Editing Minigun
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| weaponTags = Gun, GunHeavy, Minigun | | weaponTags = Gun, GunHeavy, Minigun | ||
| thingSetMakerTags = RewardStandardQualitySuper | | thingSetMakerTags = RewardStandardQualitySuper | ||
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{{Info|The '''minigun''' is a very heavy, multi-shot [[ranged weapon]] that puts a lot of damage downrange in exchange for a [[move speed]] penalty.}} | {{Info|The '''minigun''' is a very heavy, multi-shot [[ranged weapon]] that puts a lot of damage downrange in exchange for a [[move speed]] penalty.}} | ||
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| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230% | | [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230% | ||
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== Summary == | == Summary == | ||
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Raw damage per second is, by far, the highest out of all non-explosive weapons in the game. It's almost double that of the [[chain shotgun]], and 2.5 that of the LMG. Even against single targets, the minigun's average {{DPS}} technically surpasses the [[charge rifle]] past "short" range (12 tiles). In practice, miniguns are poor against single targets for a number of reasons. It is inaccurate, which makes damage highly variable. And it has a long warmup time; by the time a minigun starts firing, a charge rifle would have already completed a burst. Weapons like assault rifles and heavy SMGs are more ''reliably'' good against a lone target. | Raw damage per second is, by far, the highest out of all non-explosive weapons in the game. It's almost double that of the [[chain shotgun]], and 2.5 that of the LMG. Even against single targets, the minigun's average {{DPS}} technically surpasses the [[charge rifle]] past "short" range (12 tiles). In practice, miniguns are poor against single targets for a number of reasons. It is inaccurate, which makes damage highly variable. And it has a long warmup time; by the time a minigun starts firing, a charge rifle would have already completed a burst. Weapons like assault rifles and heavy SMGs are more ''reliably'' good against a lone target. | ||
− | But the minigun isn't meant for single targets. The low accuracy and huge, 25-shot burst makes the minigun extremely good against crowds. Missed shots can hit other targets in the vicinity, negating much of the accuracy. Even low-skill pawns are bound to hit things with so many bullets. | + | But the minigun isn't meant for single targets. The low accuracy and huge, 25-shot burst makes the minigun extremely good against crowds. Missed shots can hit other targets in the vicinity, negating much of the accuracy. Even low-skill pawns are bound to hit things with so many bullets. Even then, the minigun is not without problems: the massive warmup/cooldown cycle and movement speed penalty makes it rather inflexible; pawns will become extremely vulnerable if shooting out in the open. |
Therefore, miniguns are best used inside a well-defended emplacement, like a [[killbox]], against large, clustered crowds of enemies. Note that they are expensive; not just costly in both production time and resources, but also in [[research]] requirements. They won't appear from [[raider]]s until the lategame. | Therefore, miniguns are best used inside a well-defended emplacement, like a [[killbox]], against large, clustered crowds of enemies. Note that they are expensive; not just costly in both production time and resources, but also in [[research]] requirements. They won't appear from [[raider]]s until the lategame. |