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{{Era|H2|H3|HW|FS|GOO|HGN|UP|TCP|RVB|}}
{{Status|Canon}}
{{Ratings}}
{{Disambig header|the SMG introduced in [[Halo 2]]|the SMG introduced in [[Halo 5: Guardians]]|M20 SMG}}
{{HaloWikiLink|SMG}}
{{Weapon infobox
{{Weapon
|image=[[File:H2A Campaign M7 SMG.png|300px]][[File:H2A MP M7 left transparent.png|280px]]<br>Two variants of the M7 SMG.
| image=[[Image:Halo_3_SMG_view_enlongated.jpg|300px]]
|manufacturer=[[Misriah Armory]]<ref name="vis">'''[[Halo: The Essential Visual Guide]]''', ''page 189''</ref>
| name=M7/Caseless Submachine Gun
|series=M7
| manufacturer=
|type=Caseless Submachine Gun
| developed=At least before 2531
|cost=1484 [[Credit|cR]]{{Ref/Site|Id=H3|URL=http://halo.bungie.net/projects/halo3/content.aspx?link=h3smg|Site=Bungie.net|Page=The M7 / Caseless SMG|D=24|M=01|Y=2021|LocalArchive=Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present/M7}}
| model=M7
|variant=[[M7S SMG]]
| type=Submachine Gun
|service=[[Insurrection]] <br> [[Human-Covenant War]] <br> [[Post-Covenant War conflicts]]
| cost=cR. 1484
|affiliation=[[United Nations Space Command]]
| size=Handheld, Single Handed ([[Dual Wield|Dual Wieldable]])
|weight=Empty: 1.3 kg (2.86 lbs){{Ref/Reuse|H3}} <br>
*Length:
Loaded: 2.88 kg (6.36 lbs){{Ref/Reuse|H3}}
**(extended): 62.7 cm (24.68 in.)
|length=Extended: {{Convert|62.7|cm|in}}{{Ref/Reuse|vis}}{{Ref/Reuse|H3}} <br>
**(retracted): 47.4 cm (18.66 in.)
Retracted: {{Convert|47.4|cm|in}}{{Ref/Reuse|vis}}{{Ref/Reuse|H3}}
*Weight:
|width={{Convert|6.6|cm|in}}<ref name="universe">[https://www.halowaypoint.com/en-us/universe/weapons/submachine-gun '''Halo Waypoint''': ''SMG'']</ref>
**(empty): 1.3 kg (2.86 lbs)  
|height={{Convert|20.6|cm|in}}{{Ref/Reuse|universe}}
**(loaded): 2.88 kg (6.36 lbs)
|ammotype=5×23mm [[M443 Caseless Full Metal Jacket|M443 Caseless FMJ]]{{Ref/Reuse|vis}}{{Ref/Reuse|H3}}
| damage per hit=Low to Medium
|capacity=
| magazine=60 Rounds
|feed=60 round magazine{{Ref/Reuse|H3}}<ref name="enc320">'''[[Halo Encyclopedia (2009 edition)]]''', ''page 320'' (2011 edition)</ref>
| maxammo=240 Rounds or 4 Magazines
|operation=Gas-operated, rotating breech
| fire=Fully Automatic
|rate=900 rounds/min{{Ref/Reuse|H3}}
| ammotype=5x23mm [[M443 Caseless Full Metal Jacket]]/.197 Caliber Rounds
|velocity=427 m/s (1400 ft/s){{Ref/Reuse|H3}}
| operation=Gas System With Rotating Breech
|optics=
| rate of fire=15 rnds/sec (900 rnds/min)
|range={{Convert|50|m|ft}}{{Ref/Reuse|H3}}
| velocity= 427 m/s (1300 f/s)
| accuracy=Low to Moderate
| range=50 meters (155 ft)
| era=[[Human-Covenant War]]
| counterpart=
|counterwep=
| affiliation=[[United Nations Space Command]]
}}
}}
{{Quote|I’ve seen a [[Spartan-II|Spartan]] use two at once tearing the crap out of the [[Grunts|little]] [[Jackals|ones]]; sending the [[Brutes|big]] [[Elites|ones]] down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a [[Spartan II|seven-foot-tall walking tank.]]..|Anonymous Marine}}
{{Quote|I’ve seen a [[SPARTAN-II program|Spartan]] use two at once, tearing the crap out of the [[Unggoy|little ones]]; sending the [[Sangheili|big ones]] down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank.|Anonymous [[E2-BAG/1/7]] serviceman}}


The '''M7/Caseless Submachine Gun'''<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3smg</ref>, or more simply known as the '''SMG''', is a [[United Nations Space Command]] infantry and special operations weapon.
The '''M7/Caseless Submachine Gun'''{{Ref/Reuse|H3}} ('''M7/SMG''') is a personal defense weapon developed and manufactured by [[Misriah Armory]]. It is commonly used by infantry, special forces, and vehicle crews of the [[United Nations Space Command]] armed forces. A suppressed version of the weapon, the [[M7S SMG]], is often issued to special operations personnel.{{Ref/Reuse|enc320}}<ref name="ODST">[http://halo.bungie.net/projects/odst/guide.aspx '''Bungie.net''': ''Halo 3: ODST Guide'']</ref>


There is also another silenced version, the [[M7S Submachine Gun]], which is equipped with an external suppressor to mute gunshots and increase stealth. It is observed that many [[ODST]] and Special Operations units use this variant.
Originally, the M7 SMG was issued solely to vehicle crews as an emergency weapon; however, the submachine gun became widely used during the [[Insurrection]]. The weapon became favored by paramilitary police units and [[UNSC Special Forces]] units for its efficiency in eliminating [[Insurrectionist|insurgents]] located in orbital habitats and cluttered urban environments. Due to this efficacy, the M7 was also popular with those same Insurrectionists. Although the UNSC began trialing a [[M20 PDW|replacement]] for the weapon, the M7 SMG remains the current submachine gun model used by the UNSC following the [[Human-Covenant War]].{{Ref/Reuse|universe}}
==Introduction==
The '''M7/Caseless Submachine Gun''' is a weapon seen in [[Halo 2]] and [[Halo 3]]. At medium or long range, the M7 is inaccurate, but at close quarters, it is a flexible and reliable close-quarters weapon, and when dual wielded, SMGs are capable of causing extreme damage in a small amount of time. At close range, it has a faster and deadlier punch than the Assault Rifle. The SMG is considered one of the best dual weapons in [[Halo 2]] and [[Halo 3|3]]. With a high rate of fire, the weapon is extremely deadly up close, and even more so when dual-wielded with a similar weapon. The M7 also has a distinct, walk-up recoil motion if fired without pause. When dual-wielded with the plasma pistol (or any energy weapon), it can create a deadly combination. By charging up the plasma pistol to deplete the enemies' shields, the SMG can deliver the killing blow.


