Difference between revisions of "Iron Curtain"

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(Trivia: There's no need to reiterate trivia that is already on the Minigun page. Also, trivia should not point out the obvious.)
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* Windup Time: .87
 
* Windup Time: .87
 
All times are in seconds. Times are approximate and determined by community testing.
 
All times are in seconds. Times are approximate and determined by community testing.
 
==Trivia==
 
*The Iron Curtain's bullets (four per 1 ammo) are the same in both power and range as the pellets fired from the Shotgun, it just fires much faster.
 
*The Iron Curtain appears to have a small stove built into the side of the gun where the ammo belt would usually sit on [[Natascha]].
 
  
 
== See also ==
 
== See also ==

Revision as of 22:26, 3 November 2010

Template:Weapon infobox

The Iron Curtain is a currently unreleased promotional primary weapon for the Heavy. It appears to be a wooden Minigun, supposedly crafted by the Heavy himself.

As a skin replacement for the Minigun, it has no unique stats. It is awarded to players of Poker Night at the Inventory during a special bonus round.

Similarly to the Minigun, the Iron Curtain delivers high damage per bullet with an incredible rate of fire and is one of the most powerful weapons in the game. It is able to fire 10 ammo per second, but has a large cone of fire and individual bullets suffer damage falloff with range. For each 1 ammo, the gun fires 4 bullets; if all 200 ammo count is fired, that equals 800 bullets. In order to fire, the gun requires approximately one second for the barrel to revolve at the correct speed before being ready. Players can begin the barrel spinning without wasting ammo or time with the correct bound key (default: Mouse2/Left Trigger [360]/L2 [PS3]). When either spinning or firing, the Heavy's movement speed is slowed considerably (to 37% speed). Furthermore, the Heavy cannot move while crouched and spinning or firing.

If a Heavy is stunned with The Sandman while the Iron Curtain is spinning or firing, the Iron Curtain will remain spinning for the duration of the stun.

Damage

See also: Damage
Range Damage per 1 ammo Critical damage Damage per second
Point Blank 50-54 108 500-540 (Crit: 1080)
Medium 5-30 27/54/81/108 50-300 (Crit: 540)
Long 5-10 27/54 50-100 (Crit: 270)
  • Base: 9 per bullet
  • Max Ramp Up: 150% (13.5 damage per bullet)
  • Max Fall Off: 50% (4.5 damage per bullet)
  • Bullet Count: 4 per ammo
  • Mini-Crit: 12 per bullet
  • Critical hit: 27 per bullet

Base damage is subject to distance-based damage falloff.

Note: The Critical hit DPS; long range assumes 1 Crit bullet hits per 1 ammo, medium range assumes 2 Crit bullets hit per 1 ammo, point blank range assumes all 4 bullets hit per 1 ammo. Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function times

  • Attack Interval: 0.1
  • Windup Time: .87

All times are in seconds. Times are approximate and determined by community testing.

See also