Sorry to ask such a stupid question but what does left trigger with the minigun out do? I mean, I know that it revs up the minigun but what are the benefits of it?
Once your minigun is spooled up the rate of fire is much faster, allowing you to kill things more quickly therefore if your gun is already spooled up when you start shooting a pro they will die much more quickly I didn't even realize this happened (I didnt notice my gun spooling up when I pushed left trigger the ONE time I've played as a gunner) but tf2 does the same exact thing. Basically it just gives you the option of being ready for a firefight without wasting ammo to do so.
i think keeping it spooled up allows for a more accurate immediate rate of fire,rather than just holding right trigger waiting a moment then it lets loose.BUT i cannot confirm this,its only my assumption :!: any1?
With the regular mini gun, it keeps it sped up, allowing you to fire alot faster. If you press the right trigger without holding the left, it takes time to spin up and fire faster. However its almost un noticeable on the dual minigun.
Anyone know what the downside is for keeping it revved up? Or does every gunner out there just keep the left trigger down?
I honestly don't see much of a difference between spinning up and just firing cold. If there is, the difference is too minute to make much of a difference in regular play. ...probably something for Uber to look into.
Yes. A tank with full health upgrade and gold rate of fire+silver armor endorsement VS A gunner with silver or better armor endorsement and the double mini gun If the tank hits the gunner with the jet gun the same time the gunner starts firing cold... the tank will usually lose. There is a moment in which the tank can charge, BUT if the charge knocks the gunner out of jet gun range (or worse, behind the tank), the tank is dead anyway. I've died to this so many times as a tank that I've just given up on the class. For what should be an easy win for the tank (because he actually got close to a gunner with an unspooled gun), it's still a 50/50 shot for the tank to lose just from the gunner holding down the shoot button. Yes, product grenade and charge are options... but I'm sorry, that's just stupid that one of the supposedly best close range classes has to blow sometimes 2 skill cooldowns just to drop a class that's only upgraded their passive. That doesn't even account for the gunners that remember they can just slam a tank away or even grapple him (which can interrupt level 1/2 charge, possibly 3 with good luck)
I notice a huge difference when I have my mini-gun (or dual) spun up. I can kill an Assault, Support, Sniper, or Assassin in a matter of a couple seconds (literally) at mid range with it already spun up. Now that is with my endorsements of Gold Accuracy, Silver RoF, and Bronze Reload so it may have something to do with it.
It's probably as big a difference as hitting targets with ADS and not. Not you might as well just not bother unless they're real close, but with ADS you can get many more bullets on target. The Minigun takes a while to get up to speed without it being pressed... I can easily outgun a Gunner who is firing 'cold', but a hot one usually requires a mid battle retreat/skill use.
I just started using the spoolup regularly in the last couple of nights, and I can notice the difference. I've already made it a habit to pull LT if I'm not on the move now... I'll use it while clearing lanes, and if I see an enemy closing in, or hiding around a corner, I spin er up before I start firing and alot of the time will keep it spinning until I'm out of ammo, or out of something left to shoot at