The Minigun (or Assault Cannon) is a weapon in the Team Fortress series. It fires a stream of bullets that can inflict major damage. The bullets fired from the Minigun have a tight spread at short or medium range, but they spread out too much at long range to be effective.
Only the Heavy uses this weapon.
Quake Team Fortress and Enemy Territory FortressEdit
In Quake Team Fortress and Enemy Territory Fortress, the Minigun cannot be fired while moving. If it is "fired" while moving, it will merely spin around until the user has stopped moving. This makes the Minigun very difficult to use offensively, since you'll get torn up in an enemy's base if you stay in one spot. Instead, the Minigun should be used at chokepoints so that the user doesn't have to move and can take out targets without having to constantly reposition yourself. However, since you can't dodge and fire at the same time, there might be times where you'll get your
Note that the Minigun uses four Cells when you begin to fire it. If you have no cells, the Minigun will not fire. Try not to use the Minigun unless you have to, so that you can conserve Cells. Make sure to grab fallen enemy's Backpacks so that you'll have more cells and shells.
If you move while attempting to fire the Minigun, you will run slower than you usually do. Unless you're almost out of Cells, stop firing the Minigun, then run.
Team Fortress ClassicEdit
In Team Fortress Classic, the Minigun is much improved from its Quake Team Fortress and Enemy Territory Fortress incarnations. The most important change is that you can now move while firing the gun. However, your running speed is slow while firing the Minigun, so don't expect to be hopping around everywhere. Since you can now move while firing, it is possible to dodge certain attacks, such as a few Nails that are fired at you or a long-distance rocket.
The ability to move while firing also makes it possible to use the Minigun while attacking an enemy's base. When attacking, try to position yourself so that you can easily move out of an enemy's line of wight while firing the Minigun. That way, you can attack and can easily retreat if you see an enemy is deliberately firing at you. Interestingly, you could jump whilst firing the weapon.
Another change is that the Minigun no longer uses Cells and instead uses shells. Because it now shares ammo with the Shotgun and Super Shotgun, this a disadvantageous change, so be careful to conserve ammo.
- Article on Official Team Fortress Wiki: Minigun
The TF2 Minigun is very similar to the TFC incarnation, but it has one difference; you can wind up the gun without firing by holding down the alt fire key. This is very useful for when you're defending and the point you're defending is frequently attacked. Instead of having to wind up the Minigun every time you spot an enemy, you can just hold down the alt fire key and mow down any incoming enemies without having to wind down when there's a lull in the fighting.
|Weapons in the Team Fortress series.|
|Insta-hit||Single Shotgun · Super Shotgun · Sniper Rifle · Automatic Rifle · Minigun|
|Projectile (non-explosive)||Nailgun · Super Nailgun · Tranquilizer Gun · Flamethrower · Railgun|
|Explosives||Rocket Launcher · Grenade Launcher · Pipebomb Launcher · Incendiary Cannon · Detpack|
|Melee||Axe · Crowbar · Knife · Bioweapon · Wrench · Umbrella|
|Grenades||Frag · Concussion · Caltrop · Nail · Flash · Flare · MIRV · Napalm · Gas · EMP|