==Summary==
==Overview==
The M7/Caseless Submachine Gun (also known as ''the bullet hose'' or ''SMG'')  is a fully automatic, gas-operated, magazine fed, [[dual-wieldable]], close to medium  range weapon. The SMG fires 5x23mm Caseless FMJ (Full Metal Jacket) rounds from a 60-round magazine at a velocity of 427 m/sec (1300 ft/sec) with an extremely high rate of fire (15 rounds/sec or 900 rounds/min). This high rate of fire combined with the weapon's relatively low weight leads to tremendous recoil and forces the barrel to steadily creep upwards during continuous/ automatic fire. It also sports a telescoping stock and folding fore-grip. The SMG lacks range (only being effective up to 50 meters) as well as accuracy so it is strictly a short range weapon. If you carry this weapon you, ideally, should be good at short range combat (as close as you would be with a Shotgun). In [[Halo 2]] only 15 shots would kill an opponent, given that they all hit. In [[Halo 3]] we see an increase in damage, accuracy, and range.
===Design details===
[[File:Halo3 M7 SMG left.png|thumb|left|200px|The M7 Caseless SMG as seen in ''Halo 3''.]]
The M7/Caseless Submachine Gun is an automatic submachine gun that fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breech. This rotates the horizontally stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day [[Wikipedia:FN P90|FN P90 PDW]].


==Physical Description And Appearance==
The SMG has a polymer pistol grip, folding fore-grip, [[iron sights]], a collapsible buttstock, as well as a titanium body. The design of the gun is most likely inspired by the [[Wikipedia:Heckler & Koch MP7|HK MP7]]. The SMG must be cocked before it can fire the first round. The charging handle is located on the right side of the gun and does not move during operation. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle although not illustrated in-game, can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The magazine release button is located between the red dots on the receiver and needs to be pressed before it can be flicked off. There is no ejection port due to the nature of the rounds fired.
The M7/Caseless Submachine Gun is an automatic [[UNSC]] submachine gun, that fires 5x23mm Caseless FMJ (Full Metal Jacket) rounds. It fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breach. This rotates the horizontally stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day [http://en.wikipedia.org/wiki/FN_P90 Fabrique Nationale P90 SMG], as well as the HK G11 experimental assault rifle, which utilized a vertical loading system and caseless rounds like the M7. It also has various points which it resembles the Heckler and Koch MP7, such as the name, foregrip, frame of the weapon, retracting stock, etc.  


The SMG has a polymer handle, folding fore-grip, [[iron sights]], and retractable stock, as well as a titanium body, and is gas-operated with a rotating breech. The SMG must be cocked before it can fire the first round. The handle to cock the weapon is located on the right side of the gun and does not move during operation. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle (although not illustrated in-game) can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The mag release button is located between the red dots on the receiver and needs to be pressed before it can be flicked off. There is no ejection port due to the nature of the rounds fired.
The SMG has a rifled barrel that is 15&nbsp;cm (5.9 in.) long.{{Ref/Reuse|H3}} This weapon can also be affixed with a [[suppressor|M49 sound suppressor]];{{Ref/Reuse|universe}} in this configuration, the weapon is designated the [[M7S SMG|M7S Caseless Submachine Gun]].{{Ref/Reuse|ODST}} The weapon is 47.4&nbsp;cm (18.66 in.) long with the stock retracted and has a maximum length of 62.7&nbsp;cm (24.68 in.) when the stock is fully extended.{{Ref/Reuse|H3}}


The SMG has a rifled barrel that is 15 cm (5.9 in.) long. This weapon can also be attached with a silencer called the M7S (not in any Halo game), but causes an uproar silenced. The weapon is 47.4 cm (18.66 in.) long with the stock retracted (The stock is always retracted in games, and has a maximum length of 62.7 cm (24.68 in.) when the stock is fully extended. The stock is also fully adjustable. The Halo 3 SMG is basically the same but has a slightly shorter foregrip and has red dots at the receiver end of the magazine. This weapon doesn't possess a safety and is dual-wieldable.
===Ammunition===
{{Main|M443 Caseless Full Metal Jacket}}
Unlike most UNSC weapons, the M7 uses [[Wikipedia:Caseless ammunition|caseless]] 5×23mm ammunition, meaning it does not have a metallic casing surrounding the powder and sealing the bullet, propellant, and primer together. Instead of using this casing, the round uses a combustible adhesive to seal these components together. Because the adhesive and propellant are both vaporized when fired, there is no need to eject spent casings. Though not featured in-game, contemporary caseless ammunition is highly susceptible to cook-off, the accidental firing of rounds due to built-up heat in the receiver.


==Changes in [[Halo 3]]==
This feature is very beneficial. In addition to increasing fire rate by removing the extraction and ejection phases of the weapon's cycle, it reduces friction inside the magazine, one of the main causes of malfunctions in weapons. This is also conducive to dual-wielding, since the user need not concern themselves with hot brass expelled from the weapon held in the left hand. The projectile itself is jacketed in metal, usually a copper alloy in standard military ammunition, to aid in penetration of the target. Caseless rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition to be stored in a smaller space.
[[Image:Halo_3_SMG_view_enlongated.jpg|thumb|right|250px|The Halo 3 SMG.]]
*Red dots at the receiver end of the magazine.
*Slightly shorter foregrip.
*Increased accuracy.
*Increased range.
*Increased damage.
*Increased rate of fire.
*There is now a delay before the barrel actually starts to climb.
*Less commonly wielded by [[ODSTs]].
*The sound of the gun firing is slightly different, sounding more powerful.
*Much less common to spawn in both campaign and multiplayer.
*Handle is more curved, less rectangular.
*Other various minor cosmetic changes.


