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  1. #1

    Minigun looks underwhelming...



    Have all signature weapon talents. LMG is a 498 unhinged/Allegro at base 19.6k damage

    Simple math for dps:
    Minigun:
    19.6 x 1000/ 60 = 326k dps

    LMG:
    35.9k x 550 / 60 = 329k dps (not including 15% out of cover damage)

    So my makeshift 498 LMG is better than the Minigun in every situation. Have fast reload with exotic Holster, can take cover, etc. LuL
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  2. #2
    hyper---sniper's Avatar Senior Member
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    I do not want the mini-gun , not interested in it, But my LMG lost power when they added the mini ?. also accuracy has dropped big time ..I had a good roll on my lmg so added the stability and accuracy mods and used a second weapon with the handling mod , can not remember the name, anyway my LMG was a laser , now it bounces all over the screen ?..Even my merciless pulls away every shot now , did not do that before.?.. I think the devs call it balance ??..
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  3. #3
    Originally Posted by hyper---sniper Go to original post
    I do not want the mini-gun , not interested in it, But my LMG lost power when they added the mini ?. also accuracy has dropped big time ..I had a good roll on my lmg so added the stability and accuracy mods and used a second weapon with the handling mod , can not remember the name, anyway my LMG was a laser , now it bounces all over the screen ?..Even my merciless pulls away every shot now , did not do that before.?.. I think the devs call it balance ??..
    Incomplete patch notes with many stealth changes galore. Wouldn't be surprised if they did nerf the LMG as you claimed. Just that I don't play it enough to feel a difference in handling. =/
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  4. #4
    Hosea.'s Avatar Senior Member
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    I haven't put any extra points into mini-gun damage increase yet so really can't say how good it will be yet. But I do run into some situations where I can't aim at targets because of angles. It seems designed to be used in open areas on flat terrain which doesn't occur all that often.
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  5. #5
    pob709's Avatar Senior Member
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    Leaving aside the sig weapon anybody feel that the talant tree is better than the others.
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  6. #6
    Originally Posted by pob709 Go to original post
    Leaving aside the sig weapon anybody feel that the talant tree is better than the others.
    hmm no , the mods good , the grenade is about the worst, group buff is farily pointless, self buff is a bit counter intuitive but nice enough solo , ammo gen strong solo vs trash , weak grouped vs difficult.

    its not terrible or far behind the other that 50 round pouch is very nice, but id say its on the weak end of the spectrum.

    edit forgot the armour kit , im guessing thats preety good , i dunno i dont find i use armour kits.
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  7. #7
    Hosea.'s Avatar Senior Member
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    Originally Posted by pob709 Go to original post
    Leaving aside the sig weapon anybody feel that the talant tree is better than the others.
    The extra ammo for the LMG are great. Popping a healing kit is great with all the extra armor and you can pop one and stand out in the open blasting everything like a real tank for the short time it's active. Letting you pick which two weapons to buff is nice. Haven't tried the Banshee but some people say they really like it. Foam grenade is just ok, it needs a wider radius and a bit longer duration would be nice.
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  8. #8
    Minigun is the worst signature weapon, simple as that.
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  9. #9
    The nice thing about the minigun is it reloads fast so its more like 300 rounds. But yeah it takes some getting used to. As a demo I might start a fight off with the launcher. Obviously walking into a room holding the minigun with 10-12 mobs spread throughout isnt a great idea. Its better for bottlenecks and corridors but a 180 round lmg works just as well in that situation.
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  10. #10
    Originally Posted by pob709 Go to original post
    Leaving aside the sig weapon anybody feel that the talant tree is better than the others.
    not really, for example its has perks that proc on kills, so mainly useful solo and/or at low difficulties with they effectiveness declining when difficulty and number of players goes up. Other specs equivalent of those perks have same effectiveness regardless of difficulty or party size.
    Still great spec for lmg's or running in open world due to ammo replenishment. For different weapons or more serious stuff other specs are generally better.

    Regarding Minigun I don't really get it. In first iteration of PTS it had ~21k base dmg on WT5 without dmg perks and it was reported as "weak but potentially good with dmg perks" (we still had in mind +145% dmg like those used to give, well they were broken on PTS anyway and didn't give intended +40%).
    I just can't understand why dev's read it as: "OP as hell pls nerf before you fix dmg perks.
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