Minigun: Difference between revisions

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Unlike other weapons, the Minigun must be spun up before firing. When the user presses the primary fire button, the Minigun will spin for 0.87 seconds before firing, producing a distinctive revving sound. The user can also hold the secondary fire button to spin the barrel indefinitely without firing, producing a more passive spinning sound. While spun up, the user is slowed down significantly, cannot jump, cannot move while crouching, and cannot switch weapons. It can still spin up while in the air, including while jumping, preserving the momentum gained. The user can switch weapons a short time after winding down, unlike in Team Fortress 2, where the entire winding down animation must play.
Unlike other weapons, the Minigun must be spun up before firing. When the user presses the primary fire button, the Minigun will spin for 0.87 seconds before firing, producing a distinctive revving sound. The user can also hold the secondary fire button to spin the barrel indefinitely without firing, producing a more passive spinning sound. While spun up, the user is slowed down significantly, cannot jump, cannot move while crouching, and cannot switch weapons. It can still spin up while in the air, including while jumping, preserving the momentum gained. The user can switch weapons a short time after winding down, unlike in Team Fortress 2, where the entire winding down animation must play.


While firing, the Minigun shoots a large, inaccurate cone of about 38 bullets per second, shooting 4 bullets per ammo spent, dealing huge amounts of damage to point-blank targets and barely any to long-range targets. This potentially gives the Minigun the highest damage-per-second in the entire game. Unlike in Team Fortress 2, it does not become more accurate over time, and does not have an initial damage penalty. However, it maintains the property of dealing 15% less damage on level 2 [[Sentry Gun|Sentry Guns]], and 20% less damage on level 3 Sentries. If the Minigun is out of ammo, it will remain spun up, but will produce a clicking sound without firing any bullets.
While firing, the Minigun shoots a large, inaccurate cone of about 38 bullets per second, shooting 4 bullets per ammo spent, dealing huge amounts of damage to point-blank targets and barely any to long-range targets. This potentially gives the Minigun the highest damage-per-second in the entire game. Unlike in Team Fortress 2, it does not become more accurate over time, and does not have an initial damage penalty. However, it maintains the property of dealing 15% less damage on level 2 [[Sentry Gun|Sentry Guns]], and 20% less damage on level 3 Sentries. If the Minigun runs out of ammo while firing, it will remain spun up, but will produce a clicking sound without firing any bullets.


== Properties ==
== Properties ==
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  | mini-crit-ramp-up = {{tooltip|73|18.13 / bullet}}
  | mini-crit-ramp-up = {{tooltip|73|18.13 / bullet}}
  | bullet-count = 4
  | bullet-count = 4
| spread = {{tooltip|0.08|In radians}}
| ammo-column = true
| ammo-column = true
  | loaded = 200
  | loaded = 200
| function-times-column = true
| function-times-column = true
  | attack-interval = 0.105 s
  | attack-interval = 0.105 s
  | activation-time = 0.87 s
  | windup-time = 1 s
| winddown-time = 0.5 s
|}}
|}}


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|ru=Пулемёт|ru_m=Machine Gun
|ru=Пулемёт|ru_m=Machine Gun
|es=Ametralladora|es_m=Machine Gun
|es=Ametralladora|es_m=Machine Gun
|uk=Мініґан|uk_m=Minigun
}}
== Update history ==
{{Update history|
'''[[2.0.0]]'''
* Updated the Minigun:
** Shortened the un-deploy time to allow for faster weapon switching after firing.
** Updated Viewmodel animations to lock the hand to the front grip.
* Fixed an issue causing Minigun barrel to spin up/down too fast at high network latency values.
* Added shells to the Minigun.
'''[[2.0.2]]'''
* Reduced the bullet spread to 0.08 (from 0.1)
'''[[2.1.0]]'''
* Fixed sound channels being overloaded when multiple Miniguns and [[SMG|SMGs]] are fired at once
'''[[2.1.3]]'''
* Each stored [[Chekhov's Punch]] crit now takes 1.5s of firing to deplete (from 0.75s)
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
}}
}}



Latest revision as of 04:22, 5 January 2024

Minigun
Backpack Minigun.png
Kill Icons
Killicon minigun.png
Basic Information
Used by Heavy
Slot Primary
Ammo
Ammo loaded 200
Reload type No Reload
Loadout Stats

Minigun

Minigun

"Sasha's voice cries out when there are men to kill."

The Minigun is the stock primary weapon of the Heavy. It is a Gatling-style machine gun constructed out of various parts, with a rotating barrel, an underslung ammunition barrel and rotation mechanism joined via pipes, and two carrying handles.

Unlike other weapons, the Minigun must be spun up before firing. When the user presses the primary fire button, the Minigun will spin for 0.87 seconds before firing, producing a distinctive revving sound. The user can also hold the secondary fire button to spin the barrel indefinitely without firing, producing a more passive spinning sound. While spun up, the user is slowed down significantly, cannot jump, cannot move while crouching, and cannot switch weapons. It can still spin up while in the air, including while jumping, preserving the momentum gained. The user can switch weapons a short time after winding down, unlike in Team Fortress 2, where the entire winding down animation must play.

While firing, the Minigun shoots a large, inaccurate cone of about 38 bullets per second, shooting 4 bullets per ammo spent, dealing huge amounts of damage to point-blank targets and barely any to long-range targets. This potentially gives the Minigun the highest damage-per-second in the entire game. Unlike in Team Fortress 2, it does not become more accurate over time, and does not have an initial damage penalty. However, it maintains the property of dealing 15% less damage on level 2 Sentry Guns, and 20% less damage on level 3 Sentries. If the Minigun runs out of ammo while firing, it will remain spun up, but will produce a clicking sound without firing any bullets.

Properties

Properties
Shot type Hitscan
Damage type Bullet
Ranged or Melee? Ranged
Taunt Cradle
Damage
Maximum ramp-up 150% 54
Base damage 100% 36
Maximum fall-off 52.8% 19
Critical 108
Mini-crit 48
Mini-crit (ramp-up) 73
Bullet count 4
Spread 0.08
Ammo
Loaded 200
Function Times
Attack interval 0.105 s
Windup time 1 s
Winddown time 0.5 s
All values are approximate.

Names in other languages

Language Name Meaning
Bulgarian Картечница Machine Gun
Spanish Ametralladora Machine Gun
English Minigun -
French Minigun -
German Minigun -
Italian Mitargliatrice pesante Heavy Machine Gun
Brazilian Portuguese Metralhadora Giratória Rotating Machine Gun
Romanian Minigun -
Russian Пулемёт Machine Gun
Ukrainian Мініґан Minigun

Update history

2.0.0
  • Updated the Minigun:
    • Shortened the un-deploy time to allow for faster weapon switching after firing.
    • Updated Viewmodel animations to lock the hand to the front grip.
  • Fixed an issue causing Minigun barrel to spin up/down too fast at high network latency values.
  • Added shells to the Minigun.

2.0.2

  • Reduced the bullet spread to 0.08 (from 0.1)

2.1.0

  • Fixed sound channels being overloaded when multiple Miniguns and SMGs are fired at once

2.1.3

  • Each stored Chekhov's Punch crit now takes 1.5s of firing to deplete (from 0.75s)
  • Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping

Trivia

  • The Heavy has nicknamed his Minigun "Sasha", as seen in the Meet the Heavy short.