==Advantages==
==Variants==
The SMG is an excellent suppressive weapon, in [[Campaign]] against an unwitting [[AI]] or at close range online. It is also works great against swarms of [[Flood]]. When firing upon a [[Battle Rifle]] user or a [[Sniper Rifle]] user, the scope will become unusable once the user is hit, reducing their accuracy and giving you the advantage and the incentive to charge assuming you are positioned close enough to your opponent.  
*'''[[M7S SMG]]''': A variant of the M7 SMG that features an [[SS/M 49]] [[Suppressor (attachment)|sound suppressor]], underslung [[flashlight]], laser aiming module, and [[SLS/V 5B]] [[smart-linking|smart-linked]] scope.{{Ref/Book|Id=Enc22p167|Enc22|Page=167}}
*One or more undesignated variants of the M7 SMG tailored to fire standard 5×23mm ammunition rather than the caseless variety.{{Ref/Book|Id=Enc11p320|Enc11|Page=320}}{{Ref/Film|Id=HLTB|Film=Halo Legends|Story=The Babysitter}}<ref>[http://forums.bungie.org/halo/archive32.pl?read=949702 '''halo.bungie.org''', ''Re: After my 4th viewing of The Babysitter...'']</ref>


Since it has more ammo than the [[MA5C Assault Rifle]], you will have to reload less often than if you were to use the MA5C. Because of their large magazine, one can easily continue through targets with little pause for reload.  Like other [[UNSC]] firearms, the SMG is extremely deadly against unshielded targets, and can kill them rather quickly. In addition, the SMG serves as a better close range/secondary weapon when already armed with a Battle Rifle (Halo 2 combo). In combination with the Battle Rifle, (the "BR" being used to target enemies at a medium to far range and the SMG being used as a secondary / close range weapon), the SMG makes a reliable close range support weapon when shotguns and swords are not available. The SMG serves better than the MA5C at close range due to its larger magazine and faster firing-rate, and is an excellent choice of replacement for the Assault Rifle in close combat situations, but not however at medium range. A lot of close-quarter players will wield SMGs in matchmaking to have a rapid, fast firing gun, so keep on the move at all times
==Gameplay==
===Advantages===
Nicknamed the "bullet-hose", the SMG is one of the best close-quarters firearms due to its large 60-round magazine and hit-scan properties. Suited for close-range combat, the SMG is extremely deadly against unshielded targets and can down shielded targets within seconds if dual-wielded.


The SMG can also form part of the most effective dual-wield combos in the game. The SMG, when dual-wielded with a [[Plasma Rifle]] in [[Halo 3]], can be a deadly combination because the [[Plasma Rifle]] depletes the opponents shields and the SMG's armour piercing rounds do the rest. Another favored combo is dual-wielding the SMG with the [[Plasma Pistol]] (Often called "the [[noob combo]]" by bitter veterans and victorious masters, a title which is shared with the more prominent and common Battle Rifle/Plasma Pistol combo). The firing of a charged shot from the Plasma Pistol to completely deplete the shield of your opponent should be followed with a full burst of SMG fire to tear through now-exposed flesh and armor.  
The SMG can also form part of the most effective dual-wield combos in the game. The SMG, when dual-wielded with a {{Pattern|Okarda'phaa|plasma rifle}}, can be a deadly combination as the plasma rifle depletes the opponent's shields with ease and the SMG rapidly tears through their health. Similar deadly combination, often referred to as the "[[noob combo]]", is dual-wielding the SMG and [[Type-25 plasma pistol]]. The charged shot from the plasma pistol will deplete the shield of the opponent and a full burst of SMG fire will tear through the now-exposed flesh and armor.


In [[Halo 3]], this tactic has been made less effective when holding down the trigger of the [[Plasma Pistol]] as it will cause your battery to deplete rapidly. Other combination include, but are not limited to, [[Spikers]], [[Maulers]], dual SMGs, and the SMG/Magnum combos.  
===Disadvantages===
As aforementioned above, the SMG received the nickname "the Bullet-Hose" due to its high rate of fire, low accuracy, and inability to be fully controlled when fired in full-auto. The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close-quarters combat, the SMG is only outperformed by the [[M90 shotgun]], the [[Type-1 energy sword]], and the [[Gravity hammer (fiction)|gravity hammer]]. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire and will climb faster if players dual-wield it. This forces the players to continually move their reticule down to keep the enemy in their sights but is not a big limiting factor. This, as well as the poor accuracy can be slightly countered, using a burst-fire technique, unleashing about five bullets each pull of the trigger. It also has the problem of an extremely long reload time when dual-wielded, making it easy to be killed while changing magazines. This problem however can be solved by volley firing the weapons, so while one is reloading the other is still firing. This tactic reduces the power of having two SMGs but gives the advantage of approximately 40+ seconds of non-stop firing.


When dual wielded they become an extremely formidable close range weapon. An SMG/Spiker combo can be more effective than an SMG/[[Plasma Rifle]] combo, providing the player can cope with the recoil. The SMG is very effective against swarms of [[Drones]] at somewhat close range, but the [[Battle Rifle]] (when properly used) has shown to be much more effective against such swarms. The sub-machine gun has also been proven in combat to be a fearsome Close-Quarters Battle weapon, particularly against any unsuspecting foes caught off guard in a close range firefight. It is real effective in an [[infection]] game if you can keep firing long enough, though usually the [[Battle Rifle]] is more useful due to its accuracy.
===''Halo: Spartan Assault'' and ''Halo: Spartan Strike''===
*The SMG appears exclusively in dual-wielded form.
*The maximum ammo capacity during gameplay is 300.


An effective and intelligent tactic is to, instead of emptying both guns at once (which, whilst effective at very short range... is only really effective at very short range), alternate them by firing one at a time, then using the other whilst the first is reloading; this helps control recoil (as only one gun is generating recoil at a time) and ensures that you always have a loaded gun (note that on halo 2, due to its set up for the old controller, reloads BOTH at the same time when x is pressed [unless one gun is FULLY LOADED] so extra care must be taken to ensure that you don't end up with an enraged elite charging at you while you reload both guns because of your mistake...). As SMG ammunition is rare, don't rapidly fire as when the bullets are gone you will struggle to find any ammunition.
===Changes from ''Halo 2'' to ''Halo 3''===
 
*Increased accuracy, range, damage and rate of fire.
The SMG is surprisingly good against vehicles, both aerial and land.
*There is now a delay before the barrel actually starts to climb.
 
