Minigun
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The Minigun (known affectionately as 'Sasha' or 'Sasha') is the default primary weapon for the Heavy class. It is an enormous Gatling-style machine gun with rotating barrels, complete with a large white underslung ammunition case and two handles.
Firing four bullets at a time, ten times a second the Minigun tears through opponents at short range, but damage falls off quickly over longer 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 and has his speed slowed down (to approximately 47% regular movement speed) and cannot move at all while crouching. This can be initiated in mid-air without losing speed to jump quickly around corners while ready to fire. Players can begin spinning the barrel without firing by holding down secondary fire, which allows the Heavy to quickly respond to enemies when keeping the same position.
Contents
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: 0.87
All times are in seconds. Times are approximate and determined by community testing.
Demonstration
Related Achievements
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Previous changes
- Fixed Minigun exploit.
- Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- Minigun spin-up/down time reduced by 25%
- Minigun firing movement speed increased to just under half-normal (from 80 to 110).
- This weapon's kill icon was updated.
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.
- 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 his entire ammo supply (800 bullets, at 4 bullets per unit of 200 ammo).
Gallery
- Minigun 1st person cropped.png
First-person view.
Related Merchandise
- Minigun1.jpg
See also