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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 7
 
| skill 1 level = 7
| has quality = True
 
 
| weaponTags = Gun, GunHeavy, Minigun
 
| weaponTags = Gun, GunHeavy, Minigun
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
| tradeTags = WeaponRanged
 
 
}}
 
}}
{{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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{{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%
 
|}
 
|}
 
Miniguns also spawn on all [[centipede gunner]]s, including those gestated by a colony. However, it is not possible to loot them. The centipedes carrying it will not drop it on [[death]], [[downing]], or complete loss of [[manipulation]] like other weapons.
 
 
== Summary ==
 
The minigun fires {{P|Burst Count}}-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.
 
 
{{Apparel Move Speed Note|0.25}}
 
  
 
== 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}} 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.
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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}} 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, 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.
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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 Stats Table}}
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{{Weapon Quality Table}}
  
 
== Version history ==
 
== Version history ==

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