Difference between revisions of "Minigun"

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(→‎Analysis: Corrected Careful Shooter/Trigger-Happy analysis, as well as accuracy analysis. Shooter skill only acts to lower weapon accuracy, not increase it, and it's the same multiplier for all weapons at a given range, so a shooter's skill doesn't influence the relative performance between weapons.)
 
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{{infobox main|weapon|
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{{Infobox main|weapon
 
| name = Minigun
 
| name = Minigun
| image = Minigun.png|Minigun
+
| image = Minigun.png
 
| 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.
 
| 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
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
 +
| tech level = Industrial
 
| class = Industrial
 
| class = Industrial
 
| damage = 10
 
| damage = 10
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| accuracyMedium = 25
 
| accuracyMedium = 25
 
| accuracyLong = 18
 
| accuracyLong = 18
| accuracyAvg = 22.2
 
 
| mode = Burst
 
| mode = Burst
 
| burst = 25
 
| burst = 25
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| stoppingPower = 0.5
 
| stoppingPower = 0.5
 
| work to make = 60000
 
| work to make = 60000
 +
| work speed stat = General Labor Speed
 
| meleeattack1dmg = 11.7
 
| meleeattack1dmg = 11.7
 
| meleeattack1type = blunt
 
| meleeattack1type = blunt
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| meleeattack1cool = 2.6
 
| meleeattack1cool = 2.6
 
| meleeattack1ap = 18
 
| meleeattack1ap = 18
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 18
 
 
| page verified for version =
 
| page verified for version =
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 7
 
| skill 1 level = 7
| weaponTags = Gun, GunHeavy
+
| has quality = True
 +
| weaponTags = Gun, GunHeavy, Minigun
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
}}{{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.
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| tradeTags = WeaponRanged
 
+
}}
When equipped, it slows its wielder's [[move speed]] by −0.25 c/s}}
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{{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 [[machining table]] once the [[Research#Multibarrel weapons|Multibarrel Weapons]] research has been completed; from {{Required Resources}}s and {{Ticks|{{P|Work To Make}}}} of work. A [[Skills#Crafting |Crafting skill]] of at least 7 is required.
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{{Acquisition}}
  
Miniguns can also 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"
 +
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
! Raider Kind !! Chance !! Average Quality !! Health
+
| [[Raiders#Heavy mercenary|Heavy mercenary]]      || 36.73% || Normal || 70-320%
 
|-
 
|-
| 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.
 +
 +
== Summary ==
 +
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.
 +
 +
{{Apparel Move Speed Note|0.25}}
  
 
== Analysis ==
 
== Analysis ==
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.
+
The minigun takes what the [[LMG]] has and cranks it up to eleven.  
 
 
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 with noticeably lower armor penetration).  However, the [[chain shotgun]] and [[heavy SMG]] still have a higher single-target damage output at "short" range (12 cells), and the minigun falls slightly behind even the single-shot [[autopistol]] at point blank (3 cells).  Note, however, that the accuracy values mean that even if its '''average''' DPS at moderate ranges is the best in the game, it is quite variable in this output, sometimes outputting considerably more damage, sometimes considerably less, leaving weapons like Charge Rifles, Assault Rifles, and Heavy SMGs as '''more reliably''' good against a single target.  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).
 
  
Unfortunately, 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.
+
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.
  
Due to the long warmup/cooldown cycle as well as its accuracy profile, miniguns are best use against large clustered crowds of enemies (for example, at the mouth of a [[killbox]]), from a well-defended stationary emplacement. While the DPS penalty from shooting level is identical on all weapons, low-skilled shooters will make the minigun's already heavily-variable output even '''more''' wildly variable against a single target. However, since missed shots against a dense cluster of enemies are likely to simply hit another target instead, miniguns are exceptionally powerful even in the hands of low-skilled shooters against large crowds of enemies.
+
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.
  
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.  
  
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 to incapacitate that human from pain shock.  Assuming the target is at "optimal" range (between 12 and 25 cells, the maximum band of accuracy for the minigun)
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=== Stats ===
 +
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).
  
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 better accuracy is both unnecessary and potentially detrimental and the goal is simply to maximize the number of bullets going down range, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons.
+
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.
  
{{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.
  