*The player's reserve ammunition capacity is reduced from 360 to 240, and when dual wielded include single wield from 180 to 120.
==Disadvantages==
*More damage per round, takes 23 shots instead of 25 to kill a fully shielded Spartan or Sangheili.
[[Image:Halo3 Spartan-smg-01.jpg|thumb|right|200px| A [[Spartan-II]] in [[CQB]] armor [[dual wielding]] SMGs.]]
* New firing sound which sounded more powerful and beefier.
 
Some players have nicknamed the SMG, "The Bullet-Hose", due to its high rate of fire, low accuracy, and uncontrollability. The SMG's primary limiting factor, is its poor accuracy, which limits its use to close range. At close ranges it is completely overpowered and outperformed by the [[Shotgun]] and [[Energy Sword]]. Like most other Human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction, with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire and will climb faster if you [[dual-wield]] it. This forces you to continually move your reticule down to keep the enemy in your sights but is not a big limiting factor.  This, as well as the poor accuracy can be slightly countered, using a burst-fire technique, unleashing about five bullets each pull of the trigger. It also has the problem of an extremely long reload time, especially when dual-wielded, making it easy to be killed while changing magazines. This problem however can be solved by volley firing the weapons, so while one is reloading the other is still firing. This tactic reduces the power of having two SMG's but gives the advantage of approximately 40+ seconds of non-stop firing.
 
In ''[[Halo 3]]'', the SMG has been much improved. By itself, the SMG can be an extremely devastating weapon in close-quarters combat, simply because of its high ammo capacity and lightning fast melee.  Many players prefer a SMG to an [[Assault Rifle]] in close combat because of these traits. While the AR has better range and damage, the SMG is better in close quarters.


==Against The Covenant==
===Changes from ''Halo 3'' to ''Halo 2: Anniversary''===
*Now affected by reticle bloom
*Other stats reverted to a more ''Halo 2''-esque state.
*Model in the campaign features a more angular design.
*Now features an accessory rail on top.
*Now has an extra reload animation when the magazine is depleted.


Employed against certain members of the [[Covenant]], the SMG can be a useful weapon. When fired in short bursts, it can easily decimate whole squads of [[Grunts]] or [[Drones]]. The SMG is also very useful against [[Jackals]], with the 5 mm round curiously "stunning" the Jackal. However, it is not as effective against [[Brutes]] or [[Hunters]] most of the time. The SMG also performs poorly against the [[Elite Personal Energy Shield|energy shields]] of [[Elites]]. However, once the Elite is unshielded, it can be killed rather quickly. Against Elites, it is recommended to [[dual wielding|dual wield]] the SMG with a plasma weapon due to the latter's superior anti-shield capabilities.Yet if you are caught in a battle with an [[Elite]] and you only have one SMG, the best tactic is to melee then fire when the shields are down. This also works with [[Brutes]] in [[Halo 3]].
==UNSC remarks==
*''“The recoil isn’t bad but the M7 itself is relatively light. Not unpleasant to shoot, but a little tricky to control—it’s all about controlling the impulse.”''
*''“It’s actually comparable in weight to the [[M6 Series|M6]]—favorably, in fact. That and not having to worry about the hot casing dropping down on your boot makes it a pretty clear choice which one I think is the better system.”''
*''“Yes; I have fired it one-handed with the stock collapsed and the foregrip folded. No; I was not driving at the time, I was shotgun. Did I hit anything? Don’t know—probably never will—no more bogeys afterward, though.”''
*''“It’s not a death ray but nobody likes getting shot. Not even [[Jiralhanae|Bravo Kilos]]. And you can fill the air with a lot of lead with an M7."''
*''“The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”''
*''"I’ve seen a Spartan use two at once, tearing the crap out of the little ones; sending the big ones down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank."''


==Against The Flood==
==Production notes==
The SMG performs well against all Flood forms (except shielded Elite Combat Forms) due to the Flood's preference to close quarters combat. An SMG is capable of taking out large groups of [[Infection Forms]]. It is commonly used to shoot off a [[Combat Form]]'s arms to prevent them from attacking you.
While the M7 first debuted in ''Halo 2'', the concept for an SMG originated in the [[Development of Halo: Combat Evolved|production]] of ''[[Halo: Combat Evolved]]''. Named in-game as the "12.7mm MP-99 Para", 1999-2000-era builds of the third-person era of ''Combat Evolved'' feature an SMG which can be wielded by the player. Unfortunately, it was one of [[Cut Halo: Combat Evolved weapons|weapons cut]] from final release.
 
In ''Halo 3'' the SMG rips through the [[Flood]] like paper, especially unarmored forms like the [[Human]] Combat form and the Infection Forms. It's not so good against the Tank Forms and other [[Pure Forms]], due to their high resistance to all weaponry (except fire and plasma).
 
==Ammunition==
 
The SMG uses M443 Caseless rounds, a radically different kind of ammunition than the kind found in other [[UNSC]] weapons. This ammunition is classified as "caseless," meaning it does not have a metallic casing surround the powder and sealing the bullet, propellant, and primer together. Instead of using this casing, the round uses a combustible adhesive to seal these components together. Because the chemical "casing" is vaporized when fired, there is no need to eject spent brass casings. Though not featured in-game, real caseless ammunition is highly susceptible to cook-off, the accidental firing of rounds due to built-up heat.
 
This feature is very beneficial. It reduces friction inside the magazine, one of the main causes of jamming in weapons. It also negates the need to expel casings, which also is a major cause of jamming, as mentioned above. This is important, as a user wielding two M7s at once would not want to have hot brass flying in his face from the eject port of the weapon in his left hand. The projectile itself is "jacketed," or coated, in metal (possibly copper or steel) to aid in penetration of the target. Caseless rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition to be stored in a smaller space.
 
The SMG's 5x23mm (.197 caliber) rounds, while smaller than most other SMGs, could classify it as a PDW (Personal Defense Weapon), which it has already taken several design cues from (read below). However, these smaller rounds also mean that the round will tumble through flesh, instead of going right through it, like a larger round.
 
