Minigun change


(extraordinaryEmperor) #1

So the minigun is in a really odd position (at least to me). It has pretty good range (if you burst for like 0.2secs). But then can’t reliably hit anything further than 2m when in full bloom.

What I propose is to increase the default spread of the minigun, but don’t have it increase when it shoots, thus resolving a consistency issue. In comparison, nader’s nade launcher doesn’t increase in bloom as she continues to shoot, so once again, a consistency issue.


(Carniege) #2

What should happen to the minigun in my opinion is that it should not be allowed to be out for ever. No other merc has their ability to be on constantly without stopping, for example pheonix can’t revive 24/7 and all the air strikes and grenades have cooldowns, where as Rhino’s minigun doesn’t.

I know he moves slower and that he’s already a slow guy but that minigun is extremely good at close range and overpowered even in my opinion. But let’s not forget that he has 200hp which is more than double than some mercs.

I think if the cooldown for his minigun would be as big as the amount of seconds he uses it for, maximum being 1 minute, it would make it a lot more fair.

Back to the topic though, @extraordinaryEmperor, it’s a good idea but I think he should still have a spread increase when he fires, cause all weapons do. Starting off bigger initially and then increasing slower would balance out your problem.

And the reason naders nades don’t spread is because it’s not an automatic weapon with like half a second in between each nade.


(extraordinaryEmperor) #3

being able to hold down m1 by definition is automatic. In regards to phoenix, nader’s death ability is ALWAYS available (once per life). It has no CD.

Also, rhino’s ability is fundamentally different to everything you mentioned. You can’t compare something like an air strike and grenades. You can’t throw 1/2 a grenade, you can’t throw 1/4 of a grenade, it either occurs or doesn’t. But with the minigun, you can shoot for half a second, 3 seconds or five seconds and they’re all valid. If you want a better comparison, look at red eye, his eye’s cooldown mechanic is exactly the same. CD goes up the more you use it until it reaches max, while still being able to use it in between.

And it seems like you’re quite new to the game if you consider Rhino OP. He’s easily killed with a shotgun if there’s a wall for you to peek, and dies at range. He’s really only considered slightly op if he’s able to sit on an aura station for a long time.

So overall, either rhino should get the minigun tweak or nothing at all.


(watsyurdeal) #4

I think it’s fair to make it a little more useful at a distance if you can’t sprint with it, so you have to position yourself before hand. Switch to your shotgun when you wanna move, switch to your Minigun one you’re in a good spot to hold down an area.


(Naonna) #5

Should give hoovy a sandvich… er… I mean, give rhino a minimal self-heal. - A full-heal sandvich would be terrifying on that man. (Although, I’d love to see that first-person animation.)


(streetwiseSailboat) #6

Sparks


(Corppet) #7

Rhino is slow and carries a shotgun. He was made to walk around bulky with a minigun, and it should be kept like that. Besides, Rhino is not “nooby”, nor is it that hard to counter him… as long as you have a good team with the will of “teamwork.”


(god1) #8

Yep minigun’s minimum spread should be increased by a lot, you can win a lot of duels from even mid range by crouching and bursting with it which is absolutely ridiculous.


(extraordinaryEmperor) #9

This. I can snipe quite a lot of people on underground when I sit on the rails on first part. It’s a bit absurd at the minigun’s long range.


(vdll) #10

This idea has a potential if you add cyanide to the sandvich.


(Reddeadcap) #11

Personal wish on the minigun is that it wouldn’t have a movement speed penalty while revved but no more sprinting or jumping when it’s equipped to make Rhino as good at attacking as he is defending and making him less medic dependent.


(extraordinaryEmperor) #12

That sounds op. No jumping or sprinting just means you just need to equip another weapon while you’re doing that stuff. It’s not difficult to switch to switch to the minigun and shoot it when you need to. The lack of movement speed penalty while revved is just insane.


(Tanker_Ray) #13

Minigun’s purpose is to burst 300 highest DPS in this game at close range.

It is very accurate and able to shoot long range compared to TF2 Heavy’s minigun, but still other weapons or skills easily counters Rhino.

