RimWorld

RimWorld

80 ratings
Minigun2
   
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Mod, 1.2, 1.3, 1.4, 1.5
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151.188 KB
11 Dec, 2018 @ 4:49pm
11 Jul @ 6:40am
8 Change Notes ( view )

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Minigun2

Description
A rework of the minigun.
Most of the people think that the minigun is almost useless.
It has a ♥♥♥♥♥♥ accuracy and take WAY too much time to fire.

This mod simple change the behavior of the minigun.

Some math:

Consider the following:

The normal minigun takes 2.5 of aiming time (which in a combat scenario, often keep resetting because someone else shoot
down the target, and the pawn need to pick someone else)
Then it takes 2.08 seconds to shoot al its 25 bullets
And finally, it takes 2.3 seconds of cooldown before the pawn could start all over again.

This give us, a total time of 6.88 second per cycle.

Since the accuracy is so low, some people say the “only good way” to use a minigun is to shoot a wall behind a bunch of targets, so the randomness will cause a lot of hits. Otherwise, you may not even shoot in a quick battle.

But then, what this mod does?
My goal is not to make the minigun op. Just an interesting option.

I removed the burst count of the weapon and changed the warm up and cooldown to 0,14.
So your pawn will take 0,14 to aim, (about 0) to shoot and then, 0,14 of cooldown.
With these numbers, you will fire, in the same 6.88 seconds, about 24.57 bullets. (which is less!)

I didn't change the ♥♥♥♥♥♥ accuracy, or damage or anything else... just removed the time the paws would spend trying to shoot and replaced with the paw actually firing the damn thing.

Spray and pray my friends.

Todo:
Right now i am just overwrithing the entire minigun. This will conflict with any mod that which change the minigun in any sort of way.
I just need to convert the full overwrite to a patch operation. I will do that when i am in the mood.

Check out my other mods!

More Medications - Reborn
- https://steamproxy.net/sharedfiles/filedetails/?id=1601812699

Hardcore Storytellers
- https://steamproxy.net/sharedfiles/filedetails/?id=831774478

Simple Loom
- https://steamproxy.net/sharedfiles/filedetails/?id=1489517427

Boots and Stuff
- https://steamproxy.net/sharedfiles/filedetails/?id=1488970545

Minigun2
- https://steamproxy.net/sharedfiles/filedetails/?id=1588721300

Chitin
- https://steamproxy.net/sharedfiles/filedetails/?id=1488933307

Shale - from oil to plastic
- https://steamproxy.net/sharedfiles/filedetails/?id=1248055193
Popular Discussions View All (1)
0
13 Mar, 2020 @ 9:45am
All automatic weapons should be like this.
Romner
57 Comments
Mondeline 7 Nov, 2023 @ 9:26am 
I love this mod. But there's a problem. This mod deletes minigun of enemy centipede gunner. They just spawn with no weapon.
A V.O.I.D Representative 13 Feb, 2023 @ 3:47pm 
i used this in like 1.1/ thank you
SpaceDorf 22 Jan, 2023 @ 5:56am 
Miniguns and Machine Guns ( belt fed guns in general ) should be handled differently.
A 15-20 shot burst is stupid. It's like emptying the belt on a single target. Like the scene in the original predator movie where the soldier mows down half a forrest without hitting anything.

After being setup single barreled machine guns are meant to fire in bursts of three to five shots in short intervalls while either moving from target to target or suppress a position, to not overheat the barrel, and again .. not to fire a whole belt ( and barrel ) at a single target.

So the actual correct procedure would be to put down the machine gun like a small turret, use it the correct way, than pack it up again.
SpaceDorf 22 Jan, 2023 @ 5:55am 
Another Mod that really needs the minigun touch up :
https://steamproxy.net/sharedfiles/filedetails/?id=2906456426

@Shades : and your argument proves why miniguns and machine guns are handled wrong in Rimworld.

Mass in my oppinion is sufficently handled by the move speed penalty.
Warmup is right, that depicts aiming and shouldering. What Rimworld sadly does not allow
in Vanilla is that most light to medium weapons can by fired on the move or with only low overhead.
Because I define being drafted and in position as having the weapon at the ready.
Garr Incorporated 17 Dec, 2022 @ 2:15pm 
If some people are interested in more miniguns being remade in this fashion, they can seek "Rapid-fire Miniguns" mod, which applies patch operations to all existing vanilla and several modded miniguns to behave like here.
Jamas88 5 Nov, 2022 @ 5:22pm 
still the best mini gun mod around. how the mini gun should work in my opinion.
Shades 14 Jan, 2022 @ 10:57pm 
The purpose of aiming time is to simulate mass and handling of a gun. Light weapons shoot fast and can be fired from the hip if necessary, heavy rifles need to be shouldered first and have a center of gravity far away from the shooters center of mass, making an unwieldy weapon. Cooldown simulates and averages things like recoil, reload and so on. Short times represent light close combat weapons, while bursts are MGs and other support, like miniguns. I suggest instead improving accuracy slightly, and extending shots/burst.
Immortalits 7 Dec, 2021 @ 2:01pm 
Is this mod compatible with vanilla veapons expanded? (is this also change the charged minigun fire mechanics? It would be great if yes, this is my favourite weapon with this rework!!!)
Peni4 10 Mar, 2021 @ 11:14pm 
Hello. Is there any chance you might consider a similar modification with the minigun turret from Vanilla Furniture Expanded - Security and the Defensive Machine Gun Turret Pack. Ideally, as I see it, I would like to get a real suppression firing point. I mean: it's a minigun on a turret! He doesn't have to stop firing until he runs out of ammo or targets, right ?! Dhaka must flow!
Garr Incorporated 2 Nov, 2020 @ 3:24am 
My mod is up, and you are mentioned.