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M247 machine gun: Difference between revisions

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{{UNSC Infantry Weapons}}
{{UNSC support weapons}}
[[Category:Machine guns]]
[[Category:Machine guns]]

Revision as of 10:53, August 9, 2012

Template:Weapon The M247 General Purpose Machine Gun (GPMG), formally known as the Machine Gun, Caliber 7.62 mm, M247, is a machine gun used extensively by the United Nations Space Command Defense Force. It