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The X-Com Files / Minigun seems OP
« on: August 26, 2019, 11:17:28 pm »
The last ingame half year i had access to Blackops miniguns (no alloy ammo yet) and gameplay has changed drastically.
Basically, give everyone who can almost carry it a minigun (if ~70 str a spare ammo pack) and just blast everything that comes across, with up to 3 salvos per turn, no matter how close or far.
This may probably change once the alien missions get more, but thats still 6 months out as far as i know.
So for any cult/creature mission a squad (5+) of non-rookies carrying miniguns just seems like the repetitive solution to all your problems for a very long time.
Given the variety of useful weapons, I´d propose a role change for the minigun so its not the best "all purpose gun" anymore...
Since its a minigun, making it weaker would be very weird, those things are meant to be powerful as f***.
But they´re heavy and cumbersome...
So what about fewer but more powerful salvos?
E.g. 15-20 shot each, but costs at least >50% TUs. It´d still be devastating against any target, but you could not take out too many distinct enemies per turn anymore without resorting to spray&pray.
Might even be worth it to have a short burst / long burst mode, with short burst 5 shots at current TU cost and long burst with 15/20 at double of current TU cost, for area fire.
Also considering to lower ammo capacity would be an option, what other full auto gun has 25 salvos per mag...
With current stats at least its cheap to take on any mission, since its fast and doesn't seem to require strategical adaption.
Basically, give everyone who can almost carry it a minigun (if ~70 str a spare ammo pack) and just blast everything that comes across, with up to 3 salvos per turn, no matter how close or far.
This may probably change once the alien missions get more, but thats still 6 months out as far as i know.
So for any cult/creature mission a squad (5+) of non-rookies carrying miniguns just seems like the repetitive solution to all your problems for a very long time.
Given the variety of useful weapons, I´d propose a role change for the minigun so its not the best "all purpose gun" anymore...
Since its a minigun, making it weaker would be very weird, those things are meant to be powerful as f***.
But they´re heavy and cumbersome...
So what about fewer but more powerful salvos?
E.g. 15-20 shot each, but costs at least >50% TUs. It´d still be devastating against any target, but you could not take out too many distinct enemies per turn anymore without resorting to spray&pray.
Might even be worth it to have a short burst / long burst mode, with short burst 5 shots at current TU cost and long burst with 15/20 at double of current TU cost, for area fire.
Also considering to lower ammo capacity would be an option, what other full auto gun has 25 salvos per mag...
With current stats at least its cheap to take on any mission, since its fast and doesn't seem to require strategical adaption.