THE FINALS

THE FINALS

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Buff minigun
It's basicly a flamethrower, but bullets and slower. Time to kill are too similar (exept if you go for headshots).
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Showing 1-13 of 13 comments
it needs to do more environment damage so it can be useful in suspended structures and stuff
Originally posted by gamer posture:
it needs to do more environment damage so it can be useful in suspended structures and stuff
Unironically this, just needs its damage buffing, specifically on internal structures (i.e inside walls and floors) if it's even capable
...have you played against a minigun as anything other than a Heavy? TTK doesn't matter when you're trapped in a corner and can't get out of the bullet hail.
Originally posted by Butterfield:
...have you played against a minigun as anything other than a Heavy? TTK doesn't matter when you're trapped in a corner and can't get out of the bullet hail.
If you are trapped in a corner against heavy, it won't matter which gun he got - you are dead.
the mini-gun is not as good as the flamethrower i agree, like people are saying it has range so its balanced but its terrible accuracy makes it like ineffective at range. and i have estimated it shoots about 1000-1500rpm which sounds like a lot but real mini-guns shoot 3-6k+rpm. i feel like it should reduce movement speed and have a long equip time so you cant just run with something else in your hand but otherwise be an actual mini-gun


the flamethrower is solid lol
This gun simply needs reduced spread with range. What is the point of creating a shooting weapon with the range of freakin 5m ?
Reduce the spread, make the gun more viable then one of the worst heavy weapons
Originally posted by Butterfield:
...have you played against a minigun as anything other than a Heavy? TTK doesn't matter when you're trapped in a corner and can't get out of the bullet hail.
lmao if your in a corner in the first place your playing the game wrong, this isnt cod
Originally posted by JustBeeYourself:
This gun simply needs reduced spread with range. What is the point of creating a shooting weapon with the range of freakin 5m ?
Reduce the spread, make the gun more viable then one of the worst heavy weapons
Deep Rock Galactic got an upgrade for the minigun that improves your accuracy and lowers spread the longer you shoot, but the minigun can overheat - a fair tradeoff if you ask me. Another option is to copy a Heavy's minigun from TF2 - slightly faster spinup time, first 0.5 seconds of shooting deals less dmg, rest deals max. Both of these options need a dmg buff on top though.
I hate how underwhelming and disappointing minigun is. It's almost useless at long range. And not good for short range either considering the 1 second to charge up
Last edited by Gh0stRunner; Mar 31 @ 11:03am
Rainy Mar 31 @ 11:07am 
pleez embark can yuou bouf le mini goon so us heavy playore's can kill lights in negative 4 bullets now 👎👎👎👎 heavy is need bouf and light is need removed
Knee Mar 31 @ 11:44am 
Originally posted by Militech Canto MK.6:
Originally posted by gamer posture:
it needs to do more environment damage so it can be useful in suspended structures and stuff
Unironically this, just needs its damage buffing, specifically on internal structures (i.e inside walls and floors) if it's even capable
maybe its cone of spread could do with some shrinking
Danish Apr 1 @ 12:55pm 
Originally posted by RoundSquare:
Originally posted by JustBeeYourself:
This gun simply needs reduced spread with range. What is the point of creating a shooting weapon with the range of freakin 5m ?
Reduce the spread, make the gun more viable then one of the worst heavy weapons
Deep Rock Galactic got an upgrade for the minigun that improves your accuracy and lowers spread the longer you shoot, but the minigun can overheat - a fair tradeoff if you ask me. Another option is to copy a Heavy's minigun from TF2 - slightly faster spinup time, first 0.5 seconds of shooting deals less dmg, rest deals max. Both of these options need a dmg buff on top though.

I'd be behind the later of these suggestions. As a longtime Heavy main in TF2, the M134D lends itself to a lot of the same gameplay styles as the base TF2 minigun: jump reving, situational fights, sustained fire, etc. The biggest problems arise though in that the gun can't accomplish what it sets out to do against the incredibly high TTK that comes with The Finals gameplay. That slight shave off of the spin-up time would allow for better movement (IE Jump reving). The damage ramp-up is a good idea for sustained fire. I'd say the biggest problem, though, is the spread pattern's cone and range, the damage is comparable enough IMO but the spread pattern and range falloff doesn't lend themselves to sustained fire or most engagements. If Embark took a page out of TF's book, spreading the shot over multiple pellets to allow for that saturation of the spread cone and bumping the effective range by five meters, would probably fix a lot of the issues with balancing around a rapidly fast ttk.
Sn4pFPS Apr 1 @ 12:59pm 
No its a weapons that if get a small buff will be op
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Date Posted: Mar 30 @ 10:06am
Posts: 13