Difference between revisions of "Minigun"

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<onlyinclude>
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{{Infobox main|weapon
{{infobox main|weapon|
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| name = Minigun
|name = Minigun
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| image = Minigun.png
|image = Minigun.png|Minigun
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| 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 with an '''extremely high rate of fire'''. Mechanoid-built."
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| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|class = Mechanoid
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| class = Industrial
|damage = 8
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| damage = 10
|range = 32
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| damage type = Bullet
|accuracyTouch = 50
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| armorPenetration = 15
|accuracyShort = 42
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| range = 30.9
|accuracyMedium = 18
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| accuracyTouch = 15
|accuracyLong = 6
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| accuracyShort = 25
|mode = Burst
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| accuracyMedium = 25
|burst = 30
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| accuracyLong = 18
|burstTicks = 4
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| mode = Burst
|handling = Heavy
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| burst = 25
|warmup = 240
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| burstTicks = 5
|cooldown = 40
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| handling = Heavy
|velocity = 70
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| warmup = 150
|missRadius = 2.4
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| cooldown = 138
|buy = {{icon|steel|160}} + {{icon|component|20}} + 1667 work
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| velocity = 70
|sell = {{icon|silver|1025}}
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| production facility 1 = Machining table
|DPS = DPS
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| research = Multibarrel weapons
 +
| resource 1 = Steel
 +
| resource 1 amount = 160
 +
| resource 2 = Component
 +
| resource 2 amount = 20
 +
| marketvalue = 1160
 +
| DPS = DPS
 +
| mass base = 10
 +
| stoppingPower = 0.5
 +
| work to make = 60000
 +
| work speed stat = General Labor Speed
 +
| meleeattack1dmg = 11.7
 +
| meleeattack1type = blunt
 +
| meleeattack1part = Barrels
 +
| meleeattack1cool = 2.6
 +
| meleeattack1ap = 18
 +
| page verified for version =
 +
| skill 1 = Crafting
 +
| skill 1 level = 7
 +
| has quality = True
 +
| weaponTags = Gun, GunHeavy, Minigun
 +
| thingSetMakerTags = RewardStandardQualitySuper
 +
| tradeTags = WeaponRanged
 
}}
 
}}
</onlyinclude>
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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.}}
  
== Description ==
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== Acquisition ==
Heavy weapon belonging to the [[Mechanoid]] category. Fires a large barrage of bullets after a long warmup time.
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{{Acquisition}}
 +
 
 +
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"
 +
! Raider Kind !! Chance !! Average Quality !! Health
 +
|-
 +
| [[Raiders#Heavy mercenary|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}}
  
== Acquisition ==
 
The minigun can be crafted at a [[Machining table]] after researching [[Research|Multibarrel weapons]], salvaged from [[Mechanoid#Centipede|Centipedes]] or occasionally dropped by [[Raider#Heavy mercenary|heavy mercenary raiders]].
 
 
 
== Analysis ==
 
== Analysis ==
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.
+
The minigun takes what the [[LMG]] has and cranks it up to eleven.  
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 [[Traits|trigger-happy]] colonists, as they have a 50% reduced warm-up time, allowing them to fire much faster; the accuracy penalty is completely irrelevant for this weapon as it has a forced miss radius. This forced miss radius won't change whether the minigun is worn-out and of awful quality, or pristine and legendary; quality also bears absolutely no relevance to miniguns unless at point-blank, and lower quality will actually be better because they won't affect colony wealth as much.
+
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.
  
Despite all this, it may be impractical to use outside of point-blank to very close range combat (even with higher qualities), or against single or highly spread out targets due to the forced miss radius.
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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.  
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.  
 
  
 +
=== 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).
  
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 cannon]]s and [[Heavy charge blaster]]s and things can quickly get out of hand without killzoning, (ideally at least 6) mortars or just outright raw firepower.
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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.
  
== Usage ==
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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.
The minigun is a good weapon against entrenched raiders packed closely together. Due to its radius and high DPS it can hit multiple raiders at once, rapidly pumping their bodies full of lead.
 
  
It also functions as an excellent quasi-melee weapon, rapidly ripping the enemy to shreds at point-blank range. It deals higher DPS than all melee weapons save for the [[scyther blade]] at point blank. This works well especially when you are facing a manhunter pack ambush with large animals such as [[elephant]]s or [[rhinoceros]]; most if not all of the shots will connect, killing or downing the poor animal outright with 1 burst, while melee weapons are much slower.
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{{Weapon Stats Table}}
  
The minigun often requires manual targeting as colonists tend not to choose the best targets for the minigun to shoot at. It also performs significantly better if you're firing at a point right behind the enemy by manually aiming it there.
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== Version history ==
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* [[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.
 +
* [[Version/1.4.3523|1.4.3523]] - New weaponTag added to uniquely identify it for use by a specific centipede variant.
  
It is capable of hitting a single moving target, so you may use it against them.
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<gallery>
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OldMinigun.png|Old sprite, replaced on or before 4/4/15
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</gallery>
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
[[Category:Weapons]]
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[[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 & right 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.