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[[Image:50cal.jpg|thumb|right|300px|A Spartan Officer fires a Heavy Machine Gun.]] | [[Image:50cal.jpg|thumb|right|300px|A Spartan Officer fires a Heavy Machine Gun.]] | ||
Note: this is not the warthog turret. The AIE-486H Heavy Machine Gun is a standard Gatling-style heavy machine gun, in use by the UNSC for offensive and defensive purposes. It is also more powerful than the UNSC's former turret, [[M247 GP Machine Gun]]. It has saved many a life with its defensive capabilities holding at bay for a time the attacks of the Covenant on [[Reach]]. | Note: this is not the warthog turret. The AIE-486H Heavy Machine Gun is a standard Gatling-style heavy machine gun, in use by the UNSC for offensive and defensive purposes. It is also more powerful than the UNSC's former turret, [[M247 GP Machine Gun]]. It has saved many a life with its defensive capabilities holding at bay for a time the attacks of the Covenant on [[Reach]] dealing out massive casualties to the Covenants effort. | ||
For defensive purposes, it can be mounted on a tripod, but when used for assault it can be detached from its tripod by a [[SPARTAN-II]]'s or [[Elite]]'s brute strength. Pressing B while using the turret in its mounted position can do this. Once detached, the player will appear in a third-person point of view. It has an infinite ammo capacity, while stationary, but removing the turret limits the capacity. | For defensive purposes, it can be mounted on a tripod, but when used for assault it can be detached from its tripod by a [[SPARTAN-II]]'s or [[Elite]]'s brute strength. Pressing B while using the turret in its mounted position can do this. Once detached, the player will appear in a third-person point of view. It has an infinite ammo capacity, while stationary, but removing the turret limits the capacity. | ||
In its unmounted form and variation it has a limited ammunition capacity of 200 rounds and takes about a second to "spin up" before reaching its highest rate of fire before going critical. Pulling the trigger once will cause the gun to fire a maximum of two rounds at a moderate rate; holding it down builds up the rate of fire to a higher rate. The gun slowly climbs during automatic fire like the [[M7 Caseless Sub Machine Gun]], but its recoil is lessened by the gun's tremendous weight. Also due to the weapon's weight, the user's speed is decreased, and turning takes more time. Also, the user's rate of elevation is low, there is a maximum angle of fire, and the user is stationary, exposed, and unable to react quickly to close-range scenarios. While wielding the gun in its standalone form, the player cannot [[melee]], use [[grenades]], [[equipment]], or [[binoculars]] but the armour piercing rounds usually kill an opponent before he gets too close, as it packs quite a punch concerning fire power. Unlike most mini-guns in other games, the gun cannot overheat, which is more realistic, as one of the designs of a mini-gun is to have multiple barrels, so that one barrel does not overheat due to the fire rate. Having three barrels disperses the heat equally to all three barrels. | In its unmounted form and variation it has a limited ammunition capacity of 200 rounds and takes about a second to "spin up" before reaching its highest rate of fire before going critical. Pulling the trigger once will cause the gun to fire a maximum of two rounds at a moderate rate; holding it down builds up the rate of fire to a higher rate. The gun slowly climbs during automatic fire like the [[M7 Caseless Sub Machine Gun]], but its recoil is lessened by the gun's tremendous weight, which makes it hard to move around. Also due to the weapon's weight, the user's speed is decreased, and turning takes more time. Also, the user's rate of elevation is low, there is a maximum angle of fire, and the user is stationary, exposed, and unable to react quickly to close-range scenarios or snipers. While wielding the gun in its standalone form, the player cannot [[melee]], use [[grenades]], [[equipment]], or [[binoculars]] but the armour piercing rounds usually kill an opponent before he gets too close, as it packs quite a punch concerning fire power. Unlike most mini-guns in other games, the gun cannot overheat, which is more realistic, as one of the designs of a mini-gun is to have multiple barrels, so that one barrel does not overheat due to the fire rate. Having three barrels disperses the heat equally to all three barrels. | ||
When the player picks up this weapon they still keep their other weapons, even if they are carrying two, in the same way as [[flags]], [[bombs]] and [[oddball|skulls]]. However, they must drop the HMG before using their other [[weapons]], [[grenades]] or equipment. | When the player picks up this weapon they still keep their other weapons, even if they are carrying two, in the same way as [[flags]], [[bombs]] and [[oddball|skulls]]. However, they must drop the HMG before using their other [[weapons]], [[grenades]] or equipment. |
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