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 | 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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'''[[2.1.0]]''' | '''[[2.1.0]]''' | ||
* Fixed sound channels being overloaded when multiple Miniguns and [[SMG|SMGs]] are fired at once | * 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 | |
---|---|
Kill Icons | |
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
- 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.
- Reduced the bullet spread to 0.08 (from 0.1)
- Fixed sound channels being overloaded when multiple Miniguns and SMGs are fired at once
- 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.
Weapons | |||||
---|---|---|---|---|---|
Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |