Minigun is pathetic

Post » Thu Jan 21, 2016 9:17 pm

And let me just add that I know how to use it. Close to medium range, I don't snipe stuff with it. It just does less damage then other guns even after taking double damage heavy weapons.


It's great for those of you with an explosive legendary version, but I've never drawn A legendary minigun in the past 200 hours, nevermind the best of the best.


The vanilla version or the flame based ashbringer with full perks and mods shouldn't be the weakest automatic I have.


It's just an inefficient damage dealer, and I say this despite the fact I love fallout 4 miniguns. Anything beyond low level baddies it just doesn't cut it for, and my 10mm pistol can handle them so that isn't saying much.
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Hope Greenhaw
 
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Post » Thu Jan 21, 2016 8:39 pm

If your playing on anything above "Normal" you have to get a Legendary Mini-Gun with Bleed, Explosive...Stuff like that.



The reason is that the Base Damage is so Low that your opponent will have enough Armor to soak 50% of the Damage right off the bat even in "Normal" mode. Then the Difficulty Scaling effects damage as well so Survival means another 50% loss of Damage done. So on Survival your likely only doing maybe 2 Damage per 5mm....



But with something like Bleed which stacks well your doing something like 50 Base Damage from the bullets and like an additional 50 Bleed Stacks in the first second of fire....


Ya now understand that the next second will push more stacks....


All those stacks causing damage over time without you having to keep shooting after a second or two just fire at something else and let the target bleed out.



Unfortunately the weapons seem to be balanced around "Legendary Stats"



_____________________________________________________________________



Have you noticed how little Bash Damage the Mini-Gun does in comparison to say a riffle or a 44?

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Lisha Boo
 
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Post » Fri Jan 22, 2016 3:59 am

It's not even worth using. I have three different legendary miniguns that are fully modded, and they still svck.

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Yonah
 
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Post » Fri Jan 22, 2016 1:28 am


No it does not. I would also prefer if you would post data to back what you wrote. Otherwise you are just throwing claims around.



Against unarmored target:


10mm auto: 29 DPS


Minigun: 35 DPS



Against target with 8 damage resistance:


10mm auto: 17 DPS


Minigun: 17 DPS



With higher damage resistance, Minigun actually gains advantage because damage reduction scales unevenly with higher relation of damage resistance to damage of the weapon (armour is more effective against larger damage and less effective against smaller).



Now you have to add magazine, which you have to reload and recoil. Both will influence real DPS.



10mm auto magazine size: 12 (24 with mod)


Minigun magazine size: 500



That means that you have to change magazine 42 times (or 21 with extended mag) in 10mm before you have to change one in Minigun. It takes about 1-2 seconds to reload small mag in 10mm. That's about 1 minute equal to 1020 points of damage which you have lost. That might not be issue if you fight lone bloatfly, but will ruin your day against deathclaw.



10mm auto have recoil, Minigun have none so all bullets will be on the target without need to readjust aim.



If you disagree with numbers above, you are free to post your calculations.

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Toby Green
 
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Post » Fri Jan 22, 2016 2:38 am

Numbers are cute and all but when I spend 1800 rounds on 3-4 enemies that are near or similar level to me that is more telling than number theories. The minigun will never break 20 damage per shot while every other automatics can pass 30 which is a dead give away on its effectiveness. Because of its insanely low damage the minigun clocks in about 9 damage per shot when resistance is added in (at max upgrade) which will never make a dent in anything above level 20.



For point of reference a Max perked and upgraded Minigun deals merely 2-3 more damage than an unperked max upgraded submachine gun which leaves a max upgraded and perked submachine gun to be not only more cost effective but also more powerful even when having several hundred less loaded ammo.

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Bones47
 
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Post » Fri Jan 22, 2016 8:08 am



Unfortunately this essay you wrote up was a complete waste. The Minigun is terrible, by the time you find enough ammo for it to use it in a somewhat consistent basis you've likely got the Gatling Laser (can be purchased from BOS for only about 1200-1800 caps.) and does everything the Minigun does, but much better and far more effectively.
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Nick Swan
 
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Post » Thu Jan 21, 2016 11:48 pm

Basic minigun if fine on lower difficilties. Legendaries though... Oh boy. Last night I found one that fires extra bullet, effectively doubling RoF.
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sam smith
 
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Post » Fri Jan 22, 2016 8:51 am

I like how these posts prove why the minigun and automatics in general svck.





Almost all enemies in fallout 4 are armored so maybe minigun is like a narrow hard counter to enemies who don't have armor. Like ghouls, molerats and radroaches????


lol.






This is would be true if the damage drop from armor would be so great that the actual damage is like 1-3 damage for all weapons but it is just not. The game just doesn't like dps at all. High damage weapons gain much better benefits from sneak damage and criticals than high RoF. If criticals and sneak dmg stack you can do like over 1000 damage with a single shot from an upgraded 10mm pistol. Even if minigun had like 9000 dps it still would be worse than "one shot one kill" -10mm pistol.

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Adam Baumgartner
 
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Post » Fri Jan 22, 2016 8:05 am


You are missing point. Yes it does small damage per bullet. However at insane cyclic rate which means you are putting down enemies faster then when you use weapon with higher damage per bullet but at much lower fire rate. Downside naturally is, that you spend lot of ammo. But you have no other use for 5mms anyway.



Low armour penetration is an issue, I agree. I believe Minugun should have armour piercing receiver mod like most automatic weapons. Therefore Minigun is not good weapon against high armour targets like foes in power armour or robots. But that's issue more or less with all automatic weapons because they have relatively low damage per bullet. There is not much difference if you do 10 damage per bullet or 15 if target have damage resistance of 100.

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*Chloe*
 
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Post » Thu Jan 21, 2016 6:04 pm


As if that was not issue with half the weapons in game. Yes bye the time you have enough ammo to use them regularly, you have found something better. Except of course, it also use ammo which you might or not have in abundance at that point. Like energy cores for Gatling. And Gattling Laser does ...whooping 14!!! damage per shot! Everything what people have written about Minigun apply for Gatling Laser as well.

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mike
 
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Post » Thu Jan 21, 2016 5:39 pm


Everything, even ghouls have damage resistance. Difference is how large. Most non human enemyes have relatively low armour resistance or have vulnerable bodyparts like mierlurks or deathclaws.





Damage drop from armour protection is nonlinear. Armour reduces larger portion of damage, higher that damage is to value of armour. So no, game does nor dislike high dps.



Damage of 100 is reduced by 50% by armour of 100. Damage of 50 is however reduced only by 61% by the same armour. Damage of 5 is reduced only by 83%.


If you use Minigun for sneak head shots, then you should not complain that is svcks.

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Cat Haines
 
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Post » Thu Jan 21, 2016 8:56 pm


You do realize that reducing something by 83% (rather than to 83%) is a much heavier reduction than reducing it by (and to) 50%, right? 100-83=17, 100-61=39, and 100-50=50.



Damage of 5 is reduced to less than 1, damage of 50 is reduced to 19.5, and damage of 100 is reduced to 50.



That means it takes 50 shots of the first weapon (assuming it's impossible to do less than 1 damage and it automatically rounds up), or roughly 2.5 shots from the second weapon, to equal the damage of the third weapon firing a single shot.

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Jessie Rae Brouillette
 
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Post » Thu Jan 21, 2016 5:10 pm


Do you realize that 5 is just 5% of 100 but you still do 17% of damage compared to 50% to 50% for 100? Armour reduce effectivity of high per shot weapons more then low per shot weapons (always relative to value of armour).



In other words, damage reduction does not scales proportionately and it favors weapons with lover per shot damage. Yes, armour still reduce more % of damage against low damage shot, which is something to be expected. Else there would be no reason to increase armour.





Except you can fire first weapon 100 times faster then the second so you are still killing target faster.

