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{{Infobox main|weapon
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{{infobox main|weapon|
| name = Minigun
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|name = Minigun
| image = Minigun.png
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|image = Minigun.png|Minigun
| description = 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.
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|description = 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.
| type = Equipment
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|type = Equipment
| type2 = Weapons
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|type2 = Weapons
| tech level = Industrial
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|class = Industrial
| class = Industrial
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|damage = 10
| damage = 10
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|armorPenetration = 15
| damage type = Bullet
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|range = 30.9
| armorPenetration = 15
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|accuracyTouch = 15
| range = 30.9
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|accuracyShort = 25
| accuracyTouch = 15
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|accuracyMedium = 25
| accuracyShort = 25
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|accuracyLong = 18
| accuracyMedium = 25
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|accuracyAvg = 22.2
| accuracyLong = 18
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|mode = Burst
| accuracyAvg = 22.2
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|burst = 25
| mode = Burst
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|burstTicks = 5
| burst = 25
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|handling = Heavy
| burstTicks = 5
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|warmup = 150
| handling = Heavy
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|cooldown = 138
| warmup = 150
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|velocity = 70
| cooldown = 138
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|resource 1 = Steel
| velocity = 70
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|resource 1 amount = 160
| production facility 1 = Machining table
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|resource 2 = Component
| research = Multibarrel weapons
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|resource 2 amount = 20
| resource 1 = Steel
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|marketvalue = 1160
| resource 1 amount = 160
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|DPS = DPS
| resource 2 = Component
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|mass base = 10
| resource 2 amount = 20
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|stoppingPower = 0.5
| marketvalue = 1160
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|work to make = 60000
| DPS = DPS
 
| mass base = 10
 
| stoppingPower = 0.5
 
| work to make = 60000
 
 
| meleeattack1dmg = 11.7
 
| meleeattack1dmg = 11.7
 
| meleeattack1type = blunt
 
| meleeattack1type = blunt
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| MeleeWeaponAverageAP = 18
 
| MeleeWeaponAverageAP = 18
 
| page verified for version =
 
| page verified for version =
| skill 1 = Crafting
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|skill 1 = Crafting
| skill 1 level = 7
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|skill 1 level = 7
| has quality = True
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|weaponTags = Gun, GunHeavy
| weaponTags = Gun, GunHeavy, Minigun
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|thingSetMakerTags = RewardStandardQualitySuper
| thingSetMakerTags = RewardStandardQualitySuper
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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.}}
| 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.}}
 
  
 
== Acquisition ==
 
== Acquisition ==
Miniguns can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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Miniguns can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
 
 
They can also be [[trade|purchased]] from outlander and orbital combat suppliers, and [[outlander]] [[faction base]]s. They can also be found on the following [[raider#Humanlike|raider]] kinds:
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
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|-
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
| [[Raiders#Heavy mercenary|Heavy Mercenary]]      || 36.73% || Normal || 70-320%
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| Heavy Mercenary || 36.73% || Normal || 70-320%
|-
 
| [[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.
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Miniguns can also be crafted at a [[machining table]] once the [[Research#MultibarrelWeapons|multibarrel weapons]] research has been completed; from 160 [[steel]], 20 [[component]]s and {{Ticks|60000}} of work. A crafting skill of at least 7 is required.
  
== Summary ==
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== Analysis ==
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.  
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The minigun takes what the [[LMG]] has and cranks it up to eleven. Raw damage output is by far the highest out of all traditional ranged weapons in the game; almost double that of the [[chain shotgun]]'s and 2.5x that of the LMG's. This is combined with the range of an [[assault rifle]], meaning that it has a notably longer range than the [[charge rifle]] and LMG.
  
{{Apparel Move Speed Note|0.25}}
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Accuracy is very low overall though (especially at point blank), but due to the minigun's staggering 25-shot burst, this in fact allows for very good crowd control potential. Despite the aforementioned accuracy though, the minigun has the highest single-target damage output out of all traditional ranged weapons beyond short range, handily beating even the charge rifle in this area - though the [[chain shotgun]] and [[heavy SMG]] still have a higher single-target damage output within short range, and the minigun falls slightly behind even the single-shot [[autopistol]] at point blank.
  
== Analysis ==
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However, the minigun generally isn't obtainable until lategame due to research requirements and the overall production cost, and the only raiders that use miniguns generally don't appear in raids until lategame either. The minigun also has a low stopping power, being unable to stagger [[human]]s - though overall damage output is generally high enough that legs should be shredded regardless.
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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Due to the long warmup/cooldown cycle as well as its accuracy profile, it's advisable to only give miniguns to skilled shooters to make the most out of them; inexperienced shooters will only be able to effectively use the minigun within distances where its accuracy is weaker, and won't be able to effectively use it within its optimal range unless against very large crowds.
  
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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In terms of use cases, the minigun is undoubtedly the king of crowd control at short-to-medium range, and is also extremely effective against large targets such as centipedes due to the accuracy bonus from their size. If you really wanted to, the minigun is also a somewhat decent hunting choice due to its moderate damage and decent range.
  
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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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 (~8.6 seconds average) to incapacitate that human from pain shock.  
  
=== Stats ===
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Overall, the minigun is best paired with a careful shooter up to level 16, and a trigger-happy shooter onwards.  
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.
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{{Weapon Quality Table}}
  
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.
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==Melee Combat==
 
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<div><li style="display: inline-table;">
{{Weapon Stats Table}}
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{| {{STDT| c_12 text-center}}
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!Tool
 +
!Attack
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!Damage Type
 +
!Power
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!AP
 +
!Cooldown
 +
!Likelihood
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!Base DPS
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|-
 +
!Overall
 +
!-
 +
!-
 +
!11.7
 +
!18%
 +
!2.60s
 +
!-
 +
!4.50
 +
|- newline
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|Barrels
 +
|Blunt
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|Blunt
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|11.7
 +
|18%
 +
|2.60s
 +
|100.00%
 +
|4.50
 +
|}
 +
</li><div>
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.3.410|0.3.410]] - Can now spawn on pawns
 
* [[Version/0.3.410|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.
 
* 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.
* [[Version/1.4.3523|1.4.3523]] - New weaponTag added to uniquely identify it for use by a specific centipede variant.
 
 
<gallery>
 
OldMinigun.png|Old sprite, replaced on or before 4/4/15
 
</gallery>
 
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
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{{nav|weapon|wide}}
[[Category:Ranged Weapons]] [[Category:Burst Weapons]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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