Minigun

From TF2 Wiki

Jump to: navigation, search

She weighs one hundred fifty kilograms and fires two hundred dollar, custom-tooled cartridges at ten thousand rounds per minute.
It costs four hundred thousand dollars to fire this weapon... for twelve seconds.
The Heavy on Sasha
Minigun

Basic Info
Used By: Heavy
Slot: Primary
Ammo Info
Loaded: 200
Carried: N/A

Information

The Minigun (known affectionately as 'Sasha') is the primary weapon for the Heavy class. It is listed as a Level 1 Minigun in the loadout menu. High damage per bullet combined with an extremely high rate of fire makes the Minigun one of the most powerful weapons in the game. The weapon requires approximately one second of spin-up time before it starts to fire. To keep the spin going and ready to fire at a moment's notice without wasting ammo or time, the special function key may be held down (default: Mouse2/Left Trigger [360]/L2 [PS3]). When either spinning or firing, the Heavy's movement speed is slowed considerably (to 27% speed); the Heavy cannot move while crouched and spinning or firing. If a Heavy is stunned with The Sandman while his Minigun is spinning or firing, the Minigun will remain in it's respective state for the duration of the stun. The Minigun fires 10 ammo per second, but has a large cone of fire and individual bullets suffer damage falloff with range. For each 1 ammo, the gun fires 4 bullets; if all 200 ammo count is fired, that equals 800 bullets.

Damage

Range Damage per 1 ammo Critical damage Damage per second
Point Blank 50-54 108 500-540 (Crit: 1080/sec)
Medium 5-30 27/54/81/108 50-300 (Crit: 540/sec)
Long 5-10 27/54 50-100 (Crit: 270/sec)
  • 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 DPS; 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: 1.16

All times are in seconds. Times are approximate and determined by community testing.

Trivia

See Also

External Links


Weapons
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
Primary standard Scattergun Rocket launcher Flamethrower Grenade launcher Minigun Shotgun Syringe gun Sniper rifle Revolver
unlockable Force-A-Nature Direct Hit Backburner None Natascha  ? Blutsauger Huntsman Ambassador
Secondary standard Pistol Shotgun Shotgun Sticky bomb launcher Shotgun Pistol Medigun Submachine gun Electro sapper
unlockable Bonk! Atomic Punch Buff Banner
Gunboats
Flare gun Chargin' Targe
Scottish Resistance
Sandvich  ? Kritzkrieg Jarate
Razorback
None
Melee standard Bat Shovel Fire axe Bottle Fists Wrench Bonesaw Kukri Knife
unlockable Sandman Equalizer Axtinguisher Eyelander K.G.B.  ? Übersaw None None
PDA standard None None None None None Build Tool
Demolish Tool
None None Disguise kit
Invisibility watch
unlockable None None None None None  ? None None Cloak and Dagger
Dead Ringer
Taunt various Bonk
(Sandman)
Grenade
(Equalizer)
Hadouken
(Shotgun/Flare gun)
Decapitation
(Eyelander)
Showdown
(Fists)
 ? Oktoberfest (Kritzkrieg)
Spinal Tap
(Übersaw)
Arrow
(Huntsman)
Fencing
(Knife)




Personal tools

Bookmark and Share



eXTReMe Tracker