Torchlight II

Torchlight II

Minigun Weapon (v.13)
cooldown free minigun
i think the cooldown is BS make this person who made it get rid of it say what u think about the cooldown and how much u dont like it
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Showing 1-6 of 6 comments
Boss Tripp 12 Feb, 2014 @ 2:06pm 
Not to be a drag, but I don't like dying during that cool down phase.
D20 NERD 5e 12 Feb, 2014 @ 5:39pm 
ty
D20 NERD 5e 29 Jul, 2014 @ 3:59am 
i never thought i would have made something popular
Last edited by D20 NERD 5e; 29 Jul, 2014 @ 3:59am
Dragon Knight Jin 31 Aug, 2014 @ 10:25am 
I know it's supposed to balance the weapon type out, but.. Being stuck unable to attack for a while is a death sentence in higher level areas.
Lower the fire rate a bit and keep it without overheating/cooldown. Sounds like an unecessary addition to me.
D20 NERD 5e 31 Aug, 2014 @ 7:06pm 
Originally posted by Dark Knight Jin:
I know it's supposed to balance the weapon type out, but.. Being stuck unable to attack for a while is a death sentence in higher level areas.
Lower the fire rate a bit and keep it without overheating/cooldown. Sounds like an unecessary addition to me.


thank you
Frackham le Rouge 20 Sep, 2014 @ 4:32pm 
Using a minigun on my dread pirate in synergies elite. never ever had a problem with overheat by using a small skill: Powder Blast.

the fact is any no cooldown canon skill on right click gives the minigun enough time to cool down during the cast time.

I tried other skills with mitigated results, some not firing normally on right click etc, but it works well with Powder blast. admittedly I use this technique of right click skill/auto attack on most of my builds like the elemental blade dancer with the shock swing thingie and it adds a lot of utility to my auto-attack while letting me basically right click and watch things die all over the screen. You could also use other, longer cooldown skills and just throw them around when they are up to get more utility and let the minigun cooldown.

Another thing besides this is I think the overheat is quite an interesting way to balance the huge advantages of the minigun because you must also account for the % on hit effects that basically proc all the time with a minigun. and it makes it more interesting than basically just a low base dmg/high att speed cannon and adds a lot more risk/reward. Usually overheat in any game is just about the way you use the thing instead of mindlessly shooting untill it overheats.

Now one thing on my mind is that the overheat mechanic in itself is enough counterbalance withought taking a spot in the spells list. I understand it might have something to do with the scripting of the overheat. However (if the creator can be arsed) I think just adding the coolant system as a base on the weapon and the coolant spell actually modifying the mechanic (i.e. cooling system: no overheat, -10% DPS or att speed, takes up a spell slot) might be enough to give the player the choice (do i take the dangerous route with more dps, or do i prefer to be safe and have more consistant but slightly lower dps?).

Just throwing ideas around ;) (dayum dat wall of text)
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