Difference between revisions of "User:Gooselord"

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i am goose.
 
i am goose.
 +
{{User infobox
 +
| type          = weapon
 +
| image          = Minigun_IMG.png
 +
| 3d-image-1    = Minigun
 +
| 3d-image-2    = Minigun Festive
 +
| 3d-image-4    = Minigun Festivized
 +
| 3d-image-6    = Minigun Australium
 +
| 3d-image-7    = Minigun Australium Festivized RED
 +
| 3d-image-8    = Minigun Australium Festivized BLU
 +
| 3d-image-9    = Minigun Botkiller Rust
 +
| 3d-image-10    = Minigun Botkiller Blood
 +
| 3d-image-11    = Minigun Botkiller Carbonado
 +
| 3d-image-12    = Minigun Botkiller Diamond
 +
| 3d-image-13    = Minigun Botkiller Silver Mk.I
 +
| 3d-image-14    = Minigun Botkiller Gold Mk.I
 +
| 3d-image-15    = Minigun Botkiller Silver Mk.II
 +
| 3d-image-17    = Minigun Botkiller Gold Mk.II
 +
| 3d-button-1    = default
 +
| 3d-button-2    = colored_pair
 +
| 3d-button-4    = colored_pair
 +
| 3d-button-6    = australium
 +
| 3d-button-7    = australium_half
 +
| 3d-button-8    = australium_half
 +
| 3d-button-9    = default_half
 +
| 3d-button-10  = default_half
 +
| 3d-button-11  = default_half
 +
| 3d-button-12  = default_half
 +
| 3d-button-13  = default_half
 +
| 3d-button-14  = default_half
 +
| 3d-button-15  = colored_pair
 +
| 3d-button-17  = colored_pair
 +
| 3d-viewname-1  = Default
 +
| 3d-viewname-2  = Festive
 +
| 3d-viewname-4  = Festivized
 +
| 3d-viewname-6  = Australium
 +
| 3d-viewname-7  = Australium Festivized (RED)
 +
| 3d-viewname-8  = Australium Festivized (BLU)
 +
| 3d-viewname-9  = Rust
 +
| 3d-viewname-10 = Blood
 +
| 3d-viewname-11 = Carbonado
 +
| 3d-viewname-12 = Diamond
 +
| 3d-viewname-13 = Silver Mk.I<br>
 +
| 3d-viewname-14 = Gold Mk.I<br>
 +
| 3d-viewname-15 = Silver Mk.II<br>
 +
| 3d-viewname-17 = Gold Mk.II<br>
 +
| used-by        = [[Heavy]]
 +
| slot          = primary
 +
| availability  = {{avail|stock|crate21-strange|crate35-festive|mvm-both-types|contract|crate93|crate94|warpaint}}
 +
| marketable    = yes
 +
| numbered      = no
 +
| ammo-loaded    = 200
 +
| ammo-carried  = N/A
 +
| reload        = No Reload
 +
| loadout        = yes
 +
  | quality      = normal
 +
  | item-kind    = Minigun
 +
  | item-level  = 1
 +
}}
 +
{{hatnote|This article is about the [[Heavy]]'s [[stock weapon]]. For other miniguns, see [[Minigun (disambiguation)]].}}
 +
{{hatnote|"Sasha" redirects here. For the weapon Heavy refers to as Sasha in [[Poker Night at the Inventory]], see [[Iron Curtain]].}}
 +
 +
{{Quotation|'''The Heavy'''|She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute.<br>It costs four hundred thousand dollars to fire this weapon... for '''twelve seconds'''.|sound=Meet_Heavy_Sasha.wav}}
 +
 +
The '''Minigun''', known affectionately as "'''Sasha'''",<ref>[http://www.teamfortress.com/meetthedirector/?p=7 Meet the Director, page 7.]</ref><ref>[http://www.teamfortress.com/theshowdown/#f=42 The Showdown comic page]</ref><ref>[[Meet the Heavy]]</ref> is the default [[Weapons#heavyprimary|primary weapon]] for the [[Heavy]]. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung [[ammo|ammunition]] case and two handles.
 +
 +
Firing four bullets at the same time at a rate of ten times a second, the Minigun can quickly rip through opponents at short range. However, the [[damage]] will fall off quickly over long distances and the bullets are subject to a wide cone of fire.
 +
 +
The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot [[jump]] or switch weapons, has his speed reduced to approximately 47% of his regular [[movement speed]], and cannot move at all while [[crouch]]ing. The spin up can be initiated in midair to avoid losing speed until landing, allowing the Heavy to jump quickly around corners while ready to fire. There is a 50% damage penalty that starts when the gun is revved, decreasing linearly over the course of one second until full damage is reached.
 +
 +
Players can begin spinning the barrel by holding down secondary fire, which will not fire any ammunition until primary fire is pressed. This can allow the Heavy to quickly respond to enemies when waiting in one position or to briefly hold his fire without fully spinning the gun down.
 +
 +
The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun.
 +
 +
== Damage and function times ==
 +
{{Damage table
 +
| type              = [[Hitscan]]
 +
