Minigun

==/// SUMMARY ==
The Minigun is an extremely potent hit-scan Ranged weapon with a high damage output and a large ammo capacity; it is unlocked in Wave 14 and costs 7,500 Cash.
==/// MECHANICS==
Generally, the Minigun functions similarly to most hit-scan Ranged weapons, aside from its charging mechanic. It has a high fire rate and will therefore consume ammo quickly despite its high capacity, but if the user is mindful of their ammo, it can sustain good DPS. It may also pierce and hit a total of two (2) enemies at once. Additionally, the Minigun has no need to be reloaded as it only has a magazine capacity and cannot receive any ammo reserves. This means that every ammo crate picked up will directly feed into the Minigun as it fires.
As it fires, it will also quickly become more inaccurate and receive increased spread, usually rendering it ineffective from long distances. The Minigun will decrease the user's movement speed while it is being charged or fired. While holding it, the user will receive some Damage Resistance. 
===// REV-UP CHARGE SYSTEM===
The Minigun has an unique charging system which requires the user to rev up the Minigun for a short time before they can fire. Holding the Left Mouse Button [LMB] will gradually rev up the Minigun, and once it has fully revved up, it will continuously fire towards the cursor's location while the user holds down LMB. Releasing LMB at this point will cause the Minigun to stop firing and the charging system to gradually diminish, requiring the user to charge up the Minigun again to fire it. Notably, it can be revved up immediately; the user does not need to wait for the Minigun's charging system to fully deplete to rev it up again.
Holding the Right Mouse Button [RMB] will rev up the Minigun as well, with the difference of not firing any bullets once it is fully charged. The user may then press or hold LMB to fire at their own discretion while keeping the Minigun charged.
===// MULTIPLIERS===
Critical hits deal x1.33 damage, and headshots deal x1.33 damage. 
* Aerial, Structure, Heavy, Armored: [x1.1]
*Boss, MiniBoss: [x0.8]
This weapon's enemy-specific multipliers are below. Not to be confused with enemy resistances. 
*Private, Lieutenant, Commander, Fighter Jeep, Aggravated Assault, Apache, Admiral, Carrier, Outlaw, Miligard: [x1.5]
==/// STRATEGY== 
#This weapon can be very lethal even during waves past Aerial Nightmare, which allows the user to easily save money by simply continuing to use Minigun.
#The Minigun deals significant damage just by shoving, taking out weaker enemies in just one shove.
#The quick buildup of inaccuracy and spread can be somewhat mitigated by firing in bursts, increasing viability against distant enemies to a small extent. This will naturally result in a lower damage output than simply getting closer.
==/// TRIVIA== 
# The Minigun model is a reference to Heavy's Minigun from team-class based shooter, Team Fortress 2.
==/// HISTORY==
Date Format: mm/dd/yy
v0.8.2	
v0.8.0	
Category:Inventory
Category:Ranged