MINIGUN

The Minigun is back in Unreal Tournament 2004, and it’s just as mean as ever. Able to sow death in the right hands and put a lot of bullet holes in the walls in the wrong hands, it is probably one of the few weapons that are good at any range. Some say there’s no skill involved in using it, but they’re just not using it to its full potential. Once you master the Minigun, you’ll find yourself choosing it over the Rocket Launcher and Flak Cannon in many situations. Just try not to leave too many shell casings around ‘cause it’s a pain to clean up afterwards.

Minigun – Primary Fire Mode

Well, it fires bullets in a very fast and inaccurate way. I will call it “burst mode”. Um… That’s all I can think of.

Damage vs. People: 7
Damage vs. Vehicles: 4
Rate of Fire: 180/10s
Ammo per Shot: 1
Max. Ammo: 300
Charge Time: N/A
Special Features: instant hit; bullet; spread accuracy

Tactics

Well, burst mode requires more skill than it does tactics. The main thing is to fight from really close up, since it’s VERY inaccurate. If you try to use it from afar, you’re more likely to force laughter of ridicule, rather than cries of pain, so use the accurate mode instead. Also don’t be fooled by the pathetic damage of burst mode – with 180 rounds per 10 seconds, you’ll deal a LOT of damage. And unlike the link gun, the Minigun is an instant hit weapon, aiming it is all that much easier. Now, when you do get close to your enemy, you’ll need to run, dodge and jump a LOT, since it’ll take you 2 – 3 seconds of DIRECT fire to take an opponent down and longer if you miss. Chances are, your enemies will have heavy weapons and you need to stay alive long enough to bring them down. Try to Dodge-Jump right past them to make them lose sight of you. But the most important thing to remember is to never let go of the trigger in combat, even when you’re clearly missing – the Minigun take quite some time to wind up. And, of course, you need to be very good at aiming the thing to really use it right, so get practicing.

Minigun – Secondary Fire Mode

It fires more powerful bullets, but it does so more slowly. However, it is a LOT more accurate than the Primary Fire Mode. I will call it “aimed mode”.

Damage vs. People: 14
Damage vs. Vehicles: 9
Rate of Fire: 60/10s
Ammo per Shot: 1
Max. Ammo: 300
Charge Time: N/A
Special Features: instant hit; bullet; weird accuracy*

*Well, it’s not spread accuracy, but it’s not pinpoint either. It’s accurate, just not perfectly.

Tactics

Aimed mode may have double the damage of burst mode, but it has only a third of the ROF. That, together with its increased accuracy (which is a bad thing for close quarters) mean it’s really only good at long range. But boy is it good. Actually, only the 2 sniper rifles and the Shock Rifle are better at long range. Once you see an enemy who is too far to use the burst mode, open fire with the aimed mode. Unless he has one of the above mentioned weapons, you’ll want to keep him at that distance. Keep backing up and don’t let go of the trigger. Rockets are very easy to avoid at that range as it’s easy to tell where they will hit. If your enemy fires guided rockets, simply wait for them to come close and Dodge-Jump. If your enemy is firing swarms of plasma projectiles from the Link Gun, simply Double-Jump a lot. Remember, you’re dealing a lot more damage than he is.

Also, pay no attention to the tracers the Minigun fires every few frames. They are in now way related to where you hit. They may seem to be falling behind, but this is still an instant hit weapon. If someone does come after you with a good long-range weapon, hide or switch. Attempting to close in will usually get you killed. Also, avoid firing at vehicles and nodes if you have a choice, since the Minigun is really not good for that.

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