![]() | |
M134 Minigun | |
---|---|
| |
- | |
Magazine Size | 250 |
Price | 2,200 |
General Data | |
Related Quests |

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 | Weapon | ||
Fire shot (Tap) Continuous fire (Hold) | R2 | RT | Primary fire | |
Aim down sights (Hold) | L2 | LT | Secondary fire | |
Tactical reload | R | 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 boasts 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 fire rate at 1500RPM or 25 bullets per second that can hose the target area with bullets easily.
- Ditto; and for a while, too, with a huge 250-round drum feeding this level of output for up to 10 seconds.
- The M134 Minigun performs well above average versus structures, and is capable of destroying concrete walls in mere seconds or about 75 bullets.
- Has good hipfire accuracy while on the move (including jumping/midair) in tandem of spraying full-auto with awesome rate of fire and capacity, thus catering easy point-and-shoot and forgiving occasional misses.
- Provides loud distractions that might help teammates flank.
- Might create high-octane chaos useful for teammates, similar to the Flamethrower making opponents unable to fight as liberally in indoor environment due to the visual clutter plus a high chance of getting hit (with volume of fire instead of flame AoE). However, the covers and obstructions here will likely degrade the Minigun's performance.
Weaknesses
- The M134 Minigun must spin up its barrels before firing, which often gives enough time for opponents to take cover or flee away, or to simply get the damage done first when you run into each other.
- The revving noise is audible to everyone in the vicinity, alerting (and intimidating) opponents about the presence or imminent attack of the Minigun user.
- The movement speed is very low both while revving and firing, making the user either an easy target or an dodgable threat.
- 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.
- Incapable of aimed, precise shots, the Minigun suffers a steep loss of damage output similar to most pellets of the SA1216 shotgun going astray past close range.
- The bulkiness will be further hindered by goo because it does not count for the higher structural damage, if not easily hindered because goo is of common occurance: Goo Barrel, Goo Grenades and Goo Gun.
Tactics
- 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; But still only effective within mid range, roughly <18 meters in this case.
- 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 thorax (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 and Dome Shield as they are too big miss out any bit of the 275 damage per second output.
- Although not typically 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
- R-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.