minigun needs to be balanced

Post » Fri Dec 11, 2015 3:19 am

Regular minigun is worthless in comparision to other weapons, the damage is a bit to low and the fire rate doesnt make much of a difference. Various other weapons like a modded combat shotgun or assault rifle do a much better job with taking down both heavy and light opponents. They are not only more combat effective but also more economical. I rather spend my money on shotgun ammo rather than minigun ammo.

I also rrecently got my hands on a legendary explosive minigun, which is basicly a god weapon and totally breaks the balance of the game. Same goes for the wounding minigun and furious minigun.

it makes everything look like a joke

My conclusion the regular minigun is way to weak while the legendary minigun breaks the game pretty much.

Please fix this besthesda.

Ps. dont bother me with mods, people, please.

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Gracie Dugdale
 
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Post » Fri Dec 11, 2015 6:52 am

There are a wide range of weapons.

Ammo quantities will limit use.

This is not broken.

It does not require a 'fix'.

If you want a personal 'fix', sell the OP weapon.

Use a different weapon to the one you consider too weak.

/Solved B)

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emma sweeney
 
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Post » Fri Dec 11, 2015 9:25 am


Thank you!
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BlackaneseB
 
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Post » Fri Dec 11, 2015 12:07 pm

Actually Mini-Gun isn't that great as a legendary either.

Bear in mind where you got your first Mini-Gun...What was it mounted too, oh that's right a Vertibird.

Mini-Guns should be terrifying.

Instead what we may as well have is a DOT WAND. Its not terrifying at all, as long as your not a health gimped Raider like the ones at Concord you can dance around while being tickled by mini-gun fire.

Why, cause since the mini-gun does 8 damage that means that most armors will soak 50% of that outright. So now you basically have a very heavy DOT Wand that belongs in some other game.

In most situations you will need to applay several seconds of DOT Wand for your common Raider to actually slump over...Or you could use Riffleman a Perk that Outright negates Armor Soaking and applies to the highest damage weapons in the game.

If creature has 400 HP you must apply 100 rounds of 5mm and these must all hit plus it will take time to apply those 100 rounds.

Same creature could be headshot from sneak with 1 riffle round.

Thanks game balance. Thanks.

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Lakyn Ellery
 
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Post » Fri Dec 11, 2015 4:42 am

"Ammo quantities will limit use." Its really easy to make money in this game by for example selling purified water from my settlements, thereby alllowing me to buy unlimited ammo from various sellers.

Why even add a cheat weapon to the game like explosive minigun in the first place, this sounds illogical to me.

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Kaylee Campbell
 
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Post » Fri Dec 11, 2015 11:31 am

sorry, but just search for explosive minigun on youtube and you will clearly see what I mean. The legendary "explosive" "wounding" and "furious" are all op weapons

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Mike Plumley
 
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Post » Fri Dec 11, 2015 3:03 pm

nerf the explosive, furious and wounding ones and buff the regular ones, Because currently the regular ones are worthless while other ones are the only weapons you basicly need to kill any enemies in the game

edit: had to correct a few things

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Donatus Uwasomba
 
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Post » Fri Dec 11, 2015 3:50 am


Aww! :(

Alas that is the only option available, Bethesda doesn't do balance changes in patches :shrug:

Minigun is a weapon to use against unarmored opponents, which means that yes, it is pretty much useless :lmao:
And the magical generic legendaries are magic, so of course they break reality by definition :P
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Paula Rose
 
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Post » Fri Dec 11, 2015 9:14 am

other weapons do a much better job with killing unarmored enemies while preserving ammo at the same time

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Samantha hulme
 
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Post » Fri Dec 11, 2015 12:47 am

I was looking forward to playing a Power Armored Minigun User...

I now plink the Deathclaw with the 10MM Pistol after letting it deal with the Raiders and use the 5MM Ammo to purchase more 10MM Rounds :violin:

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Katey Meyer
 
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Post » Fri Dec 11, 2015 12:09 pm

Yeah, it's too weak. Sure, it's easy to make it too overpowered, but it's a 'friggin Minigun! It's supposed to be awesome!


Well, that svcks.
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Haley Cooper
 
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Post » Thu Dec 10, 2015 11:47 pm

I am betting they will have to fix it. As it stands its either flat out useless or grossly game breaking with the right legendary.

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Enny Labinjo
 
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Post » Fri Dec 11, 2015 4:06 am


Yes, but none of them look as good doing it :hehe:


I think they did something little for Skyrim, i won't swear on it though. They mostly just fix major bugs. Except the really major ones, like Oblivion's A-Bomb or Skyrim's lip-sync bug, which they added in the last patch :hehe:

If you want total rebalance, you need mods :shrug:
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Kahli St Dennis
 
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Post » Fri Dec 11, 2015 11:54 am

TLDR; OP is an idiot.

