Minigun | |
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Details | |
Stats | |
Damage | 38 |
Min. Damage | 26 |
Bullet Range | 120 SAU |
Bullet Speed | 231 SAU/s |
Armor Pierce | 1 |
Hamster Ball Pierce | 1/3 |
Automatic | Yes |
Shot Interval | 0.11s |
Rate of Fire | 545 RPM |
Bullet Type | Little Bullets |
Magazine Capacity | 100 |
Reload Time | 2.1s |
Full Windup Time | 0.48s |
Noisiness | 250 SAU |
Speed | |
Move Speed | 96% (30) |
Move Speed (shooting) | 64% |
Recoil | |
Basic recoil while stationary / creeping / running | 0° / 0.5° / 1° |
Recoil added per shot while stationary or creeping / running | 0.9° / 1° |
Min recoil while jump roll / crouch roll | 1.5° / 1° |
Max recoil | 10° |
Recoil reset per second while stationary / creeping / running | 15° / 15° / 11° |
The Minigun is a unique weapon, requiring a small spin-up time before firing a barrage of shots. This makes it useful for suppressing fire and clearing corners, but its windup leaves its wielder vulnerable to surprise attacks.
Obtaining[ | ]
- Mole Crate may contain Minigun, with one box of 25 Little Bullets.
Strategy[ | ]
The Minigun inflicts devastating damage and has notable suppressing ability, but requires a few moments of windup before it can fire. Movement speed is also drastically reduced while wielding the weapon.
If an opponent's position is known, spin up the barrel in advance and ambush their hiding spot. This strategy is known as pre-charging or pre-firing.
The Minigun has a unique audio cue and a fairly obvious muzzle flash; high caution is advised as it is very likely to attract the attention of several opponents. This puts you at risk of becoming a public target in a crossfire.
Due to the Minigun's extremely low movement speed while wielding the weapon, take precaution against opponents using a Sniper or who are throwing Grenades. Also, be aware of surrounding dead angles to prevent getting ambushed by opponents who use the Shotgun or the SMG.
Pre-charging the Minigun will make it one of the best weapons to eliminate and suppress multiple members of enemy squads, especially if the enemy squad is caught off guard and is surprised, even if they are closing in on the user.
Damage based on distance[ | ]
Damage output depends on the distance traveled by a bullet before it hits the target. A bullet fired from the Minigun can travel up to 120 SAU, or 960px.
point blank
38 DMG
20 SAU
36 DMG
40 SAU
34 DMG
60 SAU
32 DMG
80 SAU
30 DMG
100 SAU
28 DMG
120 SAU
26 DMG
Skins[ | ]
Weapon appearance can be customized with one of the following weapon skins:
Rare
Gingerbread Minigun
S.A.W. Shop
450
Epic
Medieval Minigun
Super Animal Pass Season 10
Epic
Pineapple Minigun
S.A.W. Shop
600
Trivia[ | ]
- The closest real world counterpart would be M134 Minigun Rotary Machine Gun.
- Medieval Minigun has a custom reload sound that is unique to that skin.
Patch History[ | ]
- Weapon recoil is non-random for the first few shots in a spray, but then becomes random after that. Automatic weapons such as the SMG or AK have 8 shots as non-random, but others like the Magnum or Deagle have 2. The Sniper goes random after its first shot, similar to its current version.
- Minigun no longer appears with Epic rarity.
- Minigun base damage increased by 3.
- Recoil per shot lowered to 1 degree from 2.5 degrees.
- Maximum recoil unchanged.
- Minigun no longer stays spinning while map is open.
- New bullet spread system added.
- Fix for minigun windup lasting through hamster-ball and roll.
- Epic rarity added.
- All weapon bullet speeds increased by about 6-8%.
Guns |
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Melee Weapon |
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Throwables |