| damagetype        = Bullet
 +
| rangetype          = Ranged
 +
 +
| damage            = yes
 +
|  base              = 9 / bullet
 +
|  fall off          = 4.752 / bullet
 +
|  ramp up          = 13.5 / bullet
 +
|  point blank      = {{tooltip|50-54 / 1 ammo|108 / critical damage}}<br/>{{tooltip|500-540 / second|1080 / critical damage}}
 +
|  medium range      = {{tooltip|5-30 / 1 ammo|27/54/81/108 / critical damage}}<br/>{{tooltip|50-300 / second|540 / critical damage}}
 +
|  long range        = {{tooltip|5-10 / 1 ammo|27/54 / critical damage}}<br/>{{tooltip|50-100 / second|270 / critical damage}}
 +
|  crit              = 27 / bullet
 +
|  minicrit          = 12-18 / bullet
 +
| function times    = yes
 +
|  attack interval  = {{tooltip|0.1|4 bullets fired with each shot}}
 +
|  windup time      = 0.87 s
 +
}}
 +
 +
{{Weapon Demonstration}}
 +
 +
== Strange variant ==
 +
{{Strange item info
 +
| item-type = Minigun
 +
| rankson = kills
 +
| festive = yes
 +
| botkiller =yes
 +
| australium = yes
 +
| can deal damage = yes
 +
| can deal gib damage = no
 +
| can headshot = no
 +
| can reflect projectiles = no
 +
| can deal posthumous damage = no
 +
| can extinguish = no
 +
| notes =
 +
| can deal long range damage = yes
 +
}}
 +
 +
== Related achievements ==
 +
=== {{class link|Heavy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Heavy|Heavy Industry}}
 +
      {{Show achievement|Heavy|Marxman}}
 +
| 2 = {{Show achievement|Heavy|Permanent Revolution}}
 +
      {{Show achievement|Heavy|Rationing}}
 +
}}
 +
 +
== Update history ==
 +
{{Update history | '''{{Patch name|10|8|2007}}'''
 +
* Fixed Minigun [[exploit]].
 +
 +
'''{{Patch name|8|19|2008}}''' ([[A Heavy Update]])
 +
* Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun.
 +
 +
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])
 +
* Heavies spinning their mini-guns will continue to spin when [[stunned]] (whether the left or right mouse button is pressed).
 +
 +
'''{{Patch name|4|28|2010}}'''
 +
* Minigun spin-up/down time reduced by 25%.
 +
* Minigun firing movement speed increased to just under half-normal (from 80 to 110).
 +
 +
'''{{Patch name|11|19|2010}}'''
 +
* Fixed a Heavy exploit that let him run at full speed while shooting.
 +
 +
'''{{Patch name|1|7|2011}}'''
 +
* This weapon's [[kill icon]] was updated.
 +
* {{Undocumented}} The spin-up and spin-down animations of the Heavy's miniguns were changed.
 +
 +
'''{{Patch name|6|3|2011}}'''
 +
* Added community contributed response rules to the Minigun.
 +
 +
'''{{Patch name|6|23|2011}}'''
 +
* {{Undocumented}} Added [[Strange]] quality.
 +
 +
'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
 +
* Added [[Festive weapons|Festive]] variant.
 +
 +
'''{{patch name|12|19|2011}}'''
 +
* Festive Miniguns can now be [[Gift Wrap|gifted]].
 +
 +
'''{{Patch name|3|1|2012}}'''
 +
* Refined Minigun recoil force.
 +
 +
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]])
 +
* {{undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants.
 +
 +
'''{{Patch name|10|9|2012}}'''
 +
* Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
 +
 +
'''{{Patch name|12|20|2012}}''' ([[Mecha Update]])
 +
* Added Silver and Gold Botkiller Mk. II variants.
 +
 +
'''{{Patch name|4|18|2013}}'''
 +
* Fixed a client crash related to doing a changelevel while firing the Minigun.
 +
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* {{undocumented}} Added an Australium variant.
 +
 +
'''{{Patch name|6|18|2014}}''' ([[Love & War Update]])
 +
* All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
 +
 +
'''{{Patch name|7|8|2014}}'''
 +
* Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty.
 +
 +
'''{{Patch name|2|11|2015}} #1'''
 +
* Fixed not being able to switch away from the Minigun while spinning down.
 +
 +
'''{{Patch name|7|2|2015}}''' ([[Gun Mettle Update]])
 +
* Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
 +
* {{Undocumented}} Updated model to c_model system.
 +
 +
'''{{Patch name|8|19|2015}}'''
 +
* Updated the materials for the Australium Minigun.
 +
 +
'''{{Patch name|1|7|2016}}'''
 +
* Fixed the Australium Minigun materials.
 +
 +
'''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]])
 +
* The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
 +
* Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.}}
 +
 +
== Bugs ==
 +
* Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound will still be shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun will appear to be firing upwards, it will then stop "shooting", and move up and down several times, then continue in its normal state.
 +
* Holding secondary fire and tapping primary fire with one bullet left will cause the Minigun to play the firing animation loop despite having no ammo.
 +
* Emptying ammo then picking up a dropped Minigun will put the Heavy in a [[reference pose]], unable to fire.
 +
* Sometimes, the Minigun will not spin in client view while revving up. This might happen if you rev up the gun using secondary fire immediatly after taunting. This can be fixed by re-revving the gun.
 +
 +
== Unused content ==
 +
* There is a remastered version of the [[Assault Cannon (Classic)]] in the game files. In both <code>v_minigun</code> and <code>w_minigun</code>, all the textures from the Assault Cannon can be located.
 +
 +
== Trivia ==
 +
* In [[Meet the Heavy]], the Heavy says that the Minigun weighs 150 kilograms. This is equal to roughly 330.75 pounds. A real, portable Minigun weighs roughly 39 kilograms.
 +
* How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the [[Merchandise#Prints|Valve Store]] depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models.
 +
* The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, presumably not counting the spin-up time. At the claimed 10,000 rounds per minute, the cost of each bullet would be $200. In-game, the Minigun fires 4 rounds every .1 second, or 2,400 bullets per minute. Going by in-game rates, the cost of each bullet would be over $800 apiece.
 +
* In the Xbox 360 manual for [[The Orange Box]], and in the [[Meet the Heavy]] video description, the Minigun is referred to as the Chain Gun.<ref>[https://valvearchive.com/archive/Team%20Fortress/Team%20Fortress%202/Guides/Xbox%20360%20Game%20Manual/The_Orange_Box_-_Manual_-_360.pdf The Orange Box Manual-_xbox 360]</ref><ref>[https://www.youtube.com/watch?v=jHgZh4GV9G0 ''Meet the Heavy'']</ref>
 +
 +
== Gallery ==
 +
<gallery>
 +
File:Minigun 1st person.png|First-person view.
 +
File:Festive Minigun 1st person red.png|[[RED]] [[Festive weapons|Festive]] variant.
 +
File:Festive Minigun 1st person blu.png|[[BLU]] Festive variant.
 +
File:Minigun Festivized RED 1st person.png|RED [[Festivizer|Festivized]] variant.
 +
File:Minigun Festivized BLU 1st person.png|BLU Festivized variant.
 +
File:Australium minigun.png ‎| [[Australium weapons|Australium]] variant.
 +
File:Australium minigun Festivized RED 1st person.png ‎|RED Australium Festivized variant.
 +
File:Australium minigun Festivized BLU 1st person.png ‎|BLU Australium Festivized variant.
 +
File:Botkiller_Minigun_rust_1st_person.png|Rust [[Botkiller weapons|Botkiller]] variant.
 +
File:Botkiller_Minigun_blood_1st_person.png|Blood Botkiller variant.
 +
File:Botkiller Minigun carbonado 1st person.png|Carbonado Botkiller variant.
 +
File:Botkiller Minigun diamond 1st person.png|Diamond Botkiller variant.
 +
File:Botkiller Minigun 1st person.png|Silver Botkiller Mk.I variant.
 +
File:Botkiller Minigun gold 1st person.png|Gold Botkiller Mk.I variant.
 +
File:Botkiller Minigun Silver Mk2 1st person RED.png|RED Silver Botkiller Mk.II variant.
 +
File:Botkiller Minigun Silver Mk2 1st person BLU.png|BLU Silver Botkiller Mk.II variant.
 +
File:Botkiller Minigun Gold Mk2 1st person.png|Gold Botkiller Mk.II variant.
 +
File:Heavystuff1 concept.jpg|Concept art of Heavy weapons.
 +
File:Minigun concept1.png|Minigun concept art.
 +
File:Minigun concept2.jpg|Minigun concept art.
 +
File:Minigun old concept.jpg|Minigun concept art.
 +
</gallery>
 +
<!-- Add these once they're in-game
 +
File:Botkiller Minigun Mirror 1st person.png|Mirror Botkiller.
 +
File:Botkiller Minigun Uranium 1st person.png|Uranium Botkiller.
 +
-->
 +
 +
== References ==
 +
<references/>
 +
 +
== Merchandise ==
 +
<gallery>
 +
File:Tf2 heavy mousepad.png|[http://store.valvesoftware.com/product.php?i=M0230 Heavy Mousepad]
 +
File:Minigun1.png|[http://store.valvesoftware.com/product.php?i=P0108 The Minigun Poster]
 +
</gallery>
 +
 +
== See also ==
 +
* [[Heavy strategy#Minigun + reskins|Minigun strategy]]
 +
* [[Festive weapons]]
 +
* [[Botkiller weapons]]
 +
* [[Australium weapons]]
 +
 +
{{Standard Weapons Nav}}
 +
{{Allweapons Nav}}
 +
{{Heavy Nav}}
 +
<!-- [[Category:Weapons using the CommunityWeapon material proxy]] -->

