The Minigun is a machine gun that appears at certain points of Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare: Mobilized, Call of Duty: Black Ops, Call of Duty: Modern Warfare 3, Call of Duty: Black Ops II, Call of Duty Online, Call of Duty: Strike Team, Call of Duty: Ghosts, Call of Duty: Advanced Warfare, Call of Duty: Modern Warfare, Call of Duty: Warzone and Call of Duty: Black Ops Cold War. In most games it is only mounted, but in Black Ops II, Online, Ghosts, Modern Warfare and Warzone it is available as a portable weapon as well.
- 1 Call of Duty 4: Modern Warfare and Modern Warfare Remastered
- 2 Call of Duty 4: Modern Warfare (DS)
- 3 Call of Duty: Modern Warfare 2
- 4 Call of Duty: Modern Warfare: Mobilized
- 5 Call of Duty: Modern Warfare 2: Force Recon
- 6 Call of Duty: Black Ops
- 7 Call of Duty: Modern Warfare 3
- 8 Call of Duty: Black Ops II
- 9 Call of Duty Online
- 10 Call of Duty: Ghosts
- 11 Call of Duty: Advanced Warfare
- 12 Call of Duty: Modern Warfare
- 13 Trivia
Call of Duty 4: Modern Warfare and Modern Warfare Remastered
In Call of Duty 4, the Minigun is used by Soap in "Heat" to provide supporting fire for his retreating SAS allies. The Minigun is attached to a downed helicopter (the same helicopter can be seen in the same position in "Safehouse", however one cannot use it due to a patch of fire blocking entry to the helicopter) just past the church. It can also be found in "F.N.G.", but the player will not be allowed to use it, since it will just be laying in the weapon's cabinet.
The Minigun can really do a lot of damage because of its high firing rate, but it needs to be cooled off or it will overheat. However, keeping it spooled will not overheat the gun. It's also worth noting that the minigun is highly effective against the helicopters in the mission "Heat", it can normally down one in a short burst and will stop the troops getting off and engaging the player later on in the mission. On Arcade Mode, a helicopter kill is worth 1000 points. A quick spray around will down them all very quickly.
Call of Duty 4: Modern Warfare (DS)
The Minigun is constantly used throughout the helicopter levels in the game, where the player usually needs it to eliminate opposition or take out objectives. Unlike its console counterparts, it cannot overheat and does not need to be spooled up before firing, making it an extremely effective weapon. However, it does lack power and is somewhat inaccurate.
Call of Duty: Modern Warfare 2
The Minigun returns in Modern Warfare 2. It is featured far more often than in Call of Duty 4 and also now has a much shorter and more realistic spooling time. It can be seen in the single player mission "Team Player" mounted on a Humvee. It is also seen on various helicopters. The new Sentry Gun, available in the campaign, Special Ops and Multiplayer, also uses the M134. Additionally, in the mission "The Enemy of My Enemy", it is seen mounted to black SUVs used by Shadow Company.
The HMMWV-mounted M134 is far more inaccurate than the other implementations, firing in a wide, but consistent circular spread; the miniguns mounted on helicopters fire with a much tighter spread.
In Multiplayer, the minigun appears in the multiplayer maps Skidrow, Wasteland, Karachi, Rundown, and Overgrown, replacing the M249 SAW as the standard stationary gun due to balancing issues, due to players in Call of Duty 4 constantly going prone, shooting off a burst, then going prone again automatically due to the way the game handles it. Now, players have to expose themselves for the short spool time before being able to shoot, however the minigun has a higher rate of fire to make up for this. It can be devastating at controlling choke points but the gunner is very exposed and will be a target for enemy snipers.
Using the aim function zooms in and spools the gun barrels without firing, eliminating the "warm up" time. The word "GAU 4" can be seen on the top.
