Mod has been rebuilt using FO4Edit. This is a more stable tool than TESVSnip, which historically could cause some issues.
RE: "Minigun is overpowered11!!" Don't use this mod then. Purpose of mods is to make your play experience your own, so don't worry about how someone else is enjoying the game.
are you kidding? lol even 8 dmg per bullet... it fires like 40 bullets a second or something, then when u get big gun perk its insane, maybe its wasnt the gun... maybe it was ur aim ?
"are you kidding? lol even 8 dmg per bullet... it fires like 40 bullets a second or something, then when u get big gun perk its insane, maybe its wasnt the gun... maybe it was ur aim ?"
Don't be stupid. 8 damage per pullet is idiotic, no matter the fire rate. Have you tried using the minigun on things bigger then pipe weapon raiders and feral ghouls on a non noob difficulty? It sucks. It should rip things to pieces, that's what a minigun does. Fallout 4 broke it by giving things no stat requirements, so a new character with 1 str can use it, thus for "balance" it had to be weak.
It should require like 12 strength (PA should add stregth like in the original Fallout games) weigh like 100 units so its hard to lug around, but it should turn everything except the toughest robots into paste in seconds.
so, what difficulty are you playing on ? certainly not the highest (which still is a joke as regards difficulty). cause then you would know that even a baseball bat drops a raider faster than the vanilla minigun.
Without the proper perks it is quite weak, and it's supposed to be. Heavy weapons require specific training to be used effectively. Once you have the perks, the minigun is extremely powerful. It has alway been that way in previous FO-games. They handled it with weapon skill requirements, FO4 uses perks insted of skills. That's on purpose, it's realistic and lore-friendly.
"heavy weapons require skill to be used effectively"
It's supposed to be a literal point and click solution. The only "training" required would be to be able to hold the damn thing in your hands and keep it on target, you cant "train" to make a gun do more damage so applying real world logic to the perk system doesn't make any sense
"heavy weapons require skill to be used effectively"
It's supposed to be a literal point and click solution. The only "training" required would be to be able to hold the damn thing in your hands and keep it on target, you cant "train" to make a gun do more damage so applying real world logic to the perk system doesn't make any sense"
The man has a point...You can't train to do more damage, however, you do need to train to actually hit something. An M-4 and a M-249 uses the same 5.56 rounds, but the M-249 would do hella' more damage due to it's cyclic rate, but you still gotta' learn how to properly use the thing or your just shooting covering fire in a general direction and at that point prolly doing less damage.
A real Minigun uses 7.62 rounds, which round for round does more damage than 5.56, and with a rate of fire of 2k to 6k rounds per minute...yeah everything dies...I don't care what difficulty you play with... Minigun=OP? It damn well better!!!
Actually, they should bring the damage even down, but raise the RoF to 7500RPM. Sadly, you'll burn through your ammo, but hey, that would be actually somewhat realistic.
Big guns + lone wanderer + automatic weapons + dmg perk from luck + drugs. And u can always use +25 bleed/explosion dmg legendary drop.
100 bullets for legendary alpha deathclaw on survival? Yep, its underpowered..."
So what you can one shot that same Legendary alpha Deathclaw using a double shot Gauss rifle hell with the proper perks you can get the Guass rifle up to over 5k damage per sneak shot while also ignoring 30% of the targets armor....
"are you kidding? lol even 8 dmg per bullet... it fires like 40 bullets a second or something, then when u get big gun perk its insane, maybe its wasnt the gun... maybe it was ur aim ? "
Why should a minigun firing a 5mm rifle round do 1/3 the damage of a 10mm pistol round do?
Add the 2x damage version mod to http://www.nexusmods.com/fallout4/mods/3180/? and combine it with http://www.nexusmods.com/fallout4/mods/1316/? and you got the very definition of subtlety, simplicity and understatement.
This should have happened from Bethesda... Why a mini gun would be weaker then a assault rifle I will never know... Thank you, going to try it out now.
Razarzaberry wrote: Thanks for this, the vanilla minigun is so weak that there isn't any point in using it.
Demonikone wrote: are you kidding? lol even 8 dmg per bullet... it fires like 40 bullets a second or something, then when u get big gun perk its insane, maybe its wasnt the gun... maybe it was ur aim ?
Cruor34 wrote: "are you kidding? lol even 8 dmg per bullet... it fires like 40 bullets a second or something, then when u get big gun perk its insane, maybe its wasnt the gun... maybe it was ur aim ?"
Don't be stupid. 8 damage per pullet is idiotic, no matter the fire rate. Have you tried using the minigun on things bigger then pipe weapon raiders and feral ghouls on a non noob difficulty? It sucks. It should rip things to pieces, that's what a minigun does. Fallout 4 broke it by giving things no stat requirements, so a new character with 1 str can use it, thus for "balance" it had to be weak.
