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M134 Minigun: Difference between revisions

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Thermal (talk | contribs)
Professionalized language with the attempt to align it with other weapon pages
 
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[[file:mov_h_m134.gif|right]]
[[file:mov_h_m134.gif|right]]
{{stub}}
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A bullet-spewing beast with an insane fire rate and massive ammo reserves. Hold down the fort, spin up the barrel, and let it rip. Just don’t expect to run anywhere fast!
The '''M134 Minigun''' is a high-capacity weapon, classified as an [[:Category:Assault Rifle|assault rifle]], available to the [[Heavy]] build. It is best suited for sustained suppression, structural destruction, and area denial within a close range of threat.


{{Control scheme|weapon=Equip [[M134 Minigun]]|primary-fire=Fire shot <small>(Tap)</small><br>Continuous fire <small>(Hold)</small>|secondary-fire=Aim down sights <small>(Hold)</small>|reload=Tactical reload}}
== Usage ==
The M134 Minigun can be selected as the [[Weapons|weapon]] for any [[Heavy]] build loadout.
 
The weapon must be spun up before it can be fired, which can be performed by holding '''Primary Fire'''. Alternatively, the user can hold '''Secondary Fire''' to begin spinning up the weapon early without firing. Once the weapon is sufficiently spun up, the trigger can be held to continuously fire bullets that damage opponents and deal additional damage on headshots.
 
Aiming down sights is unavailable, but holding '''Secondary Fire''' to manually spin up the weapon will zoom the camera slightly and improve hipfire accuracy. Due to its weight, users experience drastically reduced mobility while spinning or firing the weapon. The M134 Minigun has infinite spare ammunition.
{{Control scheme|weapon=Equip [[M134 Minigun]]|primary-fire=Fire shot <small>(Tap)</small><br>Continuous fire <small>(Hold)</small>|secondary-fire=Spin up <small>(Hold)</small>|reload=Tactical reload}}
== Stats ==
== Stats ==
=== Damage Profile ===
=== Damage Profile ===
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{{Feature icon|Full Reload}} Replaces the entire magazine in one animation on reload.  
{{Feature icon|Full Reload}} Replaces the entire magazine in one animation on reload.  


{{Feature icon|Aim Down Sights|negative=1}} Cannot use sights. Zooms in slightly instead,that increase accuracy when used,but doing so does not significantly affect accuracy.  
{{Feature icon|Aim Down Sights|negative=1}} Cannot use sights. Zooms in, begins revving the weapon, and slightly increases accuracy instead.  


{{Feature icon|Stable Accuracy|negative=true}} Suffers a significant decrease in accuracy while moving and while airborne.  
{{Feature icon|Stable Accuracy|negative=true}} Suffers a significant decrease in accuracy while moving and while airborne.  
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''' Strengths '''
''' Strengths '''


* The M134 Minigun has the highest potential damage of all full-auto firearms provided every bullet hits, peering the immense four-shot burst out of a '''[[SA1216]]''' shotgun.
* Possesses the highest theoretical DPS of any automatic weapon in THE FINALS, provided all bullets land.
* Extreme rate of fire at 1500RPM or 25 bullets per second that can allow the user to hose the area with bullets very easily.
* An extremely high fire rate enables overwhelming suppression and area denial, especially in indoor areas.
* Ditto; and for a while, too, with a huge 250-round drum feeding this level of output.
** Additionally, this suppression can be sustained, with the large magazine size allowing extended firing windows of over ten seconds.
* The M134 Minigun deals higher damage against structures and is capable of destroying concrete walls in mere seconds or about 75 bullets.
*Can easily break through concrete walls, structures, or destructible cover with just a few seconds of firing.
*Due to the sheer volume of fire, the weapon is relatively forgiving of slight aim errors, making it slightly more effective in the hands of less experienced contestants.
*Effective at creating visual and audible clutter while inside enclosed areas, similar to the [[Flamethrower]].
'''Weaknesses'''
 
* Requires a minimum spin-up time before firing that delays responsiveness, especially in close-quarters combat.
** Additionally, the weapon's spin-up is audible to other contestants, alerting them to the general position of the user.
* The user receives a movement speed penalty while spinning up or firing the weapon, making them more vulnerable to incoming fire.
* Benefits from consistent tracking and optimal range to offset the low damage per bullet.
* Quickly falls off in effectiveness starting at mid-range due to damage falloff and weak overall hipfire accuracy.
* Vulnerable to goo-based tools, like the [[Goo Grenade]].