Call of Duty: Modern Warfare: Mobilized
The minigun reappears in Modern Warfare: Mobilized as a usable support weapon. Like in the previous Nintendo DS game set in the Modern Warfare era, it can only be used in helicopter levels. Unfortunately, the only helicopter level is "Helicopter Insertion", so its use is limited. It is now much more powerful, though not as powerful as on the consoles and PC. Luckily, its accuracy has been increased by a large amount, allowing nearly all of the bullets to focus on the designated target, compensating for its low damage (for a minigun).
Call of Duty: Modern Warfare 2: Force Recon
The minigun appears in Force Recon as a support weapon used by the player. Like in NDS installments, it is only used in helicopter based missions.
Call of Duty: Black Ops
The Minigun returns in Black Ops, and is used as one of the helicopter's weapons in "Redemption". The minigun is also used in the Chopper Gunner. The minigun is not able to be used directly as a stationary platform, but can be used when mobile by use of the Death Machine. The Death Machine is available in the mission Vorkuta.
Call of Duty: Modern Warfare 3
The M134 returns in Call of Duty: Modern Warfare 3.
In the end of the mission "Black Tuesday", a M134 is mounted on a UH-60 Blackhawk and was manned by Frost to defend the helicopter from three enemy Mi-24 Hinds. Frost later uses one mounted on Rhino 2 in "Goalpost", after Rhino 2's gunner is killed.
Call of Duty: Black Ops II
- "High capacity, multi-barreled Gatling gun with an extremely high rate of fire."
- — Description
The Minigun appears in Black Ops II in campaign where it can be unlocked after completing five challenges in "Judgment Day" along with the Death Machine. It is the Black Ops Death Machine model, and works in precisely the same way. Indeed, unlike the new Death Machine in Black Ops II, the player still cannot sprint with the Minigun, nor does it gain a zoom when the aim button is pressed.
During "Achilles' Veil", if the player chooses to have Farid attack Menendez, there will be a brief interlude where Section uses a minigun mounted on a US VTOL; this is the Black Ops Chopper Gunner minigun model without the belt box. The same model of mounted minigun can also be used from a VTOL in the Strike Force mission "Second Chance".
The minigun is an exceptionally powerful weapon, being just as good as it was in the previous Black Ops title. With a high fire rate, huge magazine size of 999 rounds in a belt, incredible damage range, and very easily controlled recoil, it can become an overpowered superweapon in the campaign, potentially ruining all sense of challenge. However, overuse of the weapon can be dangerous, as while the magazine is huge, it can be quickly wasted and will force the player to find more ammo crates to refill, or pick up a regular gun. Along with having a very slow movement speed and no zoom function, it is still best used as a novelty weapon.
Call of Duty Online
The Minigun is available in both mounted and portable forms. The mounted one is found in multiplayer as in Modern Warfare 2 in the maps Overgrown and Ambush. The portable version is only available in Infected mode, as well as in Cyborg Evacuation, Death March, and Zombie Survival. The portable Minigun in Cyborg Evacuation can be obtained by killing the Roarer, while the mounted one is used in the evacuation chopper at the end.
Call of Duty: Ghosts
The minigun is obtainable by way of ammo crate for normal soldiers and it can be picked up and used after that. It is also the primary weapon for the Juggernaut Pointstreak. It does not need to be spooled up before firing, unlike the mounted variant (and the Death Machine from the previous games).
The player can sprint while holding the Minigun, but they cannot go prone nor slide with it equipped, and jumping stops them from sprinting (like with all weapons in previous games), though climbing still allows them to.
A frustrating fact about the Minigun is its swap time: even though it is brought moderately fast, there is a significant delay before the player can actually fire this weapon after selecting it. This can be remedied by using the perk Reflex.
Compared to previous versions, this minigun is a hit-or-miss weapon; while it is portable and the movement speed is rather quick for its size, the rate of fire is awful compared to all the other miniguns, which fire nearly twice or three times as fast as this incarnation. However, this can help with ammo. The recoil on this version is significant like all the other portable miniguns. However, this recoil is "bad recoil", as it is very jumpy and random, and not predicable at all, preventing players from compensating as well, whereas previous versions had very easy to counter, but very strong straight upwards recoil. Combine these factors, and the minigun is a poor choice for most situations, despite the otherwise legendary status of the weapon in other games. However, it can be useful in firefights if the player is standing away from the action, but that will leave them exposed to snipers and explosives.
