Mechanoid Weapons

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Minigun

Minigun

A multi-barrel machine gun. It's unwieldy, but once it starts firing it fires very fast. Where most self-loading guns are powered by the energy from the gunpowder, the minigun uses an electric motor to rapidly cycle cartridges through the weapon.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
1160 Silver
Mass
10 kg

Ranged Combat

Mode
Burst
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
150 ticks (2.5 secs)
Cooldown
138 ticks (2.3 secs)
Range
30.9 tile(s)
Accuracy
15% - 25% - 25% - 18%
Avg. accuracy
22.2%
Velocity
70 (m/s)
Burst Count
25 (per burst)
Burst Ticks
ticks (0.08 secs)
(720 RPM)
DPS
36.76 (8.16)
Stopping power
0.5

Melee Combat

Melee Attack 1
Barrels
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
18%

Creation

Crafted At
Machining table
Required Research
Multibarrel weapons
Skill Required
Crafting 7
Work To Make
60,000 ticks (16.67 mins)
Resources to make
Steel 160 + Component 20
Technical
Has Quality
True
weaponTags
Gun, GunHeavy, Minigun
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The minigun is a very heavy, multi-shot ranged weapon that puts a lot of damage downrange in exchange for a move speed penalty.

Acquisition

Miniguns can be crafted at a [[]] once the [[Research#|]] research project has been completed. They require , Expression error: Unexpected < operator. of work, and a [[]] skill of .

They can also be purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

Raider Kind Chance Average Quality Health
Heavy Mercenary 36.73% Normal 70-320%
Cataphract Content added by the Royalty DLC ? ? 70-230%

Miniguns also spawn on all centipede gunners, 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 -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.

When equipped, a mechanoid weapons reduces the pawn's base move speed by −0.25 c/s. As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. For example, a pawn with 125% Moving would have their speed decreased by −0.3125 c/s, while a pawn with only 50% Moving would only have their speed decreased by −0.125 c/s. See Move Speed for details.

Analysis

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.

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.

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 raiders until the lategame.

Stats

The minigun is most accurate between 12 and 25 cells range, though the exponential accuracy application from Shooting skill means that the minigun is likely to hit its highest accuracy at between 0 and 14 cells, depending on Shooting level (it requires at least Shooting 8 for the best accuracy range to be anything other than 0 cells, however).

Against an unarmored human, a minigun can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits (~9.8 seconds average) to incapacitate that human from pain shock.

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.

Attack table

  • Mechanoid Weapons (Error: Page has no Property:Image)
    Mechanoid Weapons
    Dam. AP Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
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    Values shown in Red indicate the weapon is out of range at the reference point for this range band. The value is provided due to the interpolated nature of accuracy between range points.

  • Version history

    • 0.3.410 - Can now spawn on pawns
    • Beta 19 - forced miss radius removed allowing it to hit single targets; to compensate accuracy has been nerfed. Also received a buff to damage and a nerf to fire rate; the overall damage is slightly higher.
    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.