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Dean Ashcroft
 
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Post » Fri Dec 11, 2015 3:59 am

have you nothing better to do than to throw insults at people

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Mariana
 
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Post » Fri Dec 11, 2015 1:07 am

i like the mini gun for random low level raiders even though im not specd for heavies, but once i got to level 70 i started running into these warchiefs , these guys take a hell of alot more bullets to take down my 480 guass rifle wont even take them down in a hit or 2, im wondering if i get to 80 -90 how much more will my weapons be useless since they are at the fully upgraded rank and mods but the bad guys keep getting more and more hp and dam

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Nick Jase Mason
 
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Post » Fri Dec 11, 2015 12:00 pm

keep its damage low, but make it 100% armor piercing.

sustained fire on the enemies slowly increases damage (every 1 second an enemy gets hit, the damage of the minigun increases by one. This stacks indefinitely. if in the past three seconds, no enemy has been hit, all bonus damage disappears). this should encourage minigun use

value of buying 5mm rounds at vendors is doubled (now that minigun is better).

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Dan Wright
 
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Post » Fri Dec 11, 2015 3:41 am

I bet the Minigun is as weak as it is because it gets handed to player outright along with a full set of power armor. Instead of having to work for good gear you just grab it straight out of the vault. To keep a semblance of a balanced gameplay some sacrifices needed to be made. That's the reason for lore unfriendly short life span fusion cores as well.

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megan gleeson
 
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Post » Fri Dec 11, 2015 4:32 am

Mini-Gun has never really been treated very well in Fallout Series. Although the argument can be easily made that it was a good weapon in FNV, this is primarily due to how rare armor was and the fact that 5mm was Armor Piercing so basically it was very good weapon cause you were unlikely to come across anything in game that had enough armor to matter without some sort of Monster Overhaul that is.

People really need to stop it with magical legendaries...Those weapons will likely be removed in a serious overhaul anyway.

The point is that, at this moment the change of weapons for the better rests solely on players to make those edits themselves so it just is pointless having a discussion about game balance with players that don't have a lot of experience in that regard.

The problem is that Vertibirds have a mounted Mini-Gun, the purpose of said ship is to be a gunboat and to drop a small amount of soldiers, thing is at the moment it doesn't do either very well.

These gun-boats are relatively late game especially if you don't rush story. So by the time you encounter what should be a terrifying experience its really just laughable cause the gun doesn't do enough damage to kill anything that includes you the player. Cant see why people have a hard time understanding that you should be forced into cover the moment a Vertibird comes into play, and to make that happen realistically both its damage and Soak should be beefed up substantially. The troops it drops off come into play to flush you out of cover into mini-gun fire....That should always be death for non-PA characters that cant slip away or who didn't come packing a Rocket Launcher...

As it is now its heavily reported that V-Birds are just flying Lootable Containers that drop gifts from the sky. That doesn't seem reasonable even in "game balance" terms.

Yes all that can be fixed up with Construction Kit.

Thing is that even if we don't nerf the amount of 5mm or increase its value at venders the 5mm is still very rare to gather a lot of to even justify carting around a very heavy object like the mini-gun...The low damage it has right now is really just a slap in the face.

Gamers need to understand that now that Fallout 4 supports modding on console, your going to encounter new representations of how the game should be played and you wont have much of any other game out there to compare that against the new stuff that is coming around the corner.

You can expect stuff like this to become more vicious, loot to get rare, and new gameplay mechanics to become available.

In regards of the mini-gun less scripts to make it a better weapon is better approach...Cause your going to want less issues...A simple damage tweak doesn't hurt your game...Including a damage over time counter does sap your resources.

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Guy Pearce
 
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Post » Fri Dec 11, 2015 11:37 am

There are some nice ballancing mods out there. :D

I was shreddered by a Supermut wielding a minigun in about 1 second, a couple hours ago.

Was pretty halarious. Had to reload 3 times to get rid of him.

I usually play a sneaky char, but once i've been detected, hell why not try to beat him in a shoot out with my .50 cal. xD

http://www.nexusmods.com/fallout4/mods/2463/?

Specific part about the minigun:

Minigun
Default Damage - 8
Modded Damage - 14

Minigun Mods:
Rate of fire significantly increased for all barrels.

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Charleigh Anderson
 
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Post » Fri Dec 11, 2015 11:48 am

Got my ass kicked by a minigun with radiation damage.
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ZANEY82
 
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Post » Fri Dec 11, 2015 2:27 pm

Game balance was sacrificed at the e3 demo altar.

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Anna S
 
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Post » Fri Dec 11, 2015 2:32 pm

that the funny thing is the supermutant with the mini does tons of damage to u quickly then you kill him pick it up and use it on his buddy to just do BB gun damage to him

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Amy Gibson
 
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Post » Fri Dec 11, 2015 10:31 am

The gatling gun together with its upgrades is a much better investment than the minigun.

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Cccurly
 
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Post » Fri Dec 11, 2015 10:35 am

I have to disagree here: those effects are OP, but it's not an exclusive trait to miniguns. Those effects spawning on just about gun make it OP. Increasing minigun effectiveness wouldn't exactly increase the OPness of those effects since it's the effect itself that's OP, not the minigun. Once you consider movement penalties, ammo limitations, and the wind up for miniguns, it's outclassed by many other weapons in the game.

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Wayne W
 
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