==Melee Combat==
+
{{Weapon Stats Table}}
<div><li style="display: inline-table;">
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!AP
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
|-
 
!Overall
 
!-
 
!-
 
!11.7
 
!18%
 
!2.60s
 
!-
 
!4.50
 
|- newline
 
|Barrels
 
|Blunt
 
|Blunt
 
|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>
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
+
[[Category:Ranged Weapons]] [[Category:Burst Weapons]]
[[Category:Equipment]]
 

Latest revision as of 13:04, 15 November 2024

Minigun

Minigun

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.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
1160 Silver
Mass
10 kg

Ranged Combat

Mode
Burst
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
150 ticks (2.5 secs)
Cooldown
138 ticks (2.3 secs)
Range
30.9 tile(s)
Accuracy
15% - 25% - 25% - 18%
Velocity
70 (m/s)
Burst Count
25 (per burst)
Burst Ticks
ticks (0.08 secs)
(720 RPM)
DPS
36.76
Stopping power
0.5

Melee Combat

Melee Attack 1
Barrels
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Multibarrel weapons
Skill Required
Crafting 7
Work To Make
60,000 ticks (16.67 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 160 + Component 20
Technical
Has Quality
True
weaponTags
Gun, GunHeavy, Minigun
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


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[edit]

Miniguns can be crafted at a machining table once the multibarrel weapons research project has been completed. Each requires Steel 160 Steel, Component 20 Components, 60,000 ticks (16.67 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 7.

They can also be purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:

Raider Kind Chance Average Quality Health
Heavy mercenary 36.73% Normal 70-320%
Cataphract Content added by the Royalty DLC ? ? 70-230%

Miniguns also spawn on all centipede gunners, 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.

Summary[edit]

The minigun 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.

When equipped, a minigun reduces the pawn's base move speed by −0.25 c/s. As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. For example, a pawn with 125% Moving would have their speed decreased by −0.3125 c/s, while a pawn with only 50% Moving would only have their speed decreased by −0.125 c/s. See Move Speed for details.

Analysis[edit]

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.

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.

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 raiders until the lategame.

Stats[edit]

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.

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.

Attack table

Ranged

  • Minigun Minigun Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9 13.5% 12% 20% 20% 14.4% 33.08 3.97 6.62 6.62 4.63 580 Silver
    Poor 10 15% 13.5% 22.5% 22.5% 16.2% 36.76 5.15 8.45 8.45 5.88 870 Silver
    Normal 10 15% 15% 25% 25% 18% 36.76 5.51 9.19 9.19 6.62 1160 Silver
    Good 10 15% 16.5% 27.5% 27.5% 19.8% 36.76 6.25 10.29 10.29 7.35 1450 Silver
    Excellent 10 15% 18% 30% 30% 21.6% 36.76 6.62 11.03 11.03 8.09 1740 Silver
    Masterwork 12.5 18.75% 20.25% 33.75% 33.75% 24.3% 45.95 9.19 15.62 15.62 11.03 2900 Silver
    Legendary 15 22.5% 22.5% 37.5% 37.5% 27% 55.14 12.68 20.95 20.95 14.89 4160 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Minigun Minigun Barrels (Blunt) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.95 12.6% 9.36 2.6s 14.4% 3.6 25% 8.2 2s 12% 4.1 37.5% 100 580 Silver
    Poor 4.08 13.4% 10.53 2.6s 16.2% 4.05 33.33% 8.2 2s 12% 4.1 33.33% 100 870 Silver
    Normal 4.42 16.5% 11.7 2.6s 18% 4.5 75% 8.2 2s 12% 4.1 12.5% 100 1160 Silver
    Good 4.78 17.85% 12.87 2.6s 19.8% 4.95 75% 8.2 2s 12% 4.1 12.5% 100 1450 Silver
    Excellent 5.13 19.2% 14.04 2.6s 21.6% 5.4 75% 8.2 2s 12% 4.1 12.5% 100 1740 Silver
    Masterwork 6.03 22.58% 16.97 2.6s 26.1% 6.53 75% 8.2 2s 12% 4.1 12.5% 100 2900 Silver
    Legendary 6.75 25.28% 19.31 2.6s 29.7% 7.43 75% 8.2 2s 12% 4.1 12.5% 100 4160 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 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.
    • 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.