NewsUnrealEdForumsFilesModsFragBU

Skin

BeyondUnreal


Personal tools

Difference between revisions of "Minigun"

From Liandri Archives

Jump to: navigation, search
m
 
(11 intermediate revisions by 6 users not shown)
Line 20: Line 20:
 
}}
 
}}
  
The Unreal minigun features two tri-barrels that spin with each other.
+
The Unreal minigun features two tri-barrels that spin with each other. It uses the same ammunition as the [[Automag]].
 
{{clear}}
 
{{clear}}
  
Line 57: Line 57:
  
 
:[[Image:Minigun-Firerate.jpg|thumb|Minigun Diagram]]
 
:[[Image:Minigun-Firerate.jpg|thumb|Minigun Diagram]]
:Now, the minigun is a nasty thing when it comes to tickrate. I'll simply put up a little pic here:
+
:The minigun can be hard to use due to tickrate.
  
:So what does this mean? Actually it's quite simple, read the stuff on the diagram. The minigun fires more or less bullets depending on the tickrate of the server. A tickrate of 20 will give you ~10 bullets/second, while increasing to 25 could theoretically give you 12.5 bullets/second. a 25% increase in damage.35 tickrate gives about 11 bullets/second. Remember though, this is entirely theoretical. The tickrate is not perfect on the server, it will vary a bit. But it's interesting enough as it shows on the picture. Different tickrates can be used to manipulate the power of the minigun. This is one of the reasons I think tickrate should stay at a default of 20. Simply to avoid minigun being overpowered.
+
:The minigun fires more or less bullets depending on the tickrate of the server. A tickrate of 20 will give you around 10 bullets per second, while increasing to 25 could theoretically give you 12.5 bullets per second. a 25% increase in damage. This is a theoretical value. The tickrate is not perfect on the server, it will vary a bit. But it's interesting enough as it shows on the picture. Different tickrates can be used to manipulate the power of the minigun. This is one of the reasons tickrate should stay at a default of 20 to avoid minigun being overpowered.
 
{{clear}}
 
{{clear}}
  
Line 87: Line 87:
 
: Type: Hitscan
 
: Type: Hitscan
 
: Damage: 7-8
 
: Damage: 7-8
 +
: (vs vehicles: 4-5)
 
: Fire rate: 16.5/s
 
: Fire rate: 16.5/s
 
; Secondary fire
 
; Secondary fire
 
: Type: Hitscan
 
: Type: Hitscan
 
: Damage: 14-16
 
: Damage: 14-16
 +
: (vs vehicles: 9-10)
 
: Fire rate: 5.5/s
 
: Fire rate: 5.5/s
 
; Ammunition
 
; Ammunition
Line 97: Line 99:
 
: Maximum: 300
 
: Maximum: 300
 
}}
 
}}
In UT2004 the Minigun no longer causes [[lockdown]] to players.
+
In UT2004 the Minigun no longer imparts momentum to target players, but deals out a bit more damage than the UT2003 version. The momentum was removed to prevent [[lockdown]].
 
{{clear}}
 
{{clear}}
  
Line 107: Line 109:
 
: Type: Hitscan
 
: Type: Hitscan
 
: Damage: 14
 
: Damage: 14
 +
: (vs vehicles: 8)
 +
: (vs nodes: 8)
 
: Fire rate: 11.0/s
 
: Fire rate: 11.0/s
 
: Spread: 3.9°
 
: Spread: 3.9°
: Spinup Time: 0.75 s
+
: Warmup: 5 shots
 
; Secondary fire
 
; Secondary fire
 
: Type: Projectile
 
: Type: Projectile
 
: Damage: 38
 
: Damage: 38
 +
: (vs vehicles: 22)
 +
: (vs nodes: 22)
 
: Fire rate: 3.9/s
 
: Fire rate: 3.9/s
 
: Ammo cost: 2
 
: Ammo cost: 2
 
; Ammunition
 
; Ammunition
 
: Weapon pickup: 100
 
: Weapon pickup: 100
: Ammo pickup: 50
+
: Ammo pickup: 50 (Version 1.0-1.3)<br>40 (As of Version 2.0)
 
