Something that used to be a thing in a lot of games with firearms, but is increasingly minimized or just absent:
To sustain full auto aim at one spot, you would actually have to keep pulling the mouse down, to basically keep fighting the recoil kick.
So, the analogous thing here would be pulling the mouse down whatever the ... arc/degree equivalent of ~9 degrees is, per second.
Given say a 75 horizontal FOV, 16:9 ratio, thats ~42 degrees vertical, 9/42 = ~ 21% of your total vertical view, or 42% of the 'below the center aimpoint' distsnce, so you'd have to pull the mouse down by almost half the distance of your screen, if that makes sense.
For a 90 FOV it works out to ~18% of the whole screen, ~ 36% if you go by the center to bottom of your view distance.
Nowadays, its much more common to have a very minor actual point of aim change from a shot, and most of the visual recoil effect is conveyed by a kind of oscilating viewpunch, that will pull the camera in a direction, but it will automatically return to the original aimpoint afterward.
(Also you shake the camera, roll it back and forth a bit, rapidly)
Ideally, imo, you use and blend both, but the ratio has very much shifted toward the viewpunch that auto resets, such that a short burst basically requires no 'fighting' it, when ... in real life...
...it depends on the weapon's ergonomics and weight and your level of training with it and the caliber and the barrel length etc etc, but generally speaking...
You do very much have to consciously and physically handle the recoil.
Another thing that would factor especially into weilding a minigun would be basically it 'clipping' on the surrounding environment, hitting walls, door frames, nearby plants, etc.
Theres a reason people don't tend to do room clearing with very long and large weapons.
But very few games even attempt to model this, so, you often get 'meta' weapons that... only are so because this element of reality is totally ignored.