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Better Minigun


Chaosblade02

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Anyone else notice how underpowered the Minigun is? Even the Avenger sucks, because it only holds 120 rounds, which isn't even enough to drop 1 super mutant. For the rate of fire and ammo consumption, its just not worth it. I think someone needs to make one that IS worth it.

 

M134 Minigun is a 7.62 calibur, roughly the same as .308, so maybe make a Minigun that uses .308, and up the damage a bit from what the Avenger does with 5mm rounds, with a 500 round magazine, the minigun has a backpack for a magazine, but only holds 240 rounds? I think this weapon should be powerful enough to be able to mow down death claws, considering many weapons can already 1hko them with 1 bullet, you can't really make a rapid fire weapon overpowered. If I got 3 death claws running at me, I should be able to take them down with this.

 

http://upload.wikimedia.org/wikipedia/commons/thumb/8/86/US_Navy_070825-N-9769P-317_A_Special_Warfare_Combatant-craft_crewman_%28SWCC%29_mans_his_GAU-17_minigun_during_live-fire_patrol_training_along_the_Salt_River_in_northern_Kentucky.jpg/300px-US_Navy_070825-N-9769P-317_A_Special_Warfare_Combatant-craft_crewman_%28SWCC%29_mans_his_GAU-17_minigun_during_live-fire_patrol_training_along_the_Salt_River_in_northern_Kentucky.jpg

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well, there is one issue here

in the game, it is hardcoded that the maximum amount of rounds a weapon can have is 255, so you can't have 500 rounds (if you have Fallout 3, this is the reason why the minigun didn't have an extended magazine in WMK)

 

other than that, if you want a minigun that uses the same model and animation and all, that has 255 rounds, does more damage, uses .308 rounds and fire faster, that sounds like maybe 10 minutes of work in the GECK (and that should be 10 minutes tops)

 

but if this is what you want, just say the word, and i'll send you the esp when it is done :)

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The 255 limit can be increased in NV by using an ammo increase modification...the new maximum allowed is 391 rounds in a mag w/an ammo increase modifier.
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Well, I managed to make a weapon mod for the minigun that adds an extra 245 rounds. On top of the max 255, that makes 500. I've increased the speed and damage, but the reload animation has somehow messed up, even though it's using the same ones as the vanilla minigun. I think it may be due to the weapon mod. I dunno.
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I would say around 60-75 damage per hit, not sure how to calculate the DPS, but it should be up there in the 2k range. And as many rounds in the magazine is it can possibly carry. Considering the requirements for the minigun, 100 skill and 10 str to use its full potential, it should be really good. Basically, good enough damage per hit to be able to take down multiple high DT targets. And yeah if you make it, send it to me please, or post it on nexus mods.
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ok, i did what you asked for

now you can have a 500 round super minigun, that shoots .308 rounds and can probably kill anything in your way

 

i decided not to do it as strong as you said, because it sounds far too much for me, but still you get a weapon with massive damage

on my character, the DPS was a little less than 1000, which i am sure is more than enough

if you still want higher damage, you can change it yourself on the GECK, it is very easy

 

you can find the weapon and the extended magazine mod in the old nuclear testing hut (beware of the massive radiation and the ghouls around it)

 

hope you enjoy this

 

 

 

i hope this will be appreciated

and please don't post this file on the site, i made this for you, and if i thought it should be a mod, i would have published it myself

 

enjoy :)

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I ran into a bunch of problems with the gun mod, sometimes the gun doesn't want to fire, and also at the same time my pip boy wont open up either, and when I kill something with it, and it does the close up shot of the kill, it just gives me a black screen and I have to reload the game. I checked the load order, made sure it was after FalloutNV.esm, and even tried disabling the other mods, still run into the same problem. Also when I go to gun runners, the strip is lit up like if I transferred power to the strip with helios one, but I didn't in that game, I armed Arch II. Lots of weird stuff happening when I use this mod.
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