K I'm gonna throw out a bunch of information for yall here about the original minigun and pulse settings, as well as the cb12 settings. I can't give you the settings and changes from the league assault mod because those files are protected. (I wonder why, by the way?)
First, let's start of with what tickrate is and how it interacts with weapons. Read about that here:
http://wiki.unrealadmin.org/Netspeed_Tutorial_(UT)#What_is_Tickrate.3F
Basically, higher tickrate on servers causes irregular function calls for the minigun resulting in an abnormal and UNDESIRED increase in the rate of fire and thus overly powerful.
In addition, the pulse rifle secondary has a damage bonus of like 10.4dmg whenever one of it's nine segments makes contact with a player. Thus, if you can change the segments that hit the player very quickly, you can get the 10.4 damage bonus each time and deal a LOT of daamge quickly. Where tickrate comes in is that the beam not only extends faster with higher tickrate, but if the tickrate is higher then the server chceks more times a second that the beam has changed segements or not, which can lead to even more damage. I think that the tickrate part is overpowered, but I believe the damage should be kept when switching segments. However, CB12 does away with both, and now the minigun is superior to the pulse because it does about the same damage with no range limitation. Shouldn't the weapon with less range do noticably more damage?
Originally (taken form the minigun2 clas sfile from the botpack.u) the minigun was like this:
Primary:
-Rate of fire: 6.667 bullets per second on a 20 tickrate server @ 9+rand(6) damage = 9-14. (the rand function in the C language is 0 to (max-1). HOWEVER!!! THIS IS VERY IMPORTANT: DUE TO UT'S HARDCORE MODE ALL DAMAGE IS MULTIPLIED BY 1.5!!!! (OR 50% MORE DAMAGE). If you don't believe me, please start a practice session with no mods running in hardcore mode. 2 shock primaries will kill someone. With hardcore mode off, 2 shock primes won't kill someone. (Yes I realize that this does not mean the damage increase is 50%, but I'm telling you right now that it is, this is just to illustrate that there is a difference. Notice also that you don't jump as high.) This effectively makes the damage on the minigun 13-21 damage per bullet!!!!
Secondary:
-Rate of fire: 10 bullets per second on a 20 tickrate server @ 13-21 damage a bullet!!!
With the CB12 mutator(TIW), the damage on the minigun is decreased, but the rate of fire was increased. In addition, momentum transfer was completely nullified which eliminates lockdown.
The primary fire for cb12 minigun:
7.5 shots per second @ 8+rand(6) damage = 8-13 which is 12-19.5 damage after hardcore damage additions. (wchich is 2.5 damage less per bullet on average.)
The secondary fire for cb12:
11 bullets per second @ 12-19.5 damage.
Looking at the stats it looks like there really shouldn't be that much of a damage difference. However we've all played with the mutator on and off, and we all know there IS MOST DEFINATELY A DIFFERENCE. This is because the original standard tickrate was 20 for ut. When you compare the 20 tickrate original mini to the tiw mini, it seems to be about the same. This huge difference comes in to play because hardly any servers run off of 20 tickrate anymore. Due to the increased capacity in connection speeds, the clients can handle the increase in volume of information sent out due to higher tickrates, and thus gives us smoother gameplay....at the cost of the minigun and pulse acting irregularily.
To anyone who has seen (And can understand the code) TIW mini only makes the mini as effective as it
should have been in the first place However, assault players have grown so attached to their miniguns, that this is a rude awakening for them that they refuse to accept. Furthermore, there is
minimal skill in minigunning someone, especially when it does retarded damage at a retarded rate. Personally, I feel that the minigun does too much damage right now, and that TIW will make it do too little damage, forcing the game to be practically sniper assault. I propose a middle ground that can be negotiated amoung the assault population.
I have to go to class, but I think that's about all I wanted to say anyway. And to those who say minigunning takes a lot of skill...when's the last time you've seen a truly leet ut movie made up of mostly minigun frags? It takes a little skill, but not much, especially not with lockdown. (which due to uzi's request I will not post about)