It should require like 12 strength (PA should add stregth like in the original Fallout games) weigh like 100 units so its hard to lug around, but it should turn everything except the toughest robots into paste in seconds.
Jonnecy wrote: so, what difficulty are you playing on ? certainly not the highest (which still is a joke as regards difficulty). cause then you would know that even a baseball bat drops a raider faster than the vanilla minigun.
Minigun is op in vanilla game, stop pls.
Big guns + lone wanderer + automatic weapons + dmg perk from luck + drugs. And u can always use +25 bleed/explosion dmg legendary drop.
100 bullets for legendary alpha deathclaw on survival? Yep, its underpowered...
you're an idiot and listing like 15 different prep solutions to try to band-aid the vanilla weapon's terrible damage. and then you started trying to make an excuse for why a f*#@ing minigun does 8 dmg a shot by claiming you have legendary minigun , that does not fix the problem the gun itself as a base weapon should do insane dmg, ITS A f*#@ing MINIGUN
go google what a minigun does IRL to people, then try to come back and say its powerful as you try to shoot a super mutant and do like 1/20th his health with 50 bullets because you haven't done the 15 different preparations for making the gun not completely suck. my pistol does like 10x more dmg per shot and doesn't chew through 1000 caps worth of ammo in 2 minutes,
Yes, BUT NOT BY INCREASING DAMAGE!!!!! Lower the damage to .1, or even .01/bullet, then turn the RoF up to an actual speed, 7500 would do, seeing the weapon usually is used in between 5000/10.000RPM. Insane damage right there.
Note: Not sure this RoF is feasible when the gun's used manually.
There IS an issue though: this thing was released FAR FAR too early to us... Maybe that's why the damage is disappointing...
I'd like the ammo to be cheaper to benefit a more realistic RoF, perhaps somehow make the Minigun use 1 ammo per multiple shots? If that doesn't work, instead of changing RoF simply give it more projectiles.
If you lower the damage and up the rof, it will literally have a lower dps. The math equation for calculating damage - or damage resistance - in this game favors high hitting numbers. This is the equation: Visible Damage * ((Visible Damage)/(Damage Resistance))^0.366 *0.5
Against someone with a DR of 100: 100 bullets of 5 dmg = ~ 83 damage done. Damage per bullet: .83 50 bullets of 10 dmg = ~107 damage done. Damage per bullet: 2.14 5 bullets of 100 dmg = ~250 damage done. Damage per bullet: 50 1 bullet of 500 dmg = ~450 damage done. Damage per bullet: 450
The normal minigun does: 1.58 damage per bullet on a 100 DR target. This mod's minigun does: 2.76 damage per bullet on a 100 DR target. Anyway this equasion why you see automatic weapons have "Armor Piercing" mods, but no non automatics ever have it. I dunno where it fits into the equation but from what Ive heard it directly lowers DR, which is what prevents the Minigun from doing anything. If there is anything the minigun actually needs it needs to have more armor piercing, so it's damage remains the same on "squishy" targets, but does more on heavily resistant targets.
Then perhaps try installing it manually. I don't use NMM so I wouldn't know exactly what is going on, but I do know its an esp file by downloading it. Make sure "MinigunDamage.esp" is in your Data folder and is also listed in your "plugins.txt" (found in Users/YourUserName/AppData[you might need to enable hidden items in view tab to see it]/Local/Fallout4). If it is there make sure its not being over-rid by anything other mods (though idk what would do that).
I was disppointed by the fact that minigun could not kill fast enough to shred enemies into pieces. And moreover, when compared with Gatling laser, minigun's base damage per-shot is quite low, which is 8, while Gatling laser is 14. Boosting the damage up to 12 is quite reasonable IMO. even though sometimes minigun could be overpowered under certain situations, but still that's how minigun supposed to be. Well, it's a BFG, right?
Thank you for making the mod! Now my only automatic gun is chosen!
p.s. i will now carry only two weapons, scoped assault rifle(semi-automatic), and minigun(possibly unique variant).
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The author has locked this comment topic for the time beingRE: "Minigun is overpowered11!!"
Don't use this mod then. Purpose of mods is to make your play experience your own, so don't worry about how someone else is enjoying the game.
i tried keywords
FO4Edit
xedit 3.1.3
wips Tes5Edit
- no result
rename TES5Edit.exe to FO4Edit.exe to use for Fallout 4.
Don't be stupid. 8 damage per pullet is idiotic, no matter the fire rate. Have you tried using the minigun on things bigger then pipe weapon raiders and feral ghouls on a non noob difficulty? It sucks. It should rip things to pieces, that's what a minigun does. Fallout 4 broke it by giving things no stat requirements, so a new character with 1 str can use it, thus for "balance" it had to be weak.
It should require like 12 strength (PA should add stregth like in the original Fallout games) weigh like 100 units so its hard to lug around, but it should turn everything except the toughest robots into paste in seconds.
Big guns + lone wanderer + automatic weapons + dmg perk from luck + drugs.