==Influence==
 
The M7 appears to take its design from three real-world firearms. The first is the Heckler and Koch G11, a caseless prototype assault rifle developed in the 1980's. The second is the Fabrique Nationale de Herstal P90. The last one is the H&K MP7. The M7 takes its caseless ammunition concept and feed mechanism from the G11, and its design from the latter two. As the MP7 and P90 are both personal defense weapons, it can be assumed that the M7 falls under this classification as well. Its slanted front, foregrip, extendable stock, and possibly name come form the MP7, while its ergonomic grip and the horizontal magazine in a bullpup configuration come from the P90.
 
==Observations==
 
Recoil from all but sustained fire is very controllable. Although the M7 submachine-gun is primarily issued to [[vehicle]] crews, it is also a favorite of commando teams in its sound suppressed version, the M7S. It could also be a favorite of [[ODST]]s as it takes up little room inside the cramped [[HEV]].
 
==UNSC Remarks==
*“The recoil isn’t bad but the M7 itself is relatively light. Not unpleasant to shoot, but a little tricky to control—it’s all about controlling the impulse.”
*“It’s actually comparable in weight to the [[M6]] — favorably, in fact. That and not having to worry about the hot casing dropping down your boot makes it a pretty clear choice which one I think is the better system.”
*“Yes; I have fired it one-handed with the stock collapsed and the foregrip folded. No; I was not driving at the time, I was shotgun. Did I hit anything? Don’t know—probably never will—no more bogeys afterward, though.”
*“It’s not a death ray but nobody likes getting shot. Not even [[Brutes|Bravo Kilos]]. And you can fill the air with a lot of lead with an M7."
*“The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”
 
==Character Compatibility==
[[Image:MCwithSMGs.jpg|thumb|The [[Master Chief]] with dual SMG's]]
*[[Spartans]]
*[[Marines]]
*[[Cortana (AI)|Cortana]] (has animation but not used)
*[[Flood]] [[Combat Form|Combat Form (Human)]]
*[[Flood]] [[Combat Form|Combat Form (Elite)]]
*[[Elites]]
*[[Drones]] (has animation but is not used){{fact}}
*[[Jackals]]
 
==Equivalents==
*[[Type-25 Carbine]] (Spiker)
*[[Plasma Rifle]]
*[[Brute Plasma Rifle]]


==Trivia==
==Trivia==
[[Image:Silencedsmg.PNG|thumb|The [[M7S]] is a [[suppressed]] variant of the M7]]
{{Linkbox|gameplay=yes|gallery=yes}}
*In the original [[Halo 2]] trailer, the SMG's muzzle burst was red.
*In ''Halo 2'', when the player wields a single M7, the SMG's stock is extended. When the M7 is dual-wielded, the stock is collapsed. In ''Halo 3'', the stock remains locked halfway in both the first-person and third-person animations, regardless of whether the weapon is being dual-wielded.
*A silenced SMG seems to be the default weapon for [[Halo 3: ODST]]'s new protagonist, a [[The Rookie|Lance Corporal]].
*The circular ramp the M7 uses to feed rounds into the chamber is similar to the mechanism utilized in the real-world [[Wikipedia:FN P90|FN P90 submachine gun]]. However, the P90 uses a top-loaded magazine that feeds cased 5.7×28mm rounds horizontally.
*The SMG was one of [[Halo 2]]'s most popular weapons and a song about dual wielding them has been made. It is now extremely popular.
*The fictional 'PDW-57' submachine gun featured in Call of Duty: Black Ops 2 resembles the M7 SMG especially its unique bullpup design.
*After removing the [[Assault rifle]] from [[Halo: Combat Evolved]] for [[Halo 2]], some found the SMG useful, and can even use it for distance combat. In Halo 3, however, most players favor the Assault Rifle for sheer power.
* Its name is a reference to the number [[7]].
*It resembles the gun Austin uses on Dr Evil at the end of the first Austin Powers movie.
*The SMG is, in many ways, the same as an [[MA5B]] Assault Rifle, as it has relatively similar range, power and capabilities. This may explain why it is a very common weapon in Halo 2, as the Assault Rifle was in Halo: Combat Evolved. It might also be more popular with Marines than the MA5B, as it is more compact, allowing for closer action, and dual-wieldable, doubling its already awesome power. 
*When firing the SMG continuously, the recoil can make it harder to aim because the SMG "climbs up" in continuous fire.
*The Level [[Outskirts (Level)|Outskirts]] has one of the biggest numbers of SMGs in any of the [[Halo]] games.
*In [[Halo 2]] when wielding one SMG, the stock is extended, and while dual wielding the stocks are pushed in, and in [[Halo 3]] the stock is always in one position, but is still adjustable canonically.
*Spare ammunition packs for the M7 SMG in [[Halo 2]] are marked in red- the same as the [[MA5B]] Assault Rifle.
*It seems to be [[SPARTAN-117]]'s weapon of choice in [[Halo 2]], when dual-wielded, and he is frequently seen dual-wielding SMGs. This image is seen on the cover of [[Halo 2]] and its strategy guide. Another possibility is that it's to showcase the then new ability to dual wield.
*Although the M7 Submachine Gun is primarily issued to vehicle crews, it is also a favorite of commando teams in its sound suppressed version, the M7S. The issuing of the [[M7]] to vehicle crews is similar to how real world vehicle crews are issued carbines and SMGs because of the fact that these weapons would take up less space in a vehicle.
*While encountered throughout the [[campaign]] mode in ''[[Halo 2]]'' , M7's are only usable in the levels [[Crow's Nest (Level)|Crow's Nest]], [[Floodgate (Level)|Floodgate]], [[Cortana (Level)|Cortana]], and [[Halo (Halo 3 Level)|Halo]] in ''[[Halo 3]]''.
*They were first put into the games in [[Halo 2]], but were seen before in the [[Halo Universe]], like in [[Halo: Contact Harvest]] and [[Halo: First Strike]] and around the year [[2535]] in use by [[Kurt]] in [[Halo: Ghosts of Onyx]].
*In [[Halo: Contact Harvest]], [[Staff Sergeant]]'s [[Avery Johnson]] and [[Nolan Byrne]]'s squads use M7 submachine guns when they raid the insurrectionist bomb shop and again when they attack the Covenant on the [[Tiara]]. It was also used by the constables that guarded Governor [[Thune]]'s office in [[Utgard]].
*This weapon is used by many characters on [[Red vs Blue]] mostly on the Red Team. When Donut was once asked to fire (in Caboose's mind), he said he couldn't because it was a purse.  Also, in a deleted scene in Season 4, it shows Grif actively trying to plug up his SMG to avoid combat by saying, "Oh Sarge, my weapon is jammed.  Looks like I won't be able to fight."
*The SMG was originally going to be in ''[[Halo: Combat Evolved]]''  but was cut, possibly because the Assault Rifle made it obsolete without dual-wielding.
*The SMG originally was meant to have a transparent plastic magazine, where the user could see the ammunition feed into the weapon. It was found to not be practical, and was given a stamped steel magazine.
*The SMG in ''[[Halo 3]]'' has a different firing sound than the ones in ''Halo 2''. Also the ''Halo 3'' SMGs are slightly more powerful.
*In ''[[Halo 3]]'', the SMG will not fire immediately after meleeing. Instead, the firing sound will be heard for one second without the SMG firing anything at all.
*Despite all the physical augmentation that the [[Spartans]] have been through, they still take recoil from the gun.
*This gun can actually kill a [[Assault Rifle]] wielder. Fire a sustained burst, and then melee them. The rate of fire can take shields down faster than the Assault Rifle, and the melee will quickly incapacitate the opponent.
*This weapon's caliber (5x23mm) is seen engraved on the side.
*The name "M7" is most likely another [[7]] reference.
*The [[wikipedia:Doppler_Effect|Doppler Effect]] makes for very interesting frequencies heard when shooting two SMGs at the same time; It can sound like a helicopter, a radio tuner, and a motorcycle engine when fired at different times.
*On the ''[[Halo 2]] [[E3]] Gameplay trailer'', the SMG had a different reticle, similar to the one when dual wielding a [[Mauler]] with an SMG in [[Halo 3]], and it was never reloaded.
*In the version of [[Halo 2]] used for the [[Halo 2]] [[E3]] Gameplay trailer, the dual wielding system hadn't be perfected yet, so [[Bungie]] coded what looked like Dual SMGs, but really was considered one weapon in the system, so the player could switch weapons without dropping one.
*If you fire while changing to a [[Monitor]], you will still hear the firing sound even though nothing is firing.
*The SMG seems to "take apart" (dismember) [[Flood]] faster than any other rifle (possibly due to the high rate of fire).
*The SMG is in some ways inferior to some of today's SMGs. The ones in the [[Halo]] games are lighter, fire caseless ammunition, and have large ammo magazine capacity for its size, but some of the modern day ones have lighter recoil, higher caliber shells, and are more accurate at range.
*It is likely the [[SMG]] is used by police forces and rebels due to it's compact size.
*The M7 greatly resembles the real-world weapon MP7, since both weapons are powerful and compact SMGs. The M7 name might just come from the MP7 name(removing the -P-) but still having [[Bungie]] keep the obvious [[7]] reference.
*Dual (or single) SMGs can actually be fired semi-continuously without having to account for recoil.  Instead of simply holding the trigger, rapidly press it. This will fire the weapon(s) quickly, but the game will not consider it rapid fire and so will not implement the increasing recoil algorithm.
*The SMG essentialy replaced the [[Assault Rifle]] in [[Halo 2]].
*One SMG costs 1484 cR to make.
 