- "Portable Minigun with 100 rounds."
- — In-game description
The minigun appears in Extinction, in both mounted and portable forms. In the map Mayday, there are six remote controlled miniguns located on the top deck, 2 outside the bridge and 4 in the final area. which switch to the camera view of each minigun, but otherwise they remain functionally the same as normal mounted variants. The portable version appears as the Death Machine under the Equalizer category. After getting the 3rd upgrade its name will change whilst equipped to "Death Incinerator".
The portable minigun is incredibly expensive at $2200, and is incredibly limiting in its usage, as it restricts the use of all abilities and other weapons until all minigun ammo is used up. The minigun also significantly reduces the damage of the Knife, reducing it to a third of its original damage. The Minigun also has a poor movement speed to begin with.
When not upgraded to full, the minigun is a terrible weapon. It's incredibly restrictive, and while it is powerful, it is a huge money sink and doesn't bring enough to the table to justify restricting players from their other weapons and abilities, as well as neutering the damage of the melee attack, taking five hits to kill a Scout at full health. When the last three upgrades are acquired, however, the Minigun improves significantly. The second upgrade allows the minigun to shred through Hunters while making the Minigun far less lumbersome. The third upgrade essentially gives the Minigun the effects of Incendiary Ammo, significantly improving the Minigun's damage output against all enemies With upgrades 2 and 3 in tow, the Minigun begins to show its teeth, as its incredible damage output begins to make the Minigun worth using.
The fourth upgrade, however, catapults the Minigun from a fun but impractical weapon into a monstrous Equalizer. Doubling the Minigun's ammo to 200 rounds allows the Minigun to rack up kills by the dozens. At this stage, the Minigun can already make ridiculously quick work of any enemy. It can kill Scouts in a single shot thanks to the Incendiary Ammo, it is one of the best weapons in the game at killing Hunters, and it also can destroy Scorpions with ease. It also does a number against even the heaviest of opponents. 200 rounds allows the Minigun to actually turn a profit from its usage, since it can kill so efficiently and now has twice the ammo to work with, making the Minigun a much less risky weapon to use.
The Minigun gains very few benefits from the Weapon Specialist, the strafe speed bonus. However, the Weapon Specialist does not have any effect on the Minigun's damage, aim speed, or hip-fire spread. Thus, the Minigun is best utilized by a Tank. Tanks can make much better use of the Minigun, especially in solo play, where players are responsible for supplying their own Armor. In solo play, the Minigun user suffers immensely from being unable to place down their own armor unless the Minigun runs out of ammo. The Tank can compensate for this through significantly enhanced health. The Tank also somewhat remedies the awful melee damage dealt when using the Minigun.
When fully upgraded, the Minigun's raw power is immense, and rivals that of weapons wielded by fully upgraded Weapon Specialists. It is one of the most powerful tools one can use, but it comes at an extremely high price, and it is a huge waste of money unless it is upgraded to at least level 3. Minigun users in solo play must also be prepared with a good supply of Armor before purchasing it, as there will be no way for the user to regain armor until the Minigun is discarded. As such, the usefulness of the Minigun is highly dependent on if the player wishes to make extensive use of it or not. The Minigun, for all its immense power and potential, is a weapon that needs to be the focal point of the user's playstyle if it is to be used to its fullest extent. If the Minigun is going to be an afterthought or not upgraded all the way, users would be better off just not touching it altogether and using something else in the Equalizer slot, as the Minigun is all-or-nothing in nature.
- Portable Minigun with 100 rounds.
- +1 (Cost: 1): Recoil is dampened.
- +2 (Cost: 1): Movement speed is increased and ammo can pierce the head plates of Hunters.
- +3 (Cost: 2): Fire rounds inflict increased damage.
- +4 (Cost: 3): Doubles the ammo count to 200.
