Difference between revisions of "Minigun"

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{{Quotation|'''The Heavy''' on Sascha|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}}
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{{Quotation|'''The Heavy''' on Sasha|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 <nowiki>'Sasha'</nowiki>) is the [[primary]] weapon for the [[Heavy]] class. It is a Gatling-style machine gun with a rotating barrel, complete with ammunition case underneath and two handles.  
 
The '''Minigun''' (known affectionately as <nowiki>'Sasha'</nowiki>) is the [[primary]] weapon for the [[Heavy]] class. It is a Gatling-style machine gun with a rotating barrel, complete with ammunition case underneath and two handles.  

Revision as of 23:40, 4 November 2010

Template:Targeted Template:Weapon infobox

The Minigun (known affectionately as 'Sasha') is the primary weapon for the Heavy class. It is a Gatling-style machine gun with a rotating barrel, complete with ammunition case underneath and two handles.

Delivering high damage per bullet with an incredible rate of fire, the Minigun is one of the most powerful weapons in the game. It is able to fire 10 ammo per second, but has a large cone of fire and individual bullets suffer damage falloff with range. For each 1 ammo, the gun fires 4 bullets; if all 200 ammo count is fired, that equals 800 bullets. In order to fire, the gun requires approximately one second for the barrel to revolve at the correct speed before being ready. Players can begin the barrel spinning without wasting ammo or time with the correct bound key (default: Mouse2/Left Trigger [360]/L2 [PS3]). When either spinning or firing, the Heavy's movement speed is slowed considerably (to 37% speed). Furthermore, the Heavy cannot move while crouched and spinning or firing.

If a Heavy is stunned with The Sandman while his Minigun is spinning or firing, the Minigun will remain spinning for the duration of the stun.

Damage

See also: Damage
Range Damage per 1 ammo Critical damage Damage per second
Point Blank 50-54 108 500-540 (Crit: 1080)
Medium 5-30 27/54/81/108 50-300 (Crit: 540)
Long 5-10 27/54 50-100 (Crit: 270)
  • Base: 9 per bullet
  • Max Ramp Up: 150% (13.5 damage per bullet)
  • Max Fall Off: 50% (4.5 damage per bullet)
  • Bullet Count: 4 per ammo
  • Mini-Crit: 12 per bullet
  • Critical hit: 27 per bullet

Base damage is subject to distance-based damage falloff.

Note: The Critical hit DPS; long range assumes 1 Crit bullet hits per 1 ammo, medium range assumes 2 Crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.1
  • Windup Time: .87

All times are in seconds. Times are approximate and determined by community testing.

Trivia

  • The Minigun is fired by pressing a trigger on the end of the gun, which is visible on the "Minigun Advertisement" poster on the Valve Store.
  • The Minigun's bullets (four per 1 ammo) are the same in both power and range as the pellets fired from the Shotgun, it just fires much faster.
  • In first-person mode, the barrels of the Minigun seem to be much shorter than they appear in third-person. This may have been deliberate so the player could see the entire Minigun during gameplay.
  • The Heavy claims that it costs 400,000 dollars to use the Minigun for twelve seconds (not counting windup time). That means it costs an entire 666,660 dollars to fire until he runs out of ammo.

Gallery

See also