==References==
<references/>


==Related Pages==
==Gallery==
===''Halo 2''===
<gallery>
File:H2-Concept-M7SMG-Back.png|Rear concept art of the M7 SMG.
File:H2-M7SMG-FrontRender.png|An angled view of an early render of the M7 SMG.
File:H2-M7SMG-BackRender.png|A back-view of an early render of the M7 SMG.
File:H2-MasterChiefMkVI.png|Master Chief John-117 dual-wielding M7 SMGs.
File:H2-MCwithSMGs-FullBody.png|Master Chief crouching while dual-wielding M7 SMGs.
File:H2 SMG render.jpg|Render of the M7 SMG.
File:Halo2-M7SubmachineGun.png|An angled profile view of the final M7 SMG.
File:H2 M7 SMG.png|The M7 SMG with the stock extended.
File:Different smgs.jpg|Two M7 SMGs with the collapsible stock in various positions.
File:H2-MP-OneHanded-M7SMG.jpg|First-person view of the M7 on [[Ascension]].
File:H2-MP-DualWield-M7SMGs-02.jpg|First-person view while dual wielding M7s.
</gallery>
===''Halo 3''===
<gallery>
File:H3 ManualCover 2 Concept 3.jpg|Concept art of John-117 with the M7 SMG.
File:Halo3-MasterChief-DualSMGs.png|Render of John-117 dual-wielding M7 SMGs.
File:H3 CQB Spartan holding smgs.jpg|A SPARTAN-II dual wielding SMGs, with an [[M41 rocket launcher]] on his back.
File:M7-Caseless SMG.jpg|Promotional image of the M7 SMG.
File:H3-M7SMG-LeftSide.png|A left-side view of the M7 SMG.
File:H3-M7SMG-RightSide.png|A right-side view of the M7 SMG.
File:Halo3 M7 SMG right.png|An angled view of the M7 SMG.
File:H3-M7HUD.png|First-person view of the M7 SMG on [[Guardian]].
File:H3-M7DualWieldHUD.png|First-person view while dual wielding M7 SMGs.
</gallery>
===''Halo Wars''===
<gallery>
File:Hw-prima-blog-05-01-crop.jpg|[[Douglas-042]] and [[Alice-130]] using M7 SMGs against [[Stealth Sangheili]] during the [[Battle of Trove]].
File:Douglas-042.png|Render of Douglas-042 dual wielding M7 SMGs.
File:HWunit Spartan.png|In-game view of a Spartan dual wielding M7 SMGs.
</gallery>
===''Halo 4''===
<gallery>
File:H4-Concept-M7SMG.jpg|Concept art of the M7 SMG that was to appear in ''[[Halo 4]]'', but was [[Cut Halo 4 weapons|cut]].
File:H4 Alpha SMG Screenshot 1.jpg|A left-side view of the redesigned M7 SMG in the ''Halo 4'' alpha.
File:H4 Alpha SMG Screenshot 2.jpg|A right-side view of the redesigned M7 SMG in the ''Halo 4'' alpha.
File:H4 Alpha SMG Screenshot 3.jpg|John-117 holding the redesigned M7 SMG in the ''Halo 4'' alpha, in a [[Cut Halo 4 levels#Lighting reference test maps|lighting test map]]. Note the lack of dedicated animations.
</gallery>
===''Halo 2: Anniversary''===
<gallery>
File:H2A-KeyesWithSMG2.jpg|Commander [[Miranda Keyes]] wielding an M7 SMG in ''Halo 2: Anniversary'' campaign.
File:H2A-M7SMG-SideProfile.png|Side view of the M7 SMG in ''Halo 2: Anniversary'' campaign.
File:H2A - SMG.png|Render of the M7 SMG in ''Halo 2: Anniversary'' campaign.
File:UNSC_M7_smg2.png|M7 with collapsed stock in ''Halo 2: Anniversary'' campaign.
File:UNSC_M7_smg.png|M7 with extended stock in ''Halo 2: Anniversary'' campaign.
File:H2ACP-M7HUD.png|First-person view of the M7 SMG in ''Halo 2: Anniversary'' campaign.
File:H2ACP-M7DualWieldHUD.png|First-person view while dual wielding in ''Halo 2: Anniversary'' campaign.
File:H2A MP M7 left.png|A M7 SMG in ''Halo 2: Anniversary'' multiplayer.
File:H2AMP-M7.png|A Spartan using an M7 SMG on [[Stonetown]].
File:H2AMP-M7DualWield.png|A Spartan dual wielding M7 SMGs.
File:H2AMP-M7HUD.png|First-person view of the M7 SMG in ''Halo 2: Anniversary'' multiplayer.
File:H2AMP-M7DualWieldHUD.png|First-person view while dual wielding.
</gallery>


