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| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 7 | | skill 1 level = 7 | ||
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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 | + | {{Info|The '''minigun''' is a very heavy, multi-shot firearm in RimWorld which fires 25-shot bursts of rounds which deal a moderate amount of damage each; a short delay between each shot; a slightly longer time between bursts; slightly longer range and very low overall accuracy. |
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+ | When equipped, it slows its wielder's [[move speed]] by −0.25 {{CS}}.}} | ||
== Acquisition == | == Acquisition == | ||
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| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230% | | [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} || ? || ? || 70-230% | ||
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== Analysis == | == Analysis == | ||
The minigun takes what the [[LMG]] has and cranks it up to eleven. | The minigun takes what the [[LMG]] has and cranks it up to eleven. | ||
− | 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}} | + | 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}} surpasses the [[charge rifle]] past "short" range (12 tiles), though beat by the chain shotgun and [[heavy SMG]] from short range and closer. Range is also on par with the [[assault rifle]], and outranges the charge rifle. However, its accuracy is very low, especially at point blank. This makes actual damage highly variable; 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. In addition, 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. | ||
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From a strictly primary-target perspective, at a relative short range of 12 cells, a Minigun is best paired with Careful Shooter up to Shooting level 13, and Trigger-Happy at 14+. At a moderate range of 20 cells, Careful Shooter wins up through Shooting 18, and Trigger-Happy at 19+. Careful Shooting wins for all shooting levels at a target range of 24+ cells. However, against crowds of enemies, where accuracy is mostly irrelevant, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons. | From a strictly primary-target perspective, at a relative short range of 12 cells, a Minigun is best paired with Careful Shooter up to Shooting level 13, and Trigger-Happy at 14+. At a moderate range of 20 cells, Careful Shooter wins up through Shooting 18, and Trigger-Happy at 19+. Careful Shooting wins for all shooting levels at a target range of 24+ cells. However, against crowds of enemies, where accuracy is mostly irrelevant, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons. | ||
− | {{Weapon | + | {{Weapon Quality Table}} |
== Version history == | == Version history == |