Latest revision as of 22:59, 6 April 2021

i am goose.

Gooselord
Gooselord
Basic information
Type: weapon
Team Fortress 2
Contact information
This article is about the Heavy's stock weapon. For other miniguns, see Minigun (disambiguation).
"Sasha" redirects here. For the weapon Heavy refers to as Sasha in Poker Night at the Inventory, see Iron Curtain.

The Minigun, known affectionately as "Sasha",[1][2][3] is the default primary weapon for the Heavy. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles.

Firing four bullets at the same time at a rate of ten times a second, the Minigun can quickly rip through opponents at short range. However, the damage will fall off quickly over long distances and the bullets are subject to a wide cone of fire.

The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot jump or switch weapons, has his speed reduced to approximately 47% of his regular movement speed, and cannot move at all while crouching. The spin up can be initiated in midair to avoid losing speed until landing, allowing the Heavy to jump quickly around corners while ready to fire. There is a 50% damage penalty that starts when the gun is revved, decreasing linearly over the course of one second until full damage is reached.

Players can begin spinning the barrel by holding down secondary fire, which will not fire any ammunition until primary fire is pressed. This can allow the Heavy to quickly respond to enemies when waiting in one position or to briefly hold his fire without fully spinning the gun down.

The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 150% 13.5 / bullet
Base damage 100% 9 / bullet
Maximum fall-off 52.8% 4.752 / bullet
Point blank 50-54 / 1 ammo
500-540 / second
Medium range 5-30 / 1 ammo
50-300 / second
Long range 5-10 / 1 ammo
50-100 / second
Critical 27 / bullet
Mini-crit 12-18 / bullet
Function times
Attack interval 0.1
Wind-up time 0.87 s
Values are approximate and determined by community testing.

Demonstration

EmbedVideo received the bad id "[[:Template:Dictionary/demonstrations/gooselord]]" for the service "youtube".