*[[M7S Submachine Gun]]
===''Halo Online''===
<gallery>
File:HO-DMGM7.png|The DMG M7B on Riverworld.
File:HO-ROFM7.jpg|The ROF M7B on Riverworld.
File:HO-ACCM7.jpg|The ACC M7B on Riverworld.
File:HO-GoldenM7.jpg|The golden M7B on Guardian.
File:HO_M7B_SMG_variants.png|''Halo Online'' variants of the M7B.
</gallery>


==List of appearances==
{{Col-begin}}
{{Col-2}}
*''[[Halo: First Strike]]'' {{1st}}
*''[[Halo 2]]''
*''[[Halo Graphic Novel]]''
**''[[Armor Testing]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Uprising]]''
*''[[Halo 3]]''
*''[[Halo: Contact Harvest]]''
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars]]''
*''[[Halo: Helljumper]]''
*''[[The Life]]''
*''[[Halo 3: ODST]]''
{{Col-2}}
*''[[Halo Legends]]''
**''[[Prototype]]''
**''[[The Package (animated short)|The Package]]''
**''[[Origins]]''
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[Dirt]]''
**''[[Midnight in the Heart of Midlothian|Midnight in the Heart of Midlothian motion comic]]''
*''[[Halo: Blood Line]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo 2: Anniversary]]''
*''[[Hunt the Truth]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo: Last Light]]''
*''[[Halo: The Fall of Reach - The Animated Series]]''
*''[[Halo Mythos]]''
*''[[Halo: Fractures]]''
**''[[A Necessary Truth]]''
*''[[Halo: Retribution]]''
*''[[Halo: Silent Storm]]''
*''[[Halo: Oblivion]]''
*''[[Halo: Shadows of Reach]]''
*''[[Halo: Divine Wind]]''
*''[[Halo: Outcasts]]''
{{Col-end}}


{{UNSC Infantry Weapons}}
==Sources==
{{Ref/Sources}}


[[Category:UNSC]]
{{Human sidearms}}
[[Category:Weapons]]
[[Category:Submachine guns]]
[[Category:Human Weapons]]
[[Category:Held Weapons]]

Latest revision as of 20:48, June 6, 2024

This article is about the SMG introduced in Halo 2. For the SMG introduced in Halo 5: Guardians, see M20 SMG.
M7 SMG
H2A Campaign M7 SMG.pngA cropped screenshot of the M7 SMG, as depicted in Halo 2: Anniversary's multiplayer component.
Two variants of the M7 SMG.
Production overview

Manufacturer:

Misriah Armory[1]

Model series:

M7

Type:

Caseless Submachine Gun

Cost:

1484 cR[2]

Variants:

M7S SMG

Specifications

Length:

Extended: 62.7 centimetres (24.7 in)[1][2]
Retracted: 47.4 centimetres (18.7 in)[1][2]

Width:

6.6 centimetres (2.6 in)[3]

Height:

20.6 centimetres (8.1 in)[3]

Weight:

Empty: 1.3 kg (2.86 lbs)[2]
Loaded: 2.88 kg (6.36 lbs)[2]

Ammunition type:

5×23mm M443 Caseless FMJ[1][2]

Feed system:

60 round magazine[2][4]

Operation:

Gas-operated, rotating breech

Rate of fire:

900 rounds/min[2]

Muzzle velocity:

427 m/s (1400 ft/s)[2]

Effective range:

50 metres (160 ft)[2]

Service history

In service:

Insurrection
Human-Covenant War
Post-Covenant War conflicts

 

"I’ve seen a Spartan use two at once, tearing the crap out of the little ones; sending the big ones down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank."
— Anonymous E2-BAG/1/7 serviceman

The M7/Caseless Submachine Gun[2] (M7/SMG) is a personal defense weapon developed and manufactured by Misriah Armory. It is commonly used by infantry, special forces, and vehicle crews of the United Nations Space Command armed forces. A suppressed version of the weapon, the M7S SMG, is often issued to special operations personnel.[4][5]

Originally, the M7 SMG was issued solely to vehicle crews as an emergency weapon; however, the submachine gun became widely used during the Insurrection. The weapon became favored by paramilitary police units and UNSC Special Forces units for its efficiency in eliminating insurgents located in orbital habitats and cluttered urban environments. Due to this efficacy, the M7 was also popular with those same Insurrectionists. Although the UNSC began trialing a replacement for the weapon, the M7 SMG remains the current submachine gun model used by the UNSC following the Human-Covenant War.[3]

Overview[edit]

Design details[edit]

The M7 Caseless SMG as seen in Halo 3.

The M7/Caseless Submachine Gun is an automatic submachine gun that fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breech. This rotates the horizontally stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day FN P90 PDW.