And u can always use +25 bleed/explosion dmg legendary drop.
100 bullets for legendary alpha deathclaw on survival? Yep, its underpowered...
Heavy weapons require specific training to be used effectively.
Once you have the perks, the minigun is extremely powerful.
It has alway been that way in previous FO-games. They handled it with weapon skill requirements, FO4 uses perks insted of skills.
That's on purpose, it's realistic and lore-friendly.
It's supposed to be a literal point and click solution. The only "training" required would be to be able to hold the damn thing in your hands and keep it on target, you cant "train" to make a gun do more damage so applying real world logic to the perk system doesn't make any sense
It's supposed to be a literal point and click solution. The only "training" required would be to be able to hold the damn thing in your hands and keep it on target, you cant "train" to make a gun do more damage so applying real world logic to the perk system doesn't make any sense"
The man has a point...You can't train to do more damage, however, you do need to train to actually hit something. An M-4 and a M-249 uses the same 5.56 rounds, but the M-249 would do hella' more damage due to it's cyclic rate, but you still gotta' learn how to properly use the thing or your just shooting covering fire in a general direction and at that point prolly doing less damage.
A real Minigun uses 7.62 rounds, which round for round does more damage than 5.56, and with a rate of fire of 2k to 6k rounds per minute...yeah everything dies...I don't care what difficulty you play with...
Minigun=OP? It damn well better!!!
I mean, it takes forever, especially when, on hard, a few Claws come at you...?
Sadly, you'll burn through your ammo, but hey, that would be actually somewhat realistic.
Big guns + lone wanderer + automatic weapons + dmg perk from luck + drugs.
And u can always use +25 bleed/explosion dmg legendary drop.
100 bullets for legendary alpha deathclaw on survival? Yep, its underpowered..."
So what you can one shot that same Legendary alpha Deathclaw using a double shot Gauss rifle hell with the proper perks you can get the Guass rifle up to over 5k damage per sneak shot while also ignoring 30% of the targets armor....
"are you kidding? lol even 8 dmg per bullet... it fires like 40 bullets a second or something, then when u get big gun perk its insane, maybe its wasnt the gun... maybe it was ur aim ? "
Why should a minigun firing a 5mm rifle round do 1/3 the damage of a 10mm pistol round do?
you're an idiot and listing like 15 different prep solutions to try to band-aid the vanilla weapon's terrible damage.
and then you started trying to make an excuse for why a f*#@ing minigun does 8 dmg a shot by claiming you have legendary minigun , that does not fix the problem
the gun itself as a base weapon should do insane dmg, ITS A f*#@ing MINIGUN
go google what a minigun does IRL to people, then try to come back and say its powerful as you try to shoot a super mutant and do like 1/20th his health with 50 bullets because you haven't done the 15 different preparations for making the gun not completely suck.
my pistol does like 10x more dmg per shot and doesn't chew through 1000 caps worth of ammo in 2 minutes,
Lower the damage to .1, or even .01/bullet, then turn the RoF up to an actual speed, 7500 would do, seeing the weapon usually is used in between 5000/10.000RPM.
Insane damage right there.
Note: Not sure this RoF is feasible when the gun's used manually.
There IS an issue though: this thing was released FAR FAR too early to us...
Maybe that's why the damage is disappointing...
If that doesn't work, instead of changing RoF simply give it more projectiles.
Many seem to be doing this.
The math equation for calculating damage - or damage resistance - in this game favors high hitting numbers.
This is the equation: Visible Damage * ((Visible Damage)/(Damage Resistance))^0.366 *0.5
Against someone with a DR of 100:
100 bullets of 5 dmg = ~ 83 damage done. Damage per bullet: .83
50 bullets of 10 dmg = ~107 damage done. Damage per bullet: 2.14
5 bullets of 100 dmg = ~250 damage done. Damage per bullet: 50
1 bullet of 500 dmg = ~450 damage done. Damage per bullet: 450
The normal minigun does: 1.58 damage per bullet on a 100 DR target.
This mod's minigun does: 2.76 damage per bullet on a 100 DR target.
Anyway this equasion why you see automatic weapons have "Armor Piercing" mods, but no non automatics ever have it. I dunno where it fits into the equation but from what Ive heard it directly lowers DR, which is what prevents the Minigun from doing anything.
If there is anything the minigun actually needs it needs to have more armor piercing, so it's damage remains the same on "squishy" targets, but does more on heavily resistant targets.
Best of luck mate
And moreover, when compared with Gatling laser, minigun's base damage per-shot is quite low, which is 8, while Gatling laser is 14.
Boosting the damage up to 12 is quite reasonable IMO. even though sometimes minigun could be overpowered under certain situations, but still that's how minigun supposed to be. Well, it's a BFG, right?
Thank you for making the mod!
p.s. i will now carry only two weapons, scoped assault rifle(semi-automatic), and minigun(possibly unique variant).