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M134 Minigun | |
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Weapon Quote |
|
Profile | |
Build | Heavy |
Type | Assault Rifle |
Price | 2,200 |
Damage | |
Body | 11 |
Head | 14.63 (1.33×) |
Damage Falloff | |
Min Range | 30m |
Max Range | 50m |
Multiplier | 0.40 |
Technical | |
RPM | 1500 |
Magazine | 250 |
Empty Reload | 5.25s |
Tactical Reload | 5.00s |
The M134 Minigun is a high-capacity weapon, classified as an assault rifle, available to the Heavy build. It is best suited for sustained suppression, structural destruction, and area denial within a close range of threat.
Usage
The M134 Minigun can be selected as the weapon for any Heavy build loadout.
The weapon must be spun up before it can be fired, which can be performed by holding Primary Fire. Alternatively, the user can hold Secondary Fire to begin spinning up the weapon early without firing. Once the weapon is sufficiently spun up, the trigger can be held to continuously fire bullets that damage opponents and deal additional damage on headshots.
Aiming down sights is unavailable, but holding Secondary Fire to manually spin up the weapon will zoom the camera slightly and improve hipfire accuracy. Due to its weight, users experience drastically reduced mobility while spinning or firing the weapon. The M134 Minigun has infinite spare ammunition.
Controls | PC | PS | XBox | Key |
---|---|---|---|---|
Equip M134 Minigun | 1 | Weapon | ||
Fire shot (Tap) Continuous fire (Hold) | R2 | RT | Primary fire | |
Spin up (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, begins revving the weapon, and slightly increases accuracy instead.
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
- Possesses the highest theoretical DPS of any automatic weapon in THE FINALS, provided all bullets land.
- An extremely high fire rate enables overwhelming suppression and area denial, especially in indoor areas.
- Additionally, this suppression can be sustained, with the large magazine size allowing extended firing windows of over ten seconds.
- Can easily break through concrete walls, structures, or destructible cover with just a few seconds of firing.
- Due to the sheer volume of fire, the weapon is relatively forgiving of slight aim errors, making it slightly more effective in the hands of less experienced contestants.
- Effective at creating visual and audible clutter while inside enclosed areas, similar to the Flamethrower.
Weaknesses
- Requires a minimum spin-up time before firing that delays responsiveness, especially in close-quarters combat.
- Additionally, the weapon's spin-up is audible to other contestants, alerting them to the general position of the user.
- The user receives a movement speed penalty while spinning up or firing the weapon, making them more vulnerable to incoming fire.
- Benefits from consistent tracking and optimal range to offset the low damage per bullet.
- Quickly falls off in effectiveness starting at mid-range due to damage falloff and weak overall hipfire accuracy.
- Vulnerable to goo-based tools, like the Goo Grenade.
Tactics
- Pre-spin the barrel with Secondary Fire before peeking corners to ensure the weapon is ready to fire.
- Similar to weapons like the KS-23, the M134 Minigun is effective at shredding cover and structures. Use this capability to flush out opposing contestants and break defensive holds.
- Perform a "Jump Rev"—jump forward while spinning up the barrel to close distance and improve hipfire accuracy on approach. You can also do this horizontally to peek corners.
- Due to overall hipfire spread reducing precision, aiming for the body instead of the head is recommended.
- The M134 Minigun benefits from allied utility that increases the user's mobility or supports their positioning, such as the Gateway from a Light contestant, or a Zipline from a Medium.
- The weapon benefits from the damage and utility provided by your allies. As such, effectiveness is best found when avoiding solo or isolated combat.
Recoil
Recoil data pending further testing.
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.