Torchlight II

Torchlight II

Minigun Weapon (v.13)
Evilneko  [developer] 12 Aug, 2013 @ 7:40am
Give suggestions for better "Fun" Miniguns!
Thanks for the support and feedbacks everyone!
In the Comments there are people giving suggestions for features of the Minigun, so I would like to use this place as a discussion to pool up various suggestions and also poll which are the general favourites to work towards.
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Showing 1-15 of 23 comments
Evilneko  [developer] 12 Aug, 2013 @ 7:43am 
Originally posted by [d20:
Shaddar'rim] I'm not a modder, but would it be possible to include a spin-up period for miniguns?

What I mean is this:
- Instead of random multiple Projectiles, the gun starts at 1 Projectile.
- Every 3-5 Consecutive attacks add an additional projectile up to for example 4.
- Cooling the gun reduces the number of projectiles.

Maybe the accuracy could be reduced with every additional projectile as well, with the first being the most accurate.
Naevaris 12 Aug, 2013 @ 9:18am 
I am going to try the editor and see if I can work out a way to do this.
Imp0815 12 Aug, 2013 @ 10:00am 
Its fun but totaly OP you should really lower the DMG of the gun. One bullet should do 90% less dmg than right now.
Evilneko  [developer] 12 Aug, 2013 @ 5:48pm 
@4f_Imp_0815
Thanks for the feedback, I had actually tried to lower the dmg like you suggested to a very low value but it will make the Minigun always hitting for 1 dmg only.

How the dmg forumla works for the weapon is a little tricky and seems to be hardcoded. I only have to specify 1 dmg for the base in this case it's 40-80 but it will automatically scale acoordingly to level of minigun and attackspeed and some other stats. If I put the dmg to be 10-20, due to the attackspeed and codes, all Miniguns will spot dmg of 1-2 maybe, unable to grow.

Therefore per patch i'm lowering the dmg and testing if it breaks the weapon and also balancing through features like Overheating and such. Do share if you have any suggestions too~ ^_^
Mac Leod 13 Aug, 2013 @ 6:53am 
I've got a suggestion about a legendary minigun :
A laser one, that shoot a plain laser, like the Ember lance in Torchlight I. Of course, it could be elemental based only, with four variation on it, and could over heat much more faster and cool down like in 2.5 sec's with the tier I coolant, 2 sec' with the tier II and 1.5 sec's with the tier III one :) ?
Imp0815 13 Aug, 2013 @ 8:52am 
Originally posted by Evilneko:
@4f_Imp_0815
Thanks for the feedback, I had actually tried to lower the dmg like you suggested to a very low value but it will make the Minigun always hitting for 1 dmg only.

How the dmg forumla works for the weapon is a little tricky and seems to be hardcoded. I only have to specify 1 dmg for the base in this case it's 40-80 but it will automatically scale acoordingly to level of minigun and attackspeed and some other stats. If I put the dmg to be 10-20, due to the attackspeed and codes, all Miniguns will spot dmg of 1-2 maybe, unable to grow.

Therefore per patch i'm lowering the dmg and testing if it breaks the weapon and also balancing through features like Overheating and such. Do share if you have any suggestions too~ ^_^


Yeah that would balance the minigun on the lower difficulties. in the higher ones its oke, i can play on elite and get the "normal" gameplay experiance.
Im loking forward to your patch thanks for your awnser.
Evilneko  [developer] 13 Aug, 2013 @ 6:03pm 
@Wombata
Wow haha will keep this in mind, but all that new effects are going to take some time and lots of testing heh

@4f_Imp_0815
In patch v.8, a new feature that makes the Minigun spins up shooting 2 projectiles at start then adds more the longer you attack. This way the dmg output need time to get max instead of burst dmg like previously. Did you get the chance to try it yet? I hope it helps to further balance your experience. More feedbacks are welcomed!
bill is ill 14 Aug, 2013 @ 2:07am 
Can you add different colors? Like a pink one :3
Mac Leod 14 Aug, 2013 @ 3:53am 
Ahah, I'm pleased you liked my suggestion ;)
I'll help you with more testing about them !
Imp0815 14 Aug, 2013 @ 10:03am 
Originally posted by Evilneko:
@Wombata
Wow haha will keep this in mind, but all that new effects are going to take some time and lots of testing heh

@4f_Imp_0815
In patch v.8, a new feature that makes the Minigun spins up shooting 2 projectiles at start then adds more the longer you attack. This way the dmg output need time to get max instead of burst dmg like previously. Did you get the chance to try it yet? I hope it helps to further balance your experience. More feedbacks are welcomed!

I will test it untill saturday.
Kmikaz_3 17 Aug, 2013 @ 4:58pm 
Originally posted by 4f_Imp_0815:
Its fun but totaly OP you should really lower the DMG of the gun. One bullet should do 90% less dmg than right now.

Yes i agreed it still kinda OP on lower difficulty even on elite imo, i had to go through Guts and then gave a passive -25% damage bonus on physical damage to my char. id rather deal 40-90 each at level 1 rather than 200-300 lol but thats my opinion.
Evilneko  [developer] 17 Aug, 2013 @ 6:05pm 
Haha~ I might drop the dmg slighty if there are no other features I can think of to balance it. I would prefer to balance through features like overheating and spin-up as having great dmg but controlled is fun xD After testing abit more first before I drop the dmg
Naevaris 19 Aug, 2013 @ 1:42am 
When I played on Elite it seemed rather balanced. I think the problem with lowering the damage of each individual bullet is that higher difficulties not only increase enemy health, they add more resistances as well.
If the damage of the bullets is lowered, the damage will be balanced on low difficulties but on higher difficutlies the damage won't get through their resistance.
I think lowering the damage without making it useless on higher difficulties would have to involve doing something about that armor upgrade.
hidareju 19 Aug, 2013 @ 11:31pm 
How about with the of lowing damage the Armor Shread gets like a x10 buff? Make it shread armor to almost nothing.
Naevaris 20 Aug, 2013 @ 3:06am 
Unfortunately the armor shredding would have to be based on percentages to be balanced. As it is, I believe the effect to reduce armor reduces it by a set amount. Again, at lower difficulties ignoring too much armor might unbalance it further.
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