Minigun

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Minigun
Minigun image
Kill Icon
Basic Information
Used by: Heavy
Slot: Primary
Availability: Standard
Ammunition
Ammo loaded: 200
Loadout Stats
 
Minigun
Minigun
Level 1 Minigun
 
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

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 37% 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)
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 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: .87

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

Trivia

  • The Minigun has Developer weapon variants.
  • The Minigun does not seem to have a trigger or any real way to operate it except for the small button near the front grip. The way the Heavy holds his weapon makes holding the button down with his thumb possible, so it could be the way of operating.
  • The Heavy claims the Minigun fires at 10,000rds/min, but it only fires at 600rds/min.
  • The Minigun's ammunition appears to be the .50 Beowulf cartridge.
  • The Minigun's bullets (four per 1 ammo) are the same in both power and range as the pellets fired from the Shotgun, it just fires MUCH faster.
  • In first-person mode, the barrels of the Minigun seem to be much shorter than they appear in third-person. Maybe Valve deliberately did this 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 secounds (not counting windup time). That means it costs an entire 666,660 dollars to fire until he runs out of ammo.

See also

External links



Weapons
Scout
Soldier
Pyro
Demoman
Heavy
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Medic
Sniper
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drop Crit-a-Cola Gunboats Dalokohs Bar
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drop Pain Train Homewrecker Pain Train
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Taunt various Bonk
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