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Ineubus Minigun

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Mar 27, 2009 peytros link
A new take on ammo based weapons designed for the chase ship. small port weapon

Speed - 275
mass - 300
damage - 300
delay - 0.1
targeting - little
ammo - 1000
energy - 0
grid - 8
bolt size - same size as rails

the low damage out put is inteded to make sure this weapon is for the sure shot and balance out its high speed. While a newby can get his hands on one and spam the crap out of people the high rate of fire should deplete the ammo quickly for someone who doesn't pick their shots. This gun is mostly designed to combat runners due to no energy drain you can boost and shoot. alternatively it will make a great hit and run gun as well.
Mar 27, 2009 Solitary link
would be real nice =)
but need more ammo IMO
Because with this ammo and firerate your ammo will be drowned in 100 seconds,

make it 2000, 2500 for MKII and so on..
Mar 27, 2009 Spedy link
Nice Idea, peytros.
I'd use it/try to learn to use it/ fail horridly at using it.
Mar 27, 2009 Dr. Lecter link
server meltdown fail
Mar 27, 2009 Touriaus link
the mass bothers me, seems a tad low for the high velocity output of the weapon. It fires without using energy as well which makes it a bit crazy, something has to power it. I imagine we're beyond the days of gun powder ;)

Does more damage than the flechette MKII, higher velocity than most weapons, and mass of the lowgrade guns and 0 energy.

I'd say tweak it to make it more realistic but the concept of having a machine gun like ammo based weapon is neat and a thought thats always been in my mind.
Mar 27, 2009 MSKanaka link
Regarding lag stuff (warning, link contains an Incarnate LongPost™): http://www.vendetta-online.com/x/msgboard/3/16741#211491

If one were to give it a little bit of spread (like the flechette) and have a *small* energy requirement (2-5eu/shot) it'd probably be fine, but I'm definitely against having something shooting faster than any energy-based weapon (excepting rails) that doesn't require any energy at all.
Mar 27, 2009 zak.wilson link
Which port does this go in?

What does "more realistic" mean? The velocity on this thing is much lower than typical real-world aircraft-mounted machine guns; it's more in line with a handgun bullet.

Lecter - I can see the potential to cause slight lag from all the shots in the air, but there do exist energy setups that can equal this rate of fire. Any reasonable means of calculating the remaining ammo should require virtually no network traffic and a lot less processing than say... calculating the stacked velocity of the shot. It's really just decrementing a counter.

I'd keep it at zero drain - chemical propellants seem old-fashioned, but they work pretty bloody well. I like the light mass, but the speed is a bit high. 210 or 215 would still make it very effective without becoming the only weapon anybody brings to a dogfight. I might also suggest removing the autoaim entirely.
Mar 27, 2009 Touriaus link
right, but this isn't the real world is it?

by more realistic i mean more realistic in line with vo. I like the concept, I don't like the stats. Stats are way overboard. With barely and delay, no energy cost, only 8 grid, high velocity, and more damage than the current machine like gun (the flechette mkii) it's a bit nuts. Making the autoaim suck won't do much since it's high rate of fire will basically cover any gaps you miss heh, unlike a normal single action railgun. So you could easily spam someone with two of these with nearly no cost to yourself and probably kill them rather quickly at that pace. Also the spash animation would lag the target to death and the firing animation would lag the shooter to death.

[stamp of disapproval]
Mar 27, 2009 peytros link
275 might be a bit high but i think due to its low damage output its needs to have a higher velocity to be able to put rounds on target, so maybe 250 insted. The mass is more then a raven but I wouldn't have a problem adding another 100kg to it. I don't think it would become the dominating pvp weapon although it would be nice if it became wildly popular. There will always be something to having infinite ammo that energy provides. Oh its a small port weapon btw
Mar 27, 2009 Touriaus link
Comparing it to the raven is like comparing an apple to an orange. And personally I've always thought the ravens were too light anyway.

Considering the kind of weapon it is, you can't compare it to something like a raven. The stats make it way too easy to use and require little to nothing tech/ship wise.
Mar 27, 2009 zak.wilson link
I think the combination of reducing the speed (to 210) and removing the autoaim would balance it out. It might also need its ammo reduced. The combination of very high velocity and rapid fire means one could easily destroy a target before it could get close enough to land a shot with conventional energy weapons. With 1000 ammo, only one hit in ten has to land on the average ship to destroy it. Put two of these on a ship, and it's one in twenty.

[stamp of needs improvement]
Mar 27, 2009 peytros link
I don't know if it could easily destroy a target it still has no auto aim on it meaning you have to actually know when to shoot not just wait for a little light to turn on
Mar 27, 2009 Touriaus link
for the record :P thats not how you should shoot for *any* weapon :P

and it wouldn't matter with the rapid fire of it, you could easily make up for bad aim.
Mar 28, 2009 everman7 link
i'd love to see it, but seriously that's 300,000 damage dealt in 1.6 minutes which could be done at full turbo.

you could just guess the lead on a ship and spray. there would be no escaping this thing...ever.

this on a greyhound...

NO!

[edit]
just thought about the whole speed thing.
275 m/s is only just over 900 fps. If you shot a light weight 223 bullet in space (with no resistance) it would be traveling at well over 3000 fps almost forever... [/edit]
Mar 28, 2009 peytros link
everman7 I understand your concern could you please post some suggestions to modify the weapons though? I don't want to nerf te speed down to that of an energy weapon I can understand taking away up to 100 damage points from it but other then that what do you seem as a problem?

P.S this clearly would not be put into the game as is. it is more for a guide line to get more ammo based weapons in the game.
Mar 28, 2009 everman7 link
the problem with "balancing" this weapon is that it's right on where it is.
the only problem is that existing weapons can't compete with it.

you could nerf it all to hell and then why bother with it, go get a fletchette.

add energy useage and you have the AGT.

mass is 300kg. that equates to 660 lbs. that's LIGHT for (lets say) a 50 cal minigun?
i mean i should mount that to my escape pod and pull a Call of Duty 4 Last stand perk...

so up the mass and up the grid useage so that only one could ever be equipped.

delay is OK if not too high for a minigun.

NO auto targeting! This thing should not be on a turret. It should shoot straight ahead, no exceptions.

OOOOO
can the devs make a weapon that has recoil?
think of the A10 Warthog! You tap the trigger on that Gat and the plane slows down...a lot!
That would be sweet.

I don't know how helpful that is. Like I said, other than the weight, it would work.
It's just UBER!
Mar 28, 2009 Maegereg link
l think that the best way to balance this would be to lower ammunition supply and to give its shots spread. The way I see it, the point of this is that it's a really great gun, quite possibly better than anything else in its class. The downside is that it runs out of ammo. Which is great, in my opinion. It would add an entirely new dynamic to fights: ammo conservation. So I think the way to go is not to lower the stats to make it more like other guns, but to increase the unique handicap of this gun: ammo supply. Obviously just reducing the number of bullets it comes with would help in that regard. The other thing I can think of is decreasing the accuracy of every shot. If it wastes more shots, you're once more effectively decreasing the ammo supply. Of course that has the possibility to decrease effective dps, so perhaps the way to go is to decrease accuracy and increase firing speed to compensate. Have the same number of bullets hitting per time interval, but a larger number missing. If you lower the ammo supply, then it becomes more fair. It still has the potential to do a lot of damage, but someone has to be very skilled and very careful with their shooting to get it to work effectively.
Mar 28, 2009 Spedy link
Not sure how "ammo conservation" is a new concept in fights.. Ever seen flares or railguns?

Maybe once we have specialized armor types, this might be more balanced. Expect a minigun-ship? buy the special armor to counter it...

I can see this making it in once the game is more "finished."
Mar 28, 2009 Maegereg link
Not necessarily new to combat, but most ammo based weapons serve some specialized niche purpose. They also tend to be very different from their energy-based counterparts. In fact they don't really have energy based counterparts. Ammo and energy weapons take up completely different roles. That's what this would change. There is no real rapid fire generic "main" weapon that uses ammo at the moment.
Jun 07, 2009 peytros link
bump traders get shields that have no drain on battery so lets even it out for the pirates