''' Weaknesses '''
'''Tactics'''


* The M134 Minigun must spin up its barrels before firing, which often gives enough time for opponents to take cover or flee away, or simply attack first when you run into each other.
* Pre-spin the barrel with '''Secondary Fire''' before peeking corners to ensure the weapon is ready to fire.
* The revving noise is audiable to everyone in the vicinity, alerting (and intimidating) opponents with your presence or imminent attack.
* Similar to weapons like the [[KS-23]], the M134 Minigun is effective at shredding cover and structures. Use this capability to flush out opposing contestants and break defensive holds.  
* Incapable of aimed, precise shots, the Minigun suffers a steep loss of damage output similar to most pellets of the '''[[SA1216]]''' shotgun would go astray past close range.
* Perform a "Jump Rev"—jump forward while spinning up the barrel to close distance and improve hipfire accuracy on approach. You can also do this horizontally to peek corners.
* The movement speed is very low both while revving and firing, making the user either an easy target or an dodgable threat.
* Due to overall hipfire spread reducing precision, aiming for the body instead of the head is recommended.
* Very low damage per bullet, requiring the user to keep the target closely tracked (without the flame AoE nor shotgun pellet spread) in order to redeem the damage potential.
* The M134 Minigun benefits from allied utility that increases the user's mobility or supports their positioning, such as the [[Gateway]] from a [[Light]] contestant, or a [[Zipline]] from a [[Medium]].
* The bulkiness will be further hindered by '''[[goo]]''' because it does not count for the higher structural damage, and because goo is of common occurances: '''[[Goo Grenade|Goo Grenades]]''', '''[[Goo Barrel]]''', and '''[[Goo Gun]]'''.
* The weapon benefits from the damage and utility provided by your allies. As such, effectiveness is best found when avoiding solo or isolated combat.


''' Tactics '''
'''Recoil'''


* Hold [secondary fire] to zoom in and spin the barrel without firing. This will also improve hipfire dispersion as well as the weapon's output past close range.
''Recoil data pending further testing.''
* Spin the barrel in advance when you're just about to open fire, instead of making yourself a less aggressive attacker by slowly walking out of cover.
* Jump Rev: Jump forward and spin up to move a couple meters closer with your target, which can make a lot difference given how cumbersome the user would otherwise be while it revs.
* Even though it can headshot, avoid aiming the head directly unless at pointblank range, or else lots of damage will be lost to hipfire dispersion. In such case, aim the upper throax (between chest and neck) to turn some of the bodyshot damage into headshot damage instead.
* Despite dealing low damage per shot imprecisely, the Minigun can shred areal targets like [[Mesh Shield|'''Mesh Shield''']] and [[Dome Shield|'''Dome Shield''']] as they are too big miss out any bit of the output at 275 damage per second.
* Although not normally good at skirmishing or rushing, the offense capability of the Minigun can be improved by pairing it with teammate's '''[[Gateway]]''' or '''[[Zipline]]''', or even a fellow gymbro bumping you with '''[[Charge 'N' Slam|Cn'S]]'''.
* Try employ this weapon as a backrow fire support role that can land hits easily to fill the gap for teammates using slow-firing weapons like the '''[[CB-01 Repeater]]''' and the [[Recurve Bow|'''Recurve Bow''']] that often let targets escape with a sliver of health.
* Sometimes the problem is that there is only one Heavy on the team using the Minigun.
''' Recoil '''


== Item Mastery ==
== Item Mastery ==

Latest revision as of 23:27, 28 March 2025

M134 Minigun
“A heavily modified minigun with relentless firepower, perfect for sustained suppression.”
-
Magazine Size250
Price 2,200
General Data
Related Quests


This article is a stub. This article needs some work! You can help us out by expanding it

yep The M134 Minigun is a high-capacity weapon, classified as an assault rifle, available to the Heavy build. It is best suited for sustained suppression, structural destruction, and area denial within a close range of threat.

