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Standing on objectives will grant mini-crits
-50% Max ammo capacity
Wearer cannot be overhealed
-50% less accurate
-25% Ammo capacity
-15% slower movement speed on wearer
It's the minigun you use when you want to be the tank (Get it?) for your team.
It even gives you half-a-chance against those pesky snipers.
However, in exchange, you're painfully ineffective at range, you can only carry 150 rounds of ammo limiting your capability to play independent of a dispenser, ammo pack or cart, and you're even slower than normal, not quite brass beast deployed slow, but still slow.
+50% max primary ammo on wearer (less reliant on dispensers)
+20% damage vs bomb carriers
-50% damage vs tanks (other miniguns are -75% [ok technically its the tank with resistance not the miniguns with penalty but this is a for-fun hypothetical])
Giants will knock you away on contact (cannot bodyblock giants)
20% slower move speed on wearer
Projectile penetration upgrade allows penetration through tanks. (white text attribute)
+ Fires Mini Rockets instead of Bullets
+ -100% Knockback while revved up
+ +15% Movement speed while revved up
+ +25% Damage against tanks
Cons:
- +40% Fire Rate penalty
- -75% max additive ammo
- No random crits
- Rockets do 60% less damage then their normal counterpart
+20% damage resistance when revved.
+25 health restored on kill when under half health.
-40% holster speed.
+20% damage vulnerability when distant from teammates.
- 15% damage penalty
- +10% faster firing speed
- does mini crit damage instead of normal criticals
- +20% damage against tanks and sentry busters