Difference between revisions of "Minigun"

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The minigun is even more powerful if equipped on [[Traits|trigger-happy]] colonists, as they have a 50% reduced warm-up time, allowing them to fire much faster; the accuracy penalty is largely irrelevant for this weapon.
 
The minigun is even more powerful if equipped on [[Traits|trigger-happy]] colonists, as they have a 50% reduced warm-up time, allowing them to fire much faster; the accuracy penalty is largely irrelevant for this weapon.
  
Despite its crowd control power, it may be impractical to use outside of point-blank to very close range combat (even with higher qualities) due to the insanely quick accuracy dropoff.
+
Despite its crowd control power, it may be impractical to use outside of point-blank to very close range combat (even with higher qualities) due to the insanely quick accuracy dropoff, especially against single or highly spread out targets.
 
Sometimes it may be a better idea to sell it to suppliers who will pay quite some money for one, or smelt it for a little steel.  
 
Sometimes it may be a better idea to sell it to suppliers who will pay quite some money for one, or smelt it for a little steel.  
  

Revision as of 14:24, 24 March 2017

Minigun

Minigun

"A multi-barrel machine gun with an extremely high rate of fire. Mechanoid-built."

Base Stats

Type
EquipmentWeapons
Weapon Class
Mechanoid

Ranged Combat

Mode
Burst
Damage
8 dmg
Warm-Up
240 ticks (4 secs)
Cooldown
40 ticks (0.67 secs)
Range
32 tile(s)
Accuracy
50% - 42% - 18% - 6%
Velocity
70 (m/s)
Burst Count
30 (per burst)
Burst Ticks
ticks (0.07 secs)
(900 RPM)
Miss Radius
2.4 tile(s)
DPS
36.36 (Expression error: Unexpected / operator.)



The minigun is a Mechanoid weapon which can be found equipped and dropped by Centipedes, or made at a Machining table.

Miniguns are excellent crowd control weapons. Their miss radius and extremely high DPS are valuable assets when it comes to crowd control, especially in later game when there are many more enemies in raids. If you manage to get multiple miniguns to your name, you could possibly have a great deal of firepower on your side, but also a high risk of collateral damage if within your base, dependent on setup.

The minigun is even more powerful if equipped on trigger-happy colonists, as they have a 50% reduced warm-up time, allowing them to fire much faster; the accuracy penalty is largely irrelevant for this weapon.

Despite its crowd control power, it may be impractical to use outside of point-blank to very close range combat (even with higher qualities) due to the insanely quick accuracy dropoff, especially against single or highly spread out targets. Sometimes it may be a better idea to sell it to suppliers who will pay quite some money for one, or smelt it for a little steel.

A single centipede armed with a minigun is almost trivial to deal with if engaged at even medium range and behind a wall or sandbags, simply spreading out sufficiently, or distracted with lone colonists; stack up multiple miniguns with Inferno Cannons and Heavy Charge Blasters and things can quickly get out of hand without killzoning, (ideally at least 6) mortars or just outright raw firepower.


Besides mechanoids, heavy mercenary raiders may also be equipped with a minigun.