Minigun

From Team Fortress Wiki
Revision as of 19:22, 13 November 2020 by GrampaSwood (talk | contribs) (Undo edit by PhatScout (Talk) (2873060) This is consistent over all other pages, and it is already linked above this)
Jump to: navigation, search
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. The damage, however, 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 the Heavy's regular movement speed (= 37% of standard forward movement speed), and cannot move at all while crouching. The spin up can be initiated in mid-air without losing speed to jump quickly around corners while ready to fire.

Players can begin spinning the barrel by holding down secondary fire, which will not fire any ammunition until the primary fire is pressed. This can allow the Heavy to quickly respond to enemies when keeping the same position.

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

There is a 50% damage penalty that starts at the moment of revving up and decreases linearly for the first second of revving.

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

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%.

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.

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 show Heavy in an reference pose and 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 un rev and rev again.

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