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M&C Weapon Pack

Wait... 100 rounds per second? That is un-freakin-believable. :eek:

Didn't that tough as nails black mercenary in Predator fire this thing for like 10 seconds straight from mid range? How the fraggin hell did it get away? Suddenly that scene is even more OMG :p

On Topic: Anyone who has played Timesplitters knows the Gattling Gun is sexy as all hell... But I wouldn't be surprised if this things could solo a 6 man suicidal Patriarch. I am very curious as to how your going to balance this one wihtout mkaing it silly :)
 
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Oh wow, I want one!

May I suggest some major spin-up time before it starts to shoot, like about 2 seconds? I guess it would be helpful in balancing the weapon. Similar spin-down time can be required before changing to another weapon/reloading/healing etc.

Also, just like 9_6 said, left hand covers most of the gun, maybe it could be changed to the right hand?
 
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I see that, but theres really -alot- more minigun there - but the joystick is being held with the right hand, and the handle with the left hand..

As for the spinup and other delays that is still being worked on.. if i can figure out how to add another gui canvas (without too much trouble) i'll try to add a battery monitor for the minigun aswell, so the battery will typically be flat before the mag is out, which forces the player to plan minigun usage, and use other weapons aswell
 
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Your model, your call, but I would recommend moving the hand to hold the top of the chainsaw grip, and not the side.

would make to look a lot more awesome

I'd also like to suggest adding a TON of recoil, because in a game like this it's going to be really hard to balance that minigun out besides making it cost a ton.
 
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Firstly, this is a zombie shooter, so if there is a practical way of balancing it, I'm all for. I don't like the support restriction, but spinup time and _heavy_ recoil might make it feasible. I would suggest upping the ROF to something like the original if possible, as people will do overkill on mobs and run out of ammo.

Using it RL without a mount is not possible. You can calculate the recoil of these things. It has no muzzle brake, so the entire momentum has to be withstood. There might be moving parts inside the gun to reduce peak recoil, but even then the recoil needs to be absorbed. It is putting out some 70 rounds per second. That is a momentum change = force = 70 rds/s * 0.004 kg * 960 m/s = 270 N. Or, put it another way roughly a press of 30 kg average in the direction of the recoil, probably going both much higher and lower. Add to that a weight of 11 kg, and I really dont see anyone using this as a handheld device, let alone remain standing unless it is fired from a harness of some kind.

Add to that the 1000 rd ammunition cannister that comes at 30 kg, not something you want to lug around in a combat zone if you can avoid it.
 
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The Minigun looks awesome! :D

Just some things to (try) help you out with balancing the Minigun:

* I guess it's gonna be a Support Specialist weapon? I think a weight of 14 would be appropriate for this weapon. It would make a level 6 Support specialist able to carry the Minigun with (at max) the regular Shotgun + a Machete, but not with any of the other Shotguns. Is that balanced?
* To further emphasize/balance it as a Support weapon, how about making the shots have a pierce effect just like the Shotguns, and also be improved by the Support perk? (On top of the other Support bonuses for it, like 25% more ammo and 60% more damage) Fyi, if you didn't know, the shotgun pellets can pierce up to 2 additional targets.
* To even further emphasize/balance it as a Support weapon, how about making it so that when you press the trigger it shoots quite a few rounds, no matter how small of a tap on the mousebutton it was? That would make it act like a fullauto "shotgun", as it would give a somewhat similar feeling to shotguns where one press of the button shots a lot of bullets/pellets. It would also suit with its big bullet spread.
* Since it doesn't seem to be using magazines, how about adding some kind of "overheating" effect? That way, you can't spray too mindlessly. Activating that "wind-up" effect (which i guess is secondary fire / ironsight?) could make this overheating cool down much slower. But the advantage is that you can shoot instantly when you want to. NOT having the wind-up effect actived would require the primary fire to have a short wind-up effect before starting to shoot (making it slower between each time you release the fire-button, but the weapon cools down faster).

Hope that can be of any help :eek:
 
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