: Maximum: 300
 
: Maximum: 300
 
}}
 
}}
 
;Primary Fire
 
;Primary Fire
Rapidly fires unprocessed [[Tarydium]] crystal shards. These shots are instant hit.
+
Rapidly fires unprocessed [[Tarydium]] crystal shards. This mode is like traditional miniguns, with [[hitscan]] shots and lots of random spread. The first shots fired have slightly longer delays between them, corresponding to fire rates of about 5.8/s, 6.3/s, 7.0/s, 7.7/s and 8.7/s respectively. The full fire rate is reached after about 0.72s. (0.79s for consoles)
 
;Secondary Fire
 
;Secondary Fire
Slower-moving, larger chunk of Tarydium. This is NOT instant hit, so you will have to lead a bit, however, it does have a fair bit of knockback, as well as the ability to pin opponents to the walls with a killing shot.
+
Fires large, visible chunks of Tarydium. This mode resembles the original Stinger: it's [[projectile]]s are certianly ''not'' instant hit, so you will have to lead your target a bit. However, it does have a fair bit of knockback, as well as the ability to pin opponents to the walls with a killing shot. As these shots follow a perfect line with no spread, they are useful against distant stationary or slow targets.
 
;Game Description
 
;Game Description
 
''Replacing the Minigun in this year's [[Liandri Grand Tournament|Tournament]], the 'Stinger' is actually a [[Liandri Mining Corporation|Liandri]] mining tool converted into military service. The Stinger fires shards of unprocessed Tarydium crystal at an alarming rate, raking opponents with a storm of deadly needles. The alternate fire shoots larger hunks of crystal that can knock back an opponent, sometimes even pinning them to walls.
 
''Replacing the Minigun in this year's [[Liandri Grand Tournament|Tournament]], the 'Stinger' is actually a [[Liandri Mining Corporation|Liandri]] mining tool converted into military service. The Stinger fires shards of unprocessed Tarydium crystal at an alarming rate, raking opponents with a storm of deadly needles. The alternate fire shoots larger hunks of crystal that can knock back an opponent, sometimes even pinning them to walls.
 +
{{clear}}
  
 
==Unreal Championship==
 
==Unreal Championship==
Line 143: Line 150:
 
: Maximum: 350
 
: Maximum: 350
 
}}
 
}}
This incarnation of the Minigun is similar to that of [[UT2003]]. It's mesh is somewhat different though, although the ammo pickup remains the same through UC, UT2003 and UT2004.
+
This incarnation of the Minigun is similar to that of [[UT2003]]. Its mesh is somewhat different though, although the ammo pickup remains the same through UC, UT2003 and UT2004.
 
{{clear}}
 
{{clear}}
  
==Unreal Championship 2==
+
==See Also==
The Minigun does not feature in [[UC2]]; its place is taken by the [[Stinger]].
+
*[[Stinger]] - replaced the Minigun in [[Unreal Championship 2]]
 +
*[[Combat Assault Rifle]] - replaced the Minigun in [[Unreal II]]
  
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Hitscan weapons]]
 
[[Category:Hitscan weapons]]

Latest revision as of 13:24, 24 May 2010

The Minigun is a weapon in Unreal, Unreal Tournament, UT2003, UT2004, and UC. In Unreal II, UC2 and UT3 the Minigun's function has been taken by the Combat Assault Rifle, Stinger and the Stinger Minigun respectively.

The Minigun has remained more or less unchanged throughout the games: Primary fire shoots out a fast stream of inaccurate bullets that do light damage, while secondary fire shoots out more accurate and damaging bullets, but the rate of fire is severely dropped. In Unreal and Unreal Tournament these firing modes are swapped.

Unreal

Minigun (Unreal)
Unreal Minigun
Primary fire
Type: Hitscan
Damage: 8-14
Fire rate: 7.7/s
Secondary fire
Type: Hitscan
Damage: 8-14
Fire rate: 14.2/s
Ammunition
Weapon pickup: 50
Ammo pickup: 50
Maximum: 200


The Unreal minigun features two tri-barrels that spin with each other. It uses the same ammunition as the Automag.

Unreal Tournament

Minigun (UT)
UT Minigun
Primary fire
Type: Hitscan
Damage: 15-21
Fire rate: 8.5/s
Secondary fire
Type: Hitscan
Damage: 15-21
Fire rate: 13.75/s
Inaccuracy
primary: 0.5 degree
secondary: 2.7 degrees
Ammunition
Weapon pickup: 50
Ammo pickup: 50
Maximum: 199

Classification: Gatling Gun

Primary Fire
Bullets are sprayed forth at a medium to fast rate of fire and good accuracy.
Secondary Fire
Minigun is twice as fast and half as accurate.
Techniques
Secondary Fire is much more useful at close range, but can eat up tons of ammunition.

