Minigun

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Revision as of 10:06, 16 February 2011 by Focusknock (talk | contribs) (Trivia)
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The Minigun, known affectionately as "Sasha" or "Sascha", 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 or switch weapons, has his speed reduced (to approximately 47% regular 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 without firing by holding down secondary fire, which allows the Heavy to quickly respond to enemies when keeping the same position.

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 damage per second; 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

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.

Update history

October 08, 2007 Patch

August 19, 2008 Patch

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

August 13, 2009 Patch

  • 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

Trivia

  • How the Minigun is revved up and fired is debatable. The "Minigun Advertisement" poster on the Valve Store depicts a trigger in the far back handle, but a small button is often shown on the front handle. Neither of these are visible on the in game models.
  • 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

Related Merchandise

See also