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A 15-20 shot burst is stupid. It's like emptying the belt on a single target. Like the scene in the original predator movie where the soldier mows down half a forrest without hitting anything.
After being setup single barreled machine guns are meant to fire in bursts of three to five shots in short intervalls while either moving from target to target or suppress a position, to not overheat the barrel, and again .. not to fire a whole belt ( and barrel ) at a single target.
So the actual correct procedure would be to put down the machine gun like a small turret, use it the correct way, than pack it up again.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906456426
@Shades : and your argument proves why miniguns and machine guns are handled wrong in Rimworld.
Mass in my oppinion is sufficently handled by the move speed penalty.
Warmup is right, that depicts aiming and shouldering. What Rimworld sadly does not allow
in Vanilla is that most light to medium weapons can by fired on the move or with only low overhead.
Because I define being drafted and in position as having the weapon at the ready.
The boring part is to make the math to ajust the rates of fire to change the thing without makig it op.
... Maybe I can just make my local copy to make it work somehow... Later...
You could use this mod as a starting point... i was lazy and overwrite the entire thing instead of patch it... but you can use it to change anything you like. You just need to take a minute to understand what each option does.
My goal here was to made the mining more usefull, not op.
I never really use minigun with the vanilla settings... assault rifle is more reliable.
(0.14+0.14)x250=70 and:
(2.3+2.5+2)x10 =68
these are shows us vanilla minigun has higher dps with this mod's minigun with ratio 70/68.
above ''2'' is vanilla minigun's burst ticks, i calculated with warm up and cooldown.
And sadly i never dwelve into the c# portion before.
Because your way, it doesn't really feel like a minigun anymore... well it does... but it doesn't warm up so it loses its "feel".
Otherwise great mod!
long: 11
medium: 14.2
short: 16.1
close: 15.6
for both buns, medium/close ranges are the relevant ones, so with your mod, the originally superior dps minigun becomes an utter crap, even a pistol is better.
Also, the fact, that the 'actual dps' is lower for the minigun doesn't mean, that it's intended to be lower, than the AR, it is intended to be superior in dps.
You've solved the designe mechanical failure of the minigun, yes, but at the same time, you've reduced it's damage output by so much, that I highly doubt, that it became even a subpar AR.
With less than half medium and close to half reduced short range dps it's not just not 'superior', it's literally sh*t.
The fact, that it had a design failure doesn't mean it's supposed to be weaker anyways, it's base stats, it's requirements, it's material cost, everything about minigun clearly indicates, that it's supposed to be stronger, than an AR, just highly inaccurate.
Most of the shots wont land on anything.
The minigun in vanilla is only effective against a swarm of enemies and if you manually aim it on "something" on the back (there is a youtube videos about it)
The modification i made remove the need for the manual aiming step, but i kept the imprecision of the gun, so it kept it feature of "situational advantage"
The idea is not to transfom the gun in basically a better alternative to the assault rifle.
It's probably with the reload times and coolwodn times interacting differently somehow.
Without your mod:
long: 13.9
medium: 20.3
short: 21.1
close: 13.3
With your mod:
long: 3.4
medium: 6.6
short: 10.6
close: 10.7
you probably misscalculated something with the 'similar dps' thing...
the shitty way? about 10 minutes
the correct way? about 30 minutes (i forgot everything abot path operation in XML)
The xml are reallly easy to edit. Most of the problem is lazyness.
And im not certain that it is a good idea... maybe i will make another one just for the lmg, or one with a bunch of changes like this, lmg, and most turrets.
I imagine that an automated turret most likely would have a chain-fedder
As for LMG I'm more curious how long did it take for you to make this adjustment? Thinking of maybe doing a conversion of a lot of weapon mods to work like this while lowering damage/pen slightly to stretch out the fights...
But I ddin't meant a huge boost in accuracy, just enough to restore it's dps (even for close range) to a bit higher numbers, compared to the supposedly lower dps weapons or at least redesign the times, so either the warmup or aim time takes a bit longer, than the other (possibly warmup - because minigun isn't supposed to be aimed at all, or the other one if you want that), so at least one of the traits will do better with the weapon.
With higher aim time -> trigger happy will affect it better at the cost of less bonus accuracy from shooting skill or
with higher warmup time -> carefull shooter won't affect dps that negatively through aim time increase and the skill is a bit more usefull this way.
(these are just my ideas as suggestions, I just love this mod)
In the oether hand, i am thinking in doing the same for the LMG.
It's a bit bugging to see the should be strongest dps weapon having less dps, than some pistols.
It truly has low dps (long ~3-4, medium 7, short/touch 10) with legendary rating, compared to an assault riffle, that has 10-17+ dps and also reliable with it's close to 100% accuracy is a bit frustrating.
I know, that with 4-6 miniguns against a bounch of enemies, even misses do damage and it crazily multiplies in absolute dps, but still, a bit more accuracy would be great or maybe a bit better firing speed, dunno.
But this mod shows how the minigun should have been in the first place :)
With being so godamn heavy, why would it need reload after 25 shots? Minigun supposed to hold tonns of ammo, so it doesn't need reload and when it need one, it's a quick reattach to a new 'box' of ammo, that holds hundreds of ammo.
(Guars protect the snipers.)
The issue isnt your mod, it is the flaws of the games shooting mechanics.
due top how shooting mechanicallyw orks i dont think you will ever make it function like an actual minigun would especially not in a forced "balanced" way.
IMO the minigun SHOULD be OP. Its a mid tier wepon that is a single research node on its own AND has a penalty to holding it.
If you do plan to go further with this idea, focus on making the minigun powerfull in the right way rather than "balanced".
At close range the wepon should SHREAD through what its pointed at.
A thing you could try is temporary faster fire rate buff applied as you shoot it (wind up)
Maybe check out the 'Hyperion' mod for an example.
I have Androids (so all my colonists are stupidly strong from the moment they're born), Rimsenal, Run and Gun and mod that buffs weapons across the boards with quality (not just acuaracy as is default in vanilla).
So if you like to counter attack by doing a charge or use choke points, you get 4-5 of these babies and suddenly everything is shredded before it has much chance to retaliate so I'd recomment this mod if you're playing on hard or hardcore.
What I found is that the raid groups don't get miniguns with this mod, either that or another mod takes it out that grants charge weapons for raiders.