Their main flaw is very poor performance against single targets at medium range.
by the time you finish aiming and prepairing the target might die so reset, if it's alive it's already in your face and hitting you are taking damage and it's bad or it's standing medium range and you will miss with 90% of your shots
for your colonist tho by the time they are halfway trough aiming their target will be dead and by the time thei finally get a chanse to actually shoot the raid will be over s
and even if they do shoot i have never seen them hit more then 3 of the shots
that was a mastercrafted minigun on a 20shooting pawn
I tried minigun in multiple different situations and every time it felt like firering from a pistol would be more effective. can you kill something using a minigun? yes you can but it is still the least efficient gun in the game by a large margin
The idea is to let them lock onto your melee/smg crew while you shower them with lead.
Ideally you want the minigun-toting pawn to unload at short(medium at most) range in a cluster of foes because anything smaller than that means most of your shots will be missed. The thing is though, even with a triggerhappy pawn for the added amount of lead being poured downrange I don't really see the value of one(two with the triggerhappy pawn) big burst of lead while the any non-triggerhappy pawn with any decent lategame ranged weapon could have been picking off said threats from much longer range already.
In an ideal scenario the minigun could do absolutely ludicrous amounts of damage, but almost never will such a scenario occur: It relies on a stationary/extremely slowed blob of (preferably large) enemies so that the minigun-toting pawn can repeatedly fire volleys. Without mods that add ways to drastically slow/stun enemies your minigunner will be beset by the things he didn't kill off completely the moment he tries to go for a second volley.
To make matters worse it's basically useless out in the open because pretty much any other ranged weapon outranges it, which means you need someone else to babysit against anything but melee-heavy tribals or manhunter packs.
That said, it's not a BAD weapon. It just requires so much setup to be moderately effective that other lategame weapons outshine it without spending any effort setting up.
As for going minigun V Centipede? LOLNO. Your pawn loses, hands down. Centipede can take chip damage for days while your pawn slowly gets whittled down from all the bleeds inflicted. And that's with the minigun centipede. That's the EASIEST of the bunch. The other versions cause your dude to just run around on fire without firing in return like ever or just get blown up faster.
Still, pretty worthless to actually craft. Not going to waste 20 components on it.