Rhino’s basic is to burst DPS to melt down confronting enemies fast, and you avoid the situation before all those aggros concentrating to you, retreat back, calm down a bit to stabilize, reset your bloom, not full-auto firing like Rambo.

This is why he prefers Nitros than Ice-Cold augment, and also strong with 1 vs 1 dual, but weak against 1 vs multiple enemies.

I don’t see why his minigun is in odd position. If you seek for consistency issue, then why not concern about the overheat problems??


(extraordinaryEmperor) #14

[quote=“ThunderPro;137198”]Minigun’s purpose is to burst 300 highest DPS in this game at close range.

It is very accurate and able to shoot long range compared to TF2 Heavy’s minigun, but still other weapons or skills easily counters Rhino.

Rhino’s basic is to burst DPS to melt down confronting enemies fast, and you avoid the situation before all those aggros concentrating to you, retreat back, calm down a bit to stabilize, reset your bloom, not full-auto firing like Rambo.

This is why he prefers Nitros than Ice-Cold augment, and also strong with 1 vs 1 dual, but weak against 1 vs multiple enemies.

I don’t see why his minigun is in odd position. If you seek for consistency issue, then why not concern about the overheat problems??

[/quote]

What overheat problems?


(Tanker_Ray) #15

[quote=“extraordinaryEmperor;137703”][quote=“ThunderPro;137198”]Minigun’s purpose is to burst 300 highest DPS in this game at close range.

It is very accurate and able to shoot long range compared to TF2 Heavy’s minigun, but still other weapons or skills easily counters Rhino.

Rhino’s basic is to burst DPS to melt down confronting enemies fast, and you avoid the situation before all those aggros concentrating to you, retreat back, calm down a bit to stabilize, reset your bloom, not full-auto firing like Rambo.

This is why he prefers Nitros than Ice-Cold augment, and also strong with 1 vs 1 dual, but weak against 1 vs multiple enemies.

I don’t see why his minigun is in odd position. If you seek for consistency issue, then why not concern about the overheat problems??

[/quote]

What overheat problems?[/quote]

Limitation when you fire it full-auto like other weapons. Same thing has to be done if you seek for consistency issue.


(god1) #16

[quote=“ThunderPro;137758”]
Limitation when you fire it full-auto like other weapons. Same thing has to be done if you seek for consistency issue.[/quote]
In reality you will never overheat the thing unless you’re just grinding an EV or a generator down.


(Tanker_Ray) #17

[quote=“god1;137763”][quote=“ThunderPro;137758”]
Limitation when you fire it full-auto like other weapons. Same thing has to be done if you seek for consistency issue.[/quote]
In reality you will never overheat the thing unless you’re just grinding an EV or a generator down.
[/quote]

Well this discussion’s host wants some ‘consistency’, so I was just matching it to his/her logic.

I guess this extraordinaryemperor isn’t satisfied with the Rhino’s own playstyle ‘bursting DPS in short time and give it a rest’, expecting to spray minigun without overheating like other full-auto guns, and I know that doesn’t make sense. Or, may be he/she wasn’t satisfied with minigun’s bullet spread.


(extraordinaryEmperor) #18

[quote=“ThunderPro;137774”][quote=“god1;137763”][quote=“ThunderPro;137758”]
Limitation when you fire it full-auto like other weapons. Same thing has to be done if you seek for consistency issue.[/quote]
In reality you will never overheat the thing unless you’re just grinding an EV or a generator down.
[/quote]

Well this discussion’s host wants some ‘consistency’, so I was just matching it to his/her logic.

I guess this extraordinaryemperor isn’t satisfied with the Rhino’s own playstyle ‘bursting DPS in short time and give it a rest’, expecting to spray minigun without overheating like other full-auto guns, and I know that doesn’t make sense. Or, may be he/she wasn’t satisfied with minigun’s bullet spread.[/quote]

You clearly lack critical thinking. If the minigun didn’t overheat, then it’d need an ammo count. And if it has an ammo count then it’ll recharge like nade launcher. The minigun is an ability and thus needs some way to have a cooldown which is consistent with the ‘ability’ concept.

I don’t know how you managed to go from bullet spread dissatisfaction to overheat ‘problem’.