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M134 Minigun | |
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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 |
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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 easily hose the target area full of bullets.
- 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.
- Could create high-octane chaos that might prove useful for teammates, similar to the Flamethrower making opponents unable to fight as liberally in a confined space (indoor) due to the visual clutter plus a high chance of getting hit (flame AoE).
Weaknesses
- The M134 Minigun must spin up its barrels before firing, which is a delay often enough to let opponents take cover, flee away, or shoot first when you run into each other.
- The revving noise is audible to everyone in the vicinity, alerting (and intimidating) opponents about your presence or imminent attack.
- The movement speed is very low both while revving and firing, making the user either an easy target or a dodgeable threat.
- Very low damage per bullet, requiring the user to keep the target closely tracked (unlike shotgun pellet spread or flame AoE) in order to redeem the damage potential.
- Incapable of ADS (aim down sight) for precise shots, the Minigun will be suffering a steep loss of effectiveness over distance, similar to lots of shotgun pellets going astray past close range.
- The bulkiness will be extra susceptible to goo because that does not count for the higher structural damage, and goo is of common occurrence from 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 or roughly <15 meters in this case.
- When you are about to open fire, spin the barrels in advance but not too soon, to avoid making yourself a less aggressive attacker by slowly walking out of cover.
- Jump Rev: As you are opening fire, try to jump forward and then spin to move a couple meters closer, to give yourself a better chance at getting the kill.
- Although 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, you can 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 with loose accuracy, the Minigun can shred areal targets like Mesh Shield and Dome Shield for they are too big to miss out any part of the full output at 275 damage per second.
- Even though the Minigun is not typically good for skirmishing or rushing, its offense capability can be improved by pairing with teammate's Gateway or Zipline, or even a fellow Heavy bumping the user forward with Cn'S.
- Given the Minigun could be inefficient for direct Rambo-esque assault, 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, the KS-23 shotgun, or the Recurve Bow that often leave opponents with a sliver of health.
- Sometimes the problem comes from 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.