The SMG has a polymer pistol grip, folding fore-grip, iron sights, a collapsible buttstock, as well as a titanium body. The design of the gun is most likely inspired by the HK MP7. The SMG must be cocked before it can fire the first round. The charging handle is located on the right side of the gun and does not move during operation. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle although not illustrated in-game, can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The magazine release button is located between the red dots on the receiver and needs to be pressed before it can be flicked off. There is no ejection port due to the nature of the rounds fired.

The SMG has a rifled barrel that is 15 cm (5.9 in.) long.[2] This weapon can also be affixed with a M49 sound suppressor;[3] in this configuration, the weapon is designated the M7S Caseless Submachine Gun.[5] The weapon is 47.4 cm (18.66 in.) long with the stock retracted and has a maximum length of 62.7 cm (24.68 in.) when the stock is fully extended.[2]

Ammunition[edit]

Main article: M443 Caseless Full Metal Jacket

Unlike most UNSC weapons, the M7 uses caseless 5×23mm ammunition, meaning it does not have a metallic casing surrounding the powder and sealing the bullet, propellant, and primer together. Instead of using this casing, the round uses a combustible adhesive to seal these components together. Because the adhesive and propellant are both vaporized when fired, there is no need to eject spent casings. Though not featured in-game, contemporary caseless ammunition is highly susceptible to cook-off, the accidental firing of rounds due to built-up heat in the receiver.

This feature is very beneficial. In addition to increasing fire rate by removing the extraction and ejection phases of the weapon's cycle, it reduces friction inside the magazine, one of the main causes of malfunctions in weapons. This is also conducive to dual-wielding, since the user need not concern themselves with hot brass expelled from the weapon held in the left hand. The projectile itself is jacketed in metal, usually a copper alloy in standard military ammunition, to aid in penetration of the target. Caseless rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition to be stored in a smaller space.

Variants[edit]

Gameplay[edit]

Advantages[edit]

Nicknamed the "bullet-hose", the SMG is one of the best close-quarters firearms due to its large 60-round magazine and hit-scan properties. Suited for close-range combat, the SMG is extremely deadly against unshielded targets and can down shielded targets within seconds if dual-wielded.

The SMG can also form part of the most effective dual-wield combos in the game. The SMG, when dual-wielded with a Okarda'phaa-pattern plasma rifle, can be a deadly combination as the plasma rifle depletes the opponent's shields with ease and the SMG rapidly tears through their health. Similar deadly combination, often referred to as the "noob combo", is dual-wielding the SMG and Type-25 plasma pistol. The charged shot from the plasma pistol will deplete the shield of the opponent and a full burst of SMG fire will tear through the now-exposed flesh and armor.

Disadvantages[edit]

As aforementioned above, the SMG received the nickname "the Bullet-Hose" due to its high rate of fire, low accuracy, and inability to be fully controlled when fired in full-auto. The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close-quarters combat, the SMG is only outperformed by the M90 shotgun, the Type-1 energy sword, and the gravity hammer. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire and will climb faster if players dual-wield it. This forces the players to continually move their reticule down to keep the enemy in their sights but is not a big limiting factor. This, as well as the poor accuracy can be slightly countered, using a burst-fire technique, unleashing about five bullets each pull of the trigger. It also has the problem of an extremely long reload time when dual-wielded, making it easy to be killed while changing magazines. This problem however can be solved by volley firing the weapons, so while one is reloading the other is still firing. This tactic reduces the power of having two SMGs but gives the advantage of approximately 40+ seconds of non-stop firing.

Halo: Spartan Assault and Halo: Spartan Strike[edit]

  • The SMG appears exclusively in dual-wielded form.
  • The maximum ammo capacity during gameplay is 300.

Changes from Halo 2 to Halo 3[edit]

  • Increased accuracy, range, damage and rate of fire.
  • There is now a delay before the barrel actually starts to climb.
  • The player's reserve ammunition capacity is reduced from 360 to 240, and when dual wielded include single wield from 180 to 120.
  • More damage per round, takes 23 shots instead of 25 to kill a fully shielded Spartan or Sangheili.
  • New firing sound which sounded more powerful and beefier.

Changes from Halo 3 to Halo 2: Anniversary[edit]

  • Now affected by reticle bloom
  • Other stats reverted to a more Halo 2-esque state.
  • Model in the campaign features a more angular design.
  • Now features an accessory rail on top.
  • Now has an extra reload animation when the magazine is depleted.

UNSC remarks[edit]

  • “The recoil isn’t bad but the M7 itself is relatively light. Not unpleasant to shoot, but a little tricky to control—it’s all about controlling the impulse.”
  • “It’s actually comparable in weight to the M6—favorably, in fact. That and not having to worry about the hot casing dropping down on your boot makes it a pretty clear choice which one I think is the better system.”
  • “Yes; I have fired it one-handed with the stock collapsed and the foregrip folded. No; I was not driving at the time, I was shotgun. Did I hit anything? Don’t know—probably never will—no more bogeys afterward, though.”
  • “It’s not a death ray but nobody likes getting shot. Not even Bravo Kilos. And you can fill the air with a lot of lead with an M7."
  • “The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”
  • "I’ve seen a Spartan use two at once, tearing the crap out of the little ones; sending the big ones down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank."

Production notes[edit]

While the M7 first debuted in Halo 2, the concept for an SMG originated in the production of Halo: Combat Evolved. Named in-game as the "12.7mm MP-99 Para", 1999-2000-era builds of the third-person era of Combat Evolved feature an SMG which can be wielded by the player. Unfortunately, it was one of weapons cut from final release.

Trivia[edit]

  • In Halo 2, when the player wields a single M7, the SMG's stock is extended. When the M7 is dual-wielded, the stock is collapsed. In Halo 3, the stock remains locked halfway in both the first-person and third-person animations, regardless of whether the weapon is being dual-wielded.
  • The circular ramp the M7 uses to feed rounds into the chamber is similar to the mechanism utilized in the real-world FN P90 submachine gun. However, the P90 uses a top-loaded magazine that feeds cased 5.7×28mm rounds horizontally.
  • The fictional 'PDW-57' submachine gun featured in Call of Duty: Black Ops 2 resembles the M7 SMG especially its unique bullpup design.
  • Its name is a reference to the number 7.

Gallery[edit]

Halo 2[edit]

Halo 3[edit]

Halo Wars[edit]

Halo 4[edit]

Halo 2: Anniversary[edit]

Halo Online[edit]

List of appearances[edit]

Sources[edit]