Minigun
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The Minigun, known affectionately as "Sasha" or "Sascha",[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 4 bullets at the same time at a rate of 10x a second, the Minigun can quickly rip through opponents at short range. However, the damage falls 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. Accuracy is also reduced for the same time, with the cone of fire tightening over one second.
Players can begin spinning the barrel by holding down alt-fire, which does 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.
Contents
[hide]Damage and function times
[collapse]Damage and function times | ||
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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 | 9-54 / 1 ammo 475-513 / second | |
Medium range | 5-36 / 1 ammo 48-285 / second | |
Long range | 5-18 / 1 ammo 48-95 / second | |
Pellet spread | 25:1 | |
Critical | 27 / bullet | |
Mini-crit | 12-18 / bullet | |
Function times | ||
Attack interval | 0.105 s | |
Wind-up time | 0.87 s | |
Values are approximate and determined by community testing. |
Demonstration
Strange variant
[expand]Strange variant information |
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Related achievements
Heavy
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Update history
- Fixed Minigun exploit.
August 19, 2008 Patch (Heavy Update)
- Fixed players getting stuck in a bad animation state when class switching while spinning the Minigun.
- The Minigun can now break apart the Demoman's stickybombs.
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).
- Minigun spin-up/down time reduced by 25%.
- Minigun firing movement speed increased to just under half-normal (from 80 to 110).
- Fixed a Heavy exploit that let him run at full speed while shooting.
- This weapon's kill icon was updated.
- [Undocumented] The spin-up and spin-down animations of the Heavy's miniguns were changed.
- Added community contributed response rules to the Minigun.
- [Undocumented] Added Strange quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Miniguns can now be gifted.
- Refined Minigun recoil force.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- 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.
- Minigun: Spinning up via secondary attack now counts toward reducing the one-second accuracy penalty.
- 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.
- Updated the materials for the Australium Minigun.
- 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%.
- Fixed a bug where if multiple heavies(sic) where firing their weapons at the same time it would crash the server.
Unused content
- There is a remastered version of the Assault Cannon (Classic) in the game files. In both
v_minigun
andw_minigun
, all the textures from the Assault Cannon can be located. - A model of a shell casing is present in the files as
miniguncasing.mdl
, which appeared in both Trailer 1 and Trailer 2.
Bugs
- Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound are still shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun appears to be firing upwards, it then stops "shooting", and moves up and down several times, then continues in its normal state.
- Holding secondary fire and tapping primary fire with one bullet left causes the Minigun to play the firing animation loop despite having no ammo. This is visible in third person and by other players.
- Sometimes, the Minigun does not spin in client view while revving up. This might happen if revving up the gun using secondary fire immediately after taunting. This can be fixed by re-revving the gun.
- This can also be fixed by firing the gun.
- When holding the primary fire button during a taunt the Minigun's muzzle flash turns invisible.
- Attempting to switch to another weapon slot immediately after unrevving the gun causes the Minigun model to be replaced with the weapon that was being switched to. Only visible client side, on the player's world model.
Trivia
- In Meet the Heavy, the Heavy says that the Minigun weighs 150 kilograms, or roughly 330.75 pounds. A real portable minigun weighs around 39 kilograms, or roughly 86 pounds.
- 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, costing 200 dollars per bullet. In-game, the Minigun fires 4 bullets every .105 second, or around 2,285 bullets per minute. This would make 12 seconds of continuous fire cost $91,428.57. In order for it to cost $400,000, the cost of each bullet would have to be $875 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]
- It is revealed in the Meet the Director comic that Heavy sleeps in a bed next to Sasha and Heavy says that he is embarrassed by how small the bed is.
Gallery
BLU Festive variant.
RED Festivized variant.
Australium variant.
Rust Botkiller variant.
Merchandise
See also
References
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[expand]Weapons |
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