Editing M7 Caseless Submachine Gun
From Halopedia, the Halo wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
The '''M7/Caseless Sub Machine Gun''', or '''"SMG"''', is a widely used [[UNSC]] gun. Having been in use at least since [[2531]], the M7 SMG has proven its effectiveness time and again in combat. | |||
[[Image:SMG.jpg|thumb|M7/caseless Sub-Machine Gun]] | |||
===Technical Data for SubMachine Gun=== | |||
Official Designation : M7/Caseless Sub Machine Gun "SMG" | |||
Projectile Type : 5mm x 23 Caseless (M442 Full Metal Jacket) | |||
Dual-Wield : Yes | |||
Damage : Low | |||
Range : Close | |||
Accuracy : Low | |||
Rate Of Fire : 900 rounds per minute | |||
Autofire Capability : Continuous Fire | |||
Magazine Capacity : 60 rounds | |||
Ammunition (Additional) : 180 (3 Magazines) per weapon | |||
Reload Speed : 1.8s | |||
Melee Attack : Average | |||
Scope : No | |||
==Advantages== | |||
The SMG's strength is its high rate of fire. While individual shots are not enormously damaging, its full automatic mode of fire has led to it being dubbed the "bullet hose" by users in the [[UNSC]]. When dual-wielded, it allows the user to drown targets in a veritable torrent of projectiles. The weapon's accuracy can also be significantly increased by firing it in short, controlled bursts. In the hands of an experienced player, the SMG is exceptionally useful for supressing snipers at medium range (as even one direct hit can knock a sniper out of his scope) in Halo 2's multiplayer. | |||
==Disadvantages== | |||
The SMG has a number of shortcomings. Its accuracy is strictly limited unless used at close range. Furthermore, full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting your aim. Finally, its phenomenal capacity for filling the air with lead means that its magazine can be depleted in what will seem like a heartbeat. | |||
==Multiplayer Tactics== | |||
The SMG is the most commonly used and found weapon early in the game. Most games start off with someone wielding this weapon. Therefore, its the easiest weapon to find among the dead. | |||
===SMG + Plasma Rifle=== | |||
SMG + Plasma Rifle is one of the best combinations. Some argue that the SMG and [[Plasma Pistol]] are, but this combination is the easiest to fight off many opponents in one setting without having to recharge the Plasma Pistol. It also gives you the flexibility of using two weapons at once while simultaneously destroying the opponents shield and health. Remember to reload the SMG and make sure the Plasma Rifle does not Overheat. | |||
===SMG + Plasma Pistol=== | |||
Second best. Best at dealing with singular opponents. Be careful of the lapse between the Plasma Pistol recharge and the reload of the SMG. It is difficult to kill someone, and be able to fight someone right after. This is very easy to appear in small maps such as Lockout and Beaver Creek. Also be wary of the fact that the Plasma Pistol will eventually run out, sometimes quickly if you've been though opponent after opponent. | |||
===SMG + SMG=== | |||
Probably the easiest combination to hang onto until you find a Plasma Rifle when you just respawn or the game begins. This combination is the most predominant in the level Foundation, where there are no Plasma Rifles and SMG are easy to find among lots of dead bodies and all over. This combination, however, is difficult to use in other places because of the problems of draining enemy shields. If you have Dual SMGs against SMG + Plasma Rifle, head on, you-will-lose. Also be aware that the Recoil effect of the SMG is doubled in this instance. A smart player dual-wielding two SMGs will pump the trigger (pressing it repeatedly) instead of holding down on both triggers to maintain a trade-off between accuracy and rate of fire. | |||
===SMG + Needler=== | |||
Half-Decent combination. Not very useful. Easy to pick up in [[Burial Mounds (Level)]] and [[Beaver Creek (Level)]] where the [[Needler]] is close. The most important, and sad attribute to the Needler is a losing advantage. I've found (it could be my needler skills) that if this is your only solution, you've become Black in a chess game. You can only kill the person that has just stepped over you when they're pumped full of needler ammo, or die quickly, only denting their shields. The latter usually happens with a more experienced, strafing opponent. | |||
===SMG + Magnum=== | |||
This can be the worst combination, or even better than dual SMGs, depending on your skill. If you are able to deplete enemy shields, and aim right at the head with the magnum. This can make or break a starting game, usually on Beaver Creek, where the Magnum is in easy reach from the Spawn Points. | |||
==Appearences== | |||
The SMG is a weapon that was introduced in [[Halo 2]] as one of the foundational weapons for the new dual wielding system. It shares it's aiming reticle and ammo count with the MA5B Assault Rifle from Halo 1 (as well as serving the same basic function in the [[UNSC]] arsenal). | |||
[[Image:SMG2.jpg |thumb|left|A pair of SMG's on Highground, a Halo 3 MP map]] | |||
The weapon will return in [[Halo 3]]. The SMG in Halo 3 appears to look the same as the Halo 2 version. How it handles and fires is to be determined. | |||
[[Category: UNSC]] | |||
[[Category:Held Weapons]] | |||
[[Category: Weapons]] | |||
[[Category:Human Weapons]] |