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M134 Minigun: Difference between revisions

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== Guide ==
== Guide ==
''' 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.
* Extreme rate of fire at 1500RPM or 25 bullets per second that can allow the user to easily hose the area with bullets.
* Ditto; and for a while, too, with a huge 250-round drum feeding this level of output.
* The M134 Minigun deals higher damage against structures and is capable of destroying concrete walls in mere seconds or about 75 bullets.


''' Weaknesses '''
''' Weaknesses '''
* The M134 Minigun must fully spin up its barrels before firing, which can give enough time for opponents to dodge into cover or flee away.
* The revving noise is audiable to everyone in the vicinity, alerting (and intimidating) opponents with your presence or immedate arrival.
* Incapable of aimed, precise shots, the Minigun suffers a steep loss of damage output similar to the '''[[SA1216]]''' shotgun beyond close range.
* The movement speed is very low both while revving and firing, making the user an easy target.
* 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.
* Extremely underwhelming against a Proximity Sensor behind a telephone pole.


''' Tactics '''
''' Tactics '''
* Hold down [secondary fire] to spin the barrel without firing. This also improves hipfire dispersion as well as the weapon's output past close range.
* Spin the barrel in advance when you're about to open fire, instead of making yourself a bigger target by slowly walking out of cover.
* Jump Rev: Jump forward and spin up to move a couple meters closer with your target, which can prove decisive given how cumbersome the user would otherwise become while it revs.
* Even though it can headshot, avoid aiming the head directly or a lot damage will be lost to hipfire dispersion. 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 shread areal targets like [[Mesh Shield|'''Mesh Shield''']] and [[Dome Shield|'''Dome Shield''']] as such targets are too big miss out its full wrath of 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.





Revision as of 20:35, 25 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 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!


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

Stats

Damage Profile

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.

Properties

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 slightly instead,that increase accuracy when used,but doing so does not significantly affect accuracy.

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.

Guide

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.
  • Extreme rate of fire at 1500RPM or 25 bullets per second that can allow the user to easily hose the area with bullets.
  • Ditto; and for a while, too, with a huge 250-round drum feeding this level of output.
  • The M134 Minigun deals higher damage against structures and is capable of destroying concrete walls in mere seconds or about 75 bullets.

Weaknesses

  • The M134 Minigun must fully spin up its barrels before firing, which can give enough time for opponents to dodge into cover or flee away.
  • The revving noise is audiable to everyone in the vicinity, alerting (and intimidating) opponents with your presence or immedate arrival.
  • Incapable of aimed, precise shots, the Minigun suffers a steep loss of damage output similar to the SA1216 shotgun beyond close range.
  • The movement speed is very low both while revving and firing, making the user an easy target.
  • 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.
  • Extremely underwhelming against a Proximity Sensor behind a telephone pole.

Tactics

  • Hold down [secondary fire] to spin the barrel without firing. This also improves hipfire dispersion as well as the weapon's output past close range.
  • Spin the barrel in advance when you're about to open fire, instead of making yourself a bigger target by slowly walking out of cover.
  • Jump Rev: Jump forward and spin up to move a couple meters closer with your target, which can prove decisive given how cumbersome the user would otherwise become while it revs.
  • Even though it can headshot, avoid aiming the head directly or a lot damage will be lost to hipfire dispersion. 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 shread areal targets like Mesh Shield and Dome Shield as such targets are too big miss out its full wrath of 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 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 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 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.

Weapon Skins

Trivia

  • 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.

History