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Posted: 2007-04-08 06:15
by knewman
The Desert Conflict mod seems to have the BH miniguns down pretty tight. I was using them earlier today and was getting kills, but it wasn't exactly easy, I needed a little targeting and leading skill. Seemed like an excellent balance. Try that out and say what you think, maybe PR can imitate the settings on that gun.
Posted: 2007-04-08 07:59
by CAS_117
The blackhawk mini gun needs increased lethality. I could get a lot of footage of enemies disappearing in a cloud of dust from the rounds landing on or around them. This is just dumb. The fragments from the rounds landing even close WITHOUT an explosive charge would incapacitate a human. I think a damage radius about 1/3 to 1/2 of the cobra would make them more effective. I the guns were nerfed big time in vanilla and as a pilot I would like them changed back. Just enough that the gunner can score a hit even half the time would be good.
Posted: 2007-04-08 08:55
by coolhand
caboose wrote:The blackhawk mini gun needs increased lethality. I could get a lot of footage of enemies disappearing in a cloud of dust from the rounds landing on or around them. This is just dumb. The fragments from the rounds landing even close WITHOUT an explosive charge would incapacitate a human. I think a damage radius about 1/3 to 1/2 of the cobra would make them more effective. I the guns were nerfed big time in vanilla and as a pilot I would like them changed back. Just enough that the gunner can score a hit even half the time would be good.
Also I would like to see a bit more 'spread' on the minigun. Right now it's pinpoint accurate -- it'd be nice if it had a larger spread specially at higher altitudes so you can really paint your targets.
I'm happy w/its power now - not as weak as .4, adding spread on them will make them much more effective vs. ground infantry.
Posted: 2007-04-08 10:53
by Semi
caboose wrote:The blackhawk mini gun needs increased lethality. I could get a lot of footage of enemies disappearing in a cloud of dust from the rounds landing on or around them. This is just dumb. The fragments from the rounds landing even close WITHOUT an explosive charge would incapacitate a human. I think a damage radius about 1/3 to 1/2 of the cobra would make them more effective. I the guns were nerfed big time in vanilla and as a pilot I would like them changed back. Just enough that the gunner can score a hit even half the time would be good.
The minigun round without its explosive charge would esentially be the same as a G3 cartridge
There's nothing special about it, a direct hit is most likely needed to harm a person.
Posted: 2007-04-08 19:02
by CAS_117
In RL it is NOT necessary to park in midair to score accurate hits. Yes a larger spread is needed, not to mention an aimer. The whole point of the minigun is to have a large sheet of bullets using short bursts that can hit infantry from fast moving choppers (see Veitnam war). If you still have to park in midair, then you may as well use the old m240 and save on ammo.

Posted: 2007-04-08 22:27
by Liquid_Cow
'[R-PUB wrote:Garabaldi']The pilot needs to orbit the target area slowly - if the pilot is orbiting to fast, the miniguns are useless.
But, that's the problem. Look at the video of the Huey mounted minigun, he's not going slow yet he's lighting those cars on fire with 2-3 seconds of steady fire. Anyone standing near those cars would be killed on a strafing run like that.
The problem with hovering/slow cawl is the RPG's. If you've ever tried to pull that near my squad I've probably shot you down. I get way more kills vs. transports using light AT missles than SAM's thanks to slow moving choppers. It only takes 2 hits to bring down a healthy bird.
I flew my squad into mosque one night for a hot insertion. Plan was one orbit with both mini-guns blazing, insert in square to west of building, BH goes back to orbit with one gunner. I slowed down enough for the gunners to light up the squad of 4 RPG's just as we crossed the wall. 5 seconds later we were in the square, a burning hulk of JP5 and aluminum, and I could see the same 4 RPG gunners reloading. This is the rule, not the exception.
On the other hand, I was playing on Greasy Mullet last night and used one of the static Vulcan's vs light armor and infantry. Man that was just too easy. I had a sight and explosive rounds, and I melted a Vodnik almost instantly getting me 6 kills. That's a mini-gun!
I know, I know, that's 20mm, but still it was cool.
Posted: 2007-04-08 23:27
by VipersGhost
I still say to keep things simple and within BF2 code limits...give it splash damage. Even then, good lord, look at that Huey video...its looks WORSE than a BF2 gun with splash damage...that thing is just INSANE. I mean really, 3000 rpm...thats just a flood of bullets coming at you in probably a 2-4 foot radius depending on range. Give us splash dmg and it'll kill VERY similar to the real thing. Enough with everyone whining about it being too destructive...its a MASSIVELY destructive gun...plus it replicates the REAL miniguns ability to blast through basic things...like cars or edges of corners.
Posted: 2007-04-09 00:11
by Ironcomatose
http://youtube.com/watch?v=RisIiGuN7eg
make it like that with or without all of the tracers or w/e.
