Minigun (Team Fortress 2)

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Minigun
  • Minigun item sprite
Statistics
Type
RarityNormal
Minigun (Team Fortress 2).png
Minigun
Heavy's Starter Primary

The Minigun is a primary weapon for the Heavy. Before firing a barrage of bullets, it requires to spin up first. During this time, the Heavy slows down and cannot jump or switch to another item. After firing, the weapon requires a short period to stop spinning, having the same duration and restrictions as being spun up. Heavy can also spin the barrel, but not shoot, by holding right-click. This weapon is a stock weapon and can be obtained immediately if the Heavy class is chosen.

Damage and Function Times

Statistics
Weapon Type Minigun
Clip Size {{{Clip Size}}}
Reload Type No reload
Damage
Base Damage 9
Pellet Count {{{Pellet Count}}}
Pellet Spread {{{Pellet Spread}}}
Afterburn {{{Afterburn}}}
Bullet Spread 10°
Splash Damage
Splash Radius {{{Splash Radius}}}
Self-Damage {{{Self-Damage}}}
Healing
Healing Amount {{{Healing Amount}}}
Function Times
Attack Interval 0.105 seconds
Reload {{{Reload}}}
Reload (First) {{{Reload (First)}}}
Reload (Consecutive) {{{Reload (Consecutive)}}}
Ammo Consumption Interval {{{Ammo Consumption Interval}}}
Afterburn Duration {{{Afterburn Duration}}}
Airblast Cooldown {{{Airblast Cooldown}}}
Windup Time 0.87 seconds
Maximum Charge Time {{{Maximum Charge Time}}}
Aim Fatigue {{{Aim Fatigue}}}
Effect Duration {{{Effect Duration}}}
Spread Recovery {{{Spread Recovery}}}

Notes

  • Since the Minigun uses local immunity frames, it means that it does not lose any damage output due to invincibility frames.
  • While spun up, this weapon slows the Heavy to 47% of his original speed.
  • If the weapon is winding down, it can be spun back up, taking a shorter amount of time than if the barrel has fully stopped.
  • The Minigun consumes one unit of ammo every fourth shot.

Strategies

  • The Minigun's high firing speed and the ability to not require reloading makes it an all-rounded primary weapon with consistent damage.
    • However, the inaccuracy of each shot may hinder far-ranged combat.
  • The Heavy must be careful of when to start firing due to the spin-up time.
    • Heavy can prepare to shoot by spinning up via right-click.
  • The Heavy must be ready to tank incoming hits due to this weapon's speed penalty while spun.

Trivia

  • The Minigun once didn't have a slowdown time after firing.
    • This means that the Heavy had to always spin up for the full duration, but didn't have to wait to switch to another weapon.