Call of Duty: Advanced Warfare
On the map "Bio Lab" there is a usable mounted minigun on the side of the building that is carried down to the map. On the map "Atlas Gorge", there is a minigun near the Atlas spawn. There are two miniguns on the map "Kremlin", one in a palace and one in a building; both are in the windows of the second floor of the buildings overlooking the bridge connecting the two structures. The palace's minigun is on the right window and the other is on the left window of the other building. There are also multiple red minigun models scattered around the map Chop Shop near point C in the gamemode Domination.
Call of Duty: Modern Warfare
The Minigun appears in Call of Duty: Modern Warfare in a portable form, manufactured by FSS. The Minigun within Modern Warfare sports one of the highest rates of fire for any weapon in the entire franchise, at around 3,000 RPM. However, it has severe recoil and a significant spool-up time, forcing the player to pre-fire around corners and play with a more supportive playstyle in mind. The Juggernaut's minigun has unlimited ammo, giving the killstreak more of a fighting chance compared to previous versions, where the main weapon they used had limited ammo. Pressing the ADS button zooms in the screen slightly. Despite the high range, the Minigun is best used at close range, as the recoil and lack of decent zoom makes hitting targets at longer ranges a challenge, potentially wasting valuable ammo. The firing report of the minigun is very loud, along with nearly every shot creating tracers, making this weapon very easy to discern upon the chaos of a battle. Upon death, it is dropped, and can be picked up by any player, until it runs out of ammo, and ammo for it cannot be replenished. There is a very rare chance of it being picked up when a player uses the Weapon Drop Field Upgrade in multiplayer. It is also dropped from all Juggernauts in Special Ops. Overall, the Minigun is an extremely powerful weapon in the right hands, but it forces the player to adopt a very supportive playstyle, or risk losing the Minigun if they are killed. However, the upsides of a near instant time-to-kill, unlimited belt size in the case of Juggernaut users, and massive damage output allow this weapon to dominate any gunfight, along with being a very good choice for destroying low-flying killstreaks, turning them into scrap within seconds. Currently in multiplayer, the only methods of obtaining a Minigun is picking up off a dead Juggernaut, from the Weapon Drop Field Upgrade, or from using the Juggernaut killstreak, balancing it out compared to previous versions, which in one case could be selected as a killstreak.
- In multiplayer, if the player uses a mounted minigun while wielding any sniper rifle, the player can hold their breath while zoomed in with the minigun. However, while it does not affect the player's accuracy, it does remove the minimap from the corner of the screen.
- In Call of Duty 4 and in Modern Warfare 2's multiplayer, there is no hand on the minigun in first person. This has been changed in Modern Warfare Remastered as one can now see Soap grab the minigun and his hands remain visible regardless of which direction one looks.
Call of Duty: Modern Warfare 3
- If the player aims in on the minigun with the XM25 equipped in multiplayer, the XM25's HUD will show up and still show range, but not mark.
Call of Duty: Black Ops II
- If the player equips a minigun in "Old Wounds" and rides the horse with it equipped, Mason will hold it one-handed. This shows that the side grip is actually L-shaped since the part normally hidden by the character's left hand is not present at all.
- With the FOV set to 80 in the PC version, the minigun model is slightly too small for the screen and the end of the model at the bottom and right of the screen can be seen when moving.
- If the player fires the minigun long enough without releasing the trigger, the sustained visual recoil will eventually cause the gun to move completely off screen.
Call of Duty: Ghosts
- In first-person, the player will hold the minigun as if he were left-handed, while it is held in a right-hand fashion in third-person.
- The Minigun's ammunition cannot be refilled by any means in normal multiplayer mode (Scavenger, walking over dropped miniguns, Ammo Crates, or by completing Field Orders).
- In Safeguard mode however, it can be refilled, though the weapon lasts for a limited amount of time.
- In Safeguard mode, if a player is downed while holding a minigun, it disappears off-screen when crawling, like in previous games. However, a crawling animation is seen if the player crawls very slowly.
- The minigun display reads "1159".