Posted: 2007-04-09 08:28
by VipersGhost
Man, I'd like to see how many MEC's try to popup and shoot an RPG if two black hawks are coming in guns blazing on Muttrah Docks...at least now they wouldn't be sitting ducks...you could light up the whole block. I wonder what kind of minigun is in that video at night, where it looks like a big lazer is being fired. Lol at first I thought it was a clip from a video game or something.
Posted: 2007-04-09 20:11
by Ironcomatose
VipersGhost wrote:Man, I'd like to see how many MEC's try to popup and shoot an RPG if two black hawks are coming in guns blazing on Muttrah Docks...at least now they wouldn't be sitting ducks...you could light up the whole block. I wonder what kind of minigun is in that video at night, where it looks like a big lazer is being fired. Lol at first I thought it was a clip from a video game or something.
Thats is a littlebird with two mini guns. One on either side.
Posted: 2007-04-10 05:54
by Deadmonkiefart
'[R-PUB wrote:Garabaldi']The miniguns mounted on the Black Hawk are extremely effective when in the hands of a competent pilot/gunner combo.
In fact, last night, I joined a BH squad, hopped in the minigun, and went to work, getting 15 kills in roughly 10 minutes. The pilot needs to orbit the target area slowly - if the pilot is orbiting to fast, the miniguns are useless. Get to the target area fast, and pull your nose up to slow yourself down, then go to work orbiting and providing support and recon for the commander and troops on the ground. At the first sign of a lock-on tone, get your *** out of there. At the first sign of RPG fire (whether it hits you or not) you also need to haul ***.
Another time I was piloting in a BH squad, and my gunner told me over VoIP that he spotted hostiles on the road below us. I swung him around, and he told me to swing around to the exact opposite position. I did so, and brought us into a perfect hover - he proceeded to light the insurgents *** up.
I am sure that you can get plenty of kills with it, but when it is easier to use your M-16 than the minigun, you know that the minigun really needs improving. I have gotten about 7 kills with the m-16 on a chopper, and 1 kill with the minigun on the chopper, both while moving. I have NEVER been killed by a minigun.
Posted: 2007-04-10 06:31
by element365
DrMcCleod wrote:The KING of airsoft guns.
A few guys on our team went to a game where someone had one of these. It did own the field until it ran out of gas.
Posted: 2007-04-10 19:07
by Long Bow
Ok I retract my earlier post about no splash damage. Damn my un-informed opinion gets trumped by real knowledge and live footage again
After seeing those videos I think the mini gun defininetly needs more damage per round to simulate the high ROF (since in game is limited to 900rpm). Give it splash damage, nothing crazy. Im sure IRL sometimes the bullet fragments/shrapnel can travel a good distance but a constant 10'-15' radius of shrapnel for PR would be a bit much. But to keep things in check perhaps we restrict ammo for these guns and/or limit the amount of birds that are stacked with them.
Oh and the inventor of the original min-gun was Mr. Gattling

Posted: 2007-04-10 19:27
by Croix
Bring back the splash.
Also, up the flares and add ricochets! Tee hee.
Posted: 2007-04-10 19:44
by El_Vikingo
Long Bow wrote:Ok I retract my earlier post about no splash damage. Damn my un-informed opinion gets trumped by real knowledge and live footage again
After seeing those videos I think the mini gun defininetly needs more damage per round to simulate the high ROF (since in game is limited to 900rpm). Give it splash damage, nothing crazy. Im sure IRL sometimes the bullet fragments/shrapnel can travel a good distance but a constant 10'-15' radius of shrapnel for PR would be a bit much. But to keep things in check perhaps we restrict ammo for these guns and/or limit the amount of birds that are stacked with them.
Oh and the inventor of the original min-gun was Mr. Gattling
I think the limit is 1800 rpm.
WTF, is said Richard Gatling before any one else, ffs. Read the posts!!!!
Posted: 2007-04-10 19:55
by Long Bow
Relax Vikingo I read your post where you posted the correct answer. I was just being a smart @ss
I could have swore one of the devs said 900rpm. If it really is 1800rpm then the damage increas may need to only be a slight increase to make up the difference to 3000rpm (1800rpm is only 60% of actual rate of fire)
Cheers,
Posted: 2007-04-10 21:04
by VipersGhost
I thought I had heard the 900 rpm limit somewhere as well.
Posted: 2007-04-12 21:53
by Soulja
Note: I said the M134, not the Gatling Gun.
Posted: 2007-04-12 22:20
by DaveOnrefni
yeah, the limit is probably 900, the 1800 you may be talking about is my idea of two 900's firing at slightly different timings if it were possible.
The idea of increasing the RoF by making the Minigun essentially "two" guns firing at the same time (at 900 rpm). may cause lag, but also help with the realism. Also, maybe one would have more spread than the other providing a slight solution to the splash damage issue, whilist still allowing the rounds to pierce through some/mulitple meshes instead of just hitting the first one and making a splash.
Bleh, I can only dream