Fire Rate and Tick Rate

In UT and also in Unreal the Minigun's actual firing rate greatly depends on the server's current tick rate or offline frame rate.

TNSe's boring page of Tickrate & Netspeed facts explains:

Minigun Diagram
The minigun can be hard to use due to tickrate.
The minigun fires more or less bullets depending on the tickrate of the server. A tickrate of 20 will give you around 10 bullets per second, while increasing to 25 could theoretically give you 12.5 bullets per second. a 25% increase in damage. This is a theoretical value. The tickrate is not perfect on the server, it will vary a bit. But it's interesting enough as it shows on the picture. Different tickrates can be used to manipulate the power of the minigun. This is one of the reasons tickrate should stay at a default of 20 to avoid minigun being overpowered.

Unreal Tournament 2003

MiniGun (UT2003)
Minigun-2004.jpg
Primary fire
Type: Hitscan
Damage: 6-7
Fire rate: 16.5/s
Secondary fire
Type: Hitscan
Damage: 12-14
Fire rate: 5.5/s
Ammunition
Weapon pickup: 150
Ammo pickup: 100
Maximum: 350

The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high-velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuverable, easily worn across the back when employing the optional carrying strap. The T23-A is the rotary cannon of choice for the discerning soldier.

Unreal Tournament 2004

MiniGun (UT2004)
Minigun-2004.jpg
Primary fire
Type: Hitscan
Damage: 7-8
(vs vehicles: 4-5)
Fire rate: 16.5/s
Secondary fire
Type: Hitscan
Damage: 14-16
(vs vehicles: 9-10)
Fire rate: 5.5/s
Ammunition
Weapon pickup: 150
Ammo pickup: 50
Maximum: 300

In UT2004 the Minigun no longer imparts momentum to target players, but deals out a bit more damage than the UT2003 version. The momentum was removed to prevent lockdown.

Unreal Tournament 3

UT3 merged the Minigun with the Stinger to create the Stinger Minigun.

Stinger Minigun
UT3 stinger.png
Primary fire
Type: Hitscan
Damage: 14
(vs vehicles: 8)
(vs nodes: 8)
Fire rate: 11.0/s
Spread: 3.9°
Warmup: 5 shots
Secondary fire
Type: Projectile
Damage: 38
(vs vehicles: 22)
(vs nodes: 22)
Fire rate: 3.9/s
Ammo cost: 2
Ammunition
Weapon pickup: 100
Ammo pickup: 50 (Version 1.0-1.3)
40 (As of Version 2.0)
Maximum: 300
Primary Fire

Rapidly fires unprocessed Tarydium crystal shards. This mode is like traditional miniguns, with hitscan shots and lots of random spread. The first shots fired have slightly longer delays between them, corresponding to fire rates of about 5.8/s, 6.3/s, 7.0/s, 7.7/s and 8.7/s respectively. The full fire rate is reached after about 0.72s. (0.79s for consoles)

Secondary Fire

Fires large, visible chunks of Tarydium. This mode resembles the original Stinger: it's projectiles are certianly not instant hit, so you will have to lead your target a bit. However, it does have a fair bit of knockback, as well as the ability to pin opponents to the walls with a killing shot. As these shots follow a perfect line with no spread, they are useful against distant stationary or slow targets.

Game Description

Replacing the Minigun in this year's Tournament, the 'Stinger' is actually a Liandri mining tool converted into military service. The Stinger fires shards of unprocessed Tarydium crystal at an alarming rate, raking opponents with a storm of deadly needles. The alternate fire shoots larger hunks of crystal that can knock back an opponent, sometimes even pinning them to walls.

Unreal Championship

Minigun
Minigun-UC.jpg
Primary fire
Type: Hitscan
Damage: 6-7
Fire rate: 16.5/s
Secondary fire
Type: Hitscan
Damage: 12-14
Fire rate: 5.5/s
Ammunition
Weapon pickup: 150
Ammo pickup: 100
Maximum: 350

This incarnation of the Minigun is similar to that of UT2003. Its mesh is somewhat different though, although the ammo pickup remains the same through UC, UT2003 and UT2004.

See Also