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What's more effective than bullets? A whole LOT of bullets. With a fire rate of more than 3500 rounds per minute, the Minigun remains a mainstay of any heavy engagement. |
— Item Description |
The "Lead Storm" Powered Minigun is one of the Gunner's primary weapons. It's a huge, triple-barreled gatling gun which shows evidence of much use, such as the straps around the upper handle. A circular gauge on the top indicates the weapon's current temperature, which gradually fills up and shifts from green to red as temperature increases. It violently pops out in the event of overheat.
The weapon does not utilize a reloading system and instead draws from one pool of reserve ammo, being fed from a large drum underneath the weapon. It has a spin-up period which must be overcome before the weapon can fire and has a built-in gyro stabilizer which causes the weapon to become more accurate the longer it fires. The bullets also have a chance to stun enemies.
Firing for extended periods will cause the weapon to emit smoke and make a rattling sound, which are early warning signs of an overheat. The weapon's temperature can be measured by the gauge on the top. If it fills up all the way, the mechanism will jam and remain unusable for the overheat duration.
NOTE: Although the weapon's stats indicate that it is capable of firing 30 rounds per second, it is a common misconception that the weapon is capable of outputting as much damage as it describes. In actual gameplay, the Minigun has half the effective amount of bullets; this means that for every 2 ammo the gun uses, only 1 bullet is fired out, and only 1 bullet's worth of damage is being dealt.
Use the values with tooltips for damage calculation; values in brackets are for in-game reference.
Modifications[]
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks[]
Overclock calculations happen after modifiers.
Stats Breakdown[]
Understanding the Weapon[]
The Minigun has multiple components to its firing sequence. When the trigger is first pulled, the barrel will spin up. The Minigun will not fire until the barrel is spinning at maximum speed. When the trigger is released, the barrel will gradually spin down to a stop.
The Minigun's accuracy will begin at the minimum accuracy, every bullet fired will increase the accuracy by a small but additive amount, up to a maximum. After 0.5 seconds of not firing, the accuracy of the Minigun will begin to decay, completely draining in 3.5 seconds.
While the trigger is held down, the Minigun will begin accumulating Heat at a rate of 1 Heat per second of sustained fire, up to a maximum of 9.5 Heat (leading to a default firing duration of 9.5 seconds). Upon reaching 9.5 Heat, it will Overheat and be disabled for 10 seconds. The Heat Meter displayed on the Minigun's model is non-linear and does not correspond to the internal linear heat gain.
'Reloading' the Minigun does not serve any function. Specifically, it does not improve cooling.
Unique Modifications[]
Aggressive Venting[]
Aggressive Venting is a tier 5 mod for the Powered Minigun. When it is equipped, the Minigun will release a blast of heat when it overheats, igniting creatures within a 10m radius of the Gunner.
- Fear: 1000%
- Damage: 60 Heat
- Maximum Damage Radius: 6m
- Radius: 10m
- Minimum Damage: 25%
Cold as the Grave[]
Cold as the Grave subtracts 0.6 Heat from the Heat meter for every enemy that the Minigun gets the killing blow on. Although the visual effect displayed on the Heat Meter gauge is more pronounced at yellow and green levels, the amount of Heat removed per kill is constant, regardless of current Heat value or enemy size. Due to the linear gain of 1 Heat per second (1.5 with Burning Hell), this effectively increases the firing duration without overheating by 0.6 seconds per kill (0.4 seconds for Burning Hell).
Hot Bullets[]
Hot Bullets causes each bullet fired out of the Minigun, after the heat meter has turned red, to heat up the enemy. After an enemy has been heated up enough, they will ignite, taking damage over time. Hot Bullets itself will not cause bonus damage directly, but from the On Fire status effect instead.
Unique Overclocks[]
Burning Hell[]
Burning Hell is a Balanced Overclock. It adds an Area of Effect damage zone that extends about 5m in front of the Minigun's muzzle. For all enemies inside that AoE, they take 5 Fire Damage per tick and 20 Heat Damage per tick, at a rate of 4 ticks/sec. Additionally, it adds +50% Heat Generation, raising it from the default 1 Heat/sec to 1.5 Heat/sec. This in turn lowers the default firing duration before overheating from 9.5 seconds down to 6.33 seconds.
Bullet Hell[]
Bullet Hell is an Unstable Overclock
Whenever a bullet hits a surface or creature, it has a 75% chance to ricochet, up to 6 meters, to the closest creature (non hostile creatures are ignored, excluding Huuli Hoarders). Bullets do full damage before a ricochet and can only ricochet once. With Blowthrough Rounds equipped when a bullet hits an enemy the game will roll to see if it ricochets if it does, the bullet will split and the new bullet will bounce while the old one continues its original path. If it does not ricochet then the game will roll to ricochet off of whatever it hits next.
Mastery[]
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (14) modifications – The Company Special Weapon Paintjob
Skins[]
Full gallery of skins can be seen at Weapon Skins.
Gallery[]
Trivia[]
- The weapon's interaction consists of the Gunner spinning its barrels with his hand.
- Contrary to a common misconception among players, this does not cool the weapon down faster during overheat.
- Before Update 11: Dead And Gun, the Powered Minigun had an ammo clip, similarly to Autocannon, but it was still able to overheat.
- The minigun fires depleted uranium according to one of the Gunner's class selected voice lines.
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