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Lindsay Dunn
 
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Post » Fri Jan 22, 2016 4:04 am

Get an explosive minigun and get back to me.

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Darrell Fawcett
 
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Post » Fri Jan 22, 2016 2:29 am

Obvious solution would be to change receiver, chamber it up for .45, even .38 or 10 mm would do wonders.


The real world handheld minigun prototype used 5.56 mm ammo who is another step up in hitting power.



The gatlings you see on helicopters in real world uses .308, yes this would be an power armor only weapon but it would be extremely devastating even if you only had 3 barrels.


Yes this would increase the running cost a lot.

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Baby K(:
 
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Post » Fri Jan 22, 2016 1:20 am


Nice math.



Not being able to benefit from sneak dmg and criticals makes minigun even worse. Vats is pretty broken and guns that are able to effectively utilize vats do some silly things. Minigun is inaccurate and heavy which makes it a really poor vats weapon. Both luck and agility are almost exclusively vats perk trees which minigun can't take advantage of. Sneak is basically "disable ai" -mode



10mm


-is light


-is accurate


-deals high damage with right perks (to a points where you one shot kill almost everything)


-lots of modding potential


-also uses exclusive ammo



minigun


-has big ammo capacity


-????????

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Claire Lynham
 
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Post » Thu Jan 21, 2016 9:40 pm

Heh I figured it was just broken when I dumped the minigun at the start, and killed the deathclaw with the 10mm gun on survival.

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Cheville Thompson
 
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Post » Fri Jan 22, 2016 8:38 am


False. Minigun benefits from sneak dmg and criticals just like every other weapon. Any source for your claim?





If VATS is broken, hows that Minigun's fault?




Yes, different perks and different stats benefit different weapons and playstiles. Welcome to the Fallout.




???




So don't use Minigun for sniping. Easy.





What is "high". Actual number please?





Do you want mod which turns Minigun in to single shot weapon? Or how do you suggest mod which decrease recoil should benefit weapon which have no recoil?





Here, I'll fix it for you:



minigun


-has big ammo capacity


-has no recoil


-has phenomenal firerate



Better?

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Jade Muggeridge
 
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Post » Thu Jan 21, 2016 5:44 pm


So what? Mama Murphy killed Deathclaw with one shot from pipe pistol.



Bottom line: you can kill that Deathclaw with anything at any level of difficulty.

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Horse gal smithe
 
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Post » Fri Jan 22, 2016 6:28 am

Just don't use minigun, Gatling laser much better than minigun, and fusion core is cheap too. only about 500-700 caps for 500 Gattling laser shoot.



Misile launcher on the other hand is powerful, make a quad and homing mod, max heavy gun and explosion perk, and there you destroyed almost everything fast.



I made a pure bomberman character, you need scrounger perk sell every ammo other than heavy gun ammo, grenade, missile and nuke.


Buy every missile and mini nuke you find.



It can be done, but not until you got Gatling laser, you will be broke otherwise.

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Stephy Beck
 
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Post » Thu Jan 21, 2016 7:05 pm


Just don't use anything but Gatling Laser and Missile launcher then.



Brilliant logic.

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Amysaurusrex
 
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Post » Fri Jan 22, 2016 1:39 am


Missile Launcher+Gatling laser+Big Boy > everything


You can clear horde of high level enemies much faster than sniper and VATS/silent build hope.



I more like playing with pistol VATS though cause I like the cinematic effect.



With bomberman build you just don't use VATS (too much AP required, and luck, perception only need 5 build for bomberman is useless)

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Sarah Knight
 
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Post » Fri Jan 22, 2016 5:40 am

So the minigun is useless, it wasn't that good in NV either...

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M!KkI
 
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Post » Thu Jan 21, 2016 11:45 pm


Must have been playing a different game. Minigun with armor piercing rounds was very good.

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Alexis Acevedo
 
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Post » Fri Jan 22, 2016 5:26 am

The explosive minigun can kill ANYTHING in this game within 1-2 seconds in survival difficulty.

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Sophh
 
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