Strange variant


Related achievements

Leaderboard class heavy.png Heavy

Heavy Industry
Heavy Industry
Fire $200,000 worth of minigun rounds in a single life.


Marxman
Marxman
Kill 10 enemies in mid-air with the minigun.
Permanent Revolution
Permanent Revolution
Kill 5 enemies without spinning down your gun.


Rationing
Rationing
Kill an enemy with your shotgun while you're out of minigun ammo.

Update history

October 8, 2007 Patch

August 19, 2008 Patch (A Heavy Update)

  • Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun.

August 13, 2009 Patch (Classless Update)

  • Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).

April 28, 2010 Patch

  • Minigun spin-up/down time reduced by 25%.
  • Minigun firing movement speed increased to just under half-normal (from 80 to 110).

November 19, 2010 Patch

  • Fixed a Heavy exploit that let him run at full speed while shooting.

January 7, 2011 Patch

  • This weapon's kill icon was updated.
  • [Undocumented] The spin-up and spin-down animations of the Heavy's miniguns were changed.

June 3, 2011 Patch

  • Added community contributed response rules to the Minigun.

June 23, 2011 Patch

  • [Undocumented] Added Strange quality.

December 15, 2011 Patch (Australian Christmas 2011)

December 19, 2011 Patch

  • Festive Miniguns can now be gifted.

March 1, 2012 Patch

  • Refined Minigun recoil force.

August 15, 2012 Patch (Mann vs. Machine Update)

  • [Undocumented] Added Silver and Gold Botkiller variants.

October 9, 2012 Patch

  • Added Rust, Blood, Carbonado, and Diamond Botkiller variants.

December 20, 2012 Patch (Mecha Update)

  • Added Silver and Gold Botkiller Mk. II variants.

April 18, 2013 Patch

  • Fixed a client crash related to doing a changelevel while firing the Minigun.

November 21, 2013 Patch (Two Cities Update)

  • [Undocumented] Added an Australium variant.

June 18, 2014 Patch (Love & War Update)

  • All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.

July 8, 2014 Patch

  • Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty.

February 11, 2015 Patch #1

  • Fixed not being able to switch away from the Minigun while spinning down.

July 2, 2015 Patch (Gun Mettle Update)

  • Minigun damage penalty on Level 2 and Level 3 Sentry Guns slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%.
  • [Undocumented] Updated model to c_model system.

August 19, 2015 Patch

  • Updated the materials for the Australium Minigun.

January 7, 2016 Patch

  • Fixed the Australium Minigun materials.

October 20, 2017 Patch (Jungle Inferno Update)

  • The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
  • Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.

Bugs

  • Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound will still be shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun will appear to be firing upwards, it will then stop "shooting", and move up and down several times, then continue in its normal state.
  • Holding secondary fire and tapping primary fire with one bullet left will cause the Minigun to play the firing animation loop despite having no ammo.
  • Emptying ammo then picking up a dropped Minigun will put the Heavy in a reference pose, unable to fire.
  • Sometimes, the Minigun will not spin in client view while revving up. This might happen if you rev up the gun using secondary fire immediatly after taunting. This can be fixed by re-revving the gun.

Unused content

  • There is a remastered version of the Assault Cannon (Classic) in the game files. In both v_minigun and w_minigun, all the textures from the Assault Cannon can be located.

Trivia

  • In Meet the Heavy, the Heavy says that the Minigun weighs 150 kilograms. This is equal to roughly 330.75 pounds. A real, portable Minigun weighs roughly 39 kilograms.
  • How the Minigun is revved up and fired is debatable. The Minigun poster purchasable in the Valve Store depicts a trigger in the far back handle. In other media sources, instead of this trigger, a small button is often shown on the front handle. Neither of these possible triggers are visible on the in-game models.
  • The Heavy claims that it costs 400,000 dollars to fire the Minigun for twelve seconds, presumably not counting the spin-up time. At the claimed 10,000 rounds per minute, the cost of each bullet would be $200. In-game, the Minigun fires 4 rounds every .1 second, or 2,400 bullets per minute. Going by in-game rates, the cost of each bullet would be over $800 apiece.
  • In the Xbox 360 manual for The Orange Box, and in the Meet the Heavy video description, the Minigun is referred to as the Chain Gun.[4][5]

Gallery

References

Merchandise

See also