The M134 Minigun can be selected as the weapon for any Heavy build loadout.

The weapon must be spun up before it can be fired, which can be performed by holding Primary Fire. Alternatively, the user can hold Secondary Fire to begin spinning up the weapon early without firing. Once the weapon is sufficiently spun up, the trigger can be held to continuously fire bullets that damage opponents and deal additional damage on headshots.

Aiming down sights is unavailable, but holding Secondary Fire to manually spin up the weapon will zoom the camera slightly and improve hipfire accuracy. Due to its weight, users experience drastically reduced mobility while spinning or firing the weapon. The M134 Minigun has infinite spare ammunition.

Controls PC PS XBox Key
Equip M134 Minigun
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Spin up (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Damage Profile

edit edit source
Build HP Shots to kill Time to kill (Body) Time to kill (Crit)
Light 150 14 0.52s 0.4s
Medium 250 23 0.88s 0.68s
Heavy 350 32 1.24s 0.92s
Values are approximate and determined by community testing.

Weapon

Ranged — Strikes targets by aiming and firing at them from a distance.

Automatic Fire — Continues to fire automatically until the trigger is released.

Full Reload — Replaces the entire magazine in one animation on reload.

No Aiming Down Sights — Cannot use sights. Zooms in, begins revving the weapon, and slightly increases accuracy instead.

Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.


Bullet

Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

Critical Hit — Critically hits on headshots, applying a damage multiplier.

High Range Falloff — Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m).

Moderate Structure Damage — Damages structures. Takes a few seconds to break a concrete wall.

Strengths

  • Possesses the highest theoretical DPS of any automatic weapon in THE FINALS, provided all bullets land.
  • An extremely high fire rate enables overwhelming suppression and area denial, especially in indoor areas.
    • Additionally, this suppression can be sustained, with the large magazine size allowing extended firing windows of over ten seconds.
  • Can easily break through concrete walls, structures, or destructible cover with just a few seconds of firing.
  • Due to the sheer volume of fire, the weapon is relatively forgiving of slight aim errors, making it slightly more effective in the hands of less experienced contestants.
  • Effective at creating visual and audible clutter while inside enclosed areas, similar to the Flamethrower.

Weaknesses

  • Requires a minimum spin-up time before firing that delays responsiveness, especially in close-quarters combat.
    • Additionally, the weapon's spin-up is audible to other contestants, alerting them to the general position of the user.
  • The user receives a movement speed penalty while spinning up or firing the weapon, making them more vulnerable to incoming fire.
  • Benefits from consistent tracking and optimal range to offset the low damage per bullet.
  • Quickly falls off in effectiveness starting at mid-range due to damage falloff and weak overall hipfire accuracy.
  • Vulnerable to goo-based tools, like the Goo Grenade.

Tactics

  • Pre-spin the barrel with Secondary Fire before peeking corners to ensure the weapon is ready to fire.
  • Similar to weapons like the KS-23, the M134 Minigun is effective at shredding cover and structures. Use this capability to flush out opposing contestants and break defensive holds.
  • Perform a "Jump Rev"—jump forward while spinning up the barrel to close distance and improve hipfire accuracy on approach. You can also do this horizontally to peek corners.
  • Due to overall hipfire spread reducing precision, aiming for the body instead of the head is recommended.
  • The M134 Minigun benefits from allied utility that increases the user's mobility or supports their positioning, such as the Gateway from a Light contestant, or a Zipline from a Medium.
  • The weapon benefits from the damage and utility provided by your allies. As such, effectiveness is best found when avoiding solo or isolated combat.

Recoil

Recoil data pending further testing.

Item mastery XP can be earned by damaging and eliminating opponents with the M134 Minigun.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

  • The M134 Minigun exists in real life under the same name, introduced during the Vietnam War and designed as a helicopter-capable version of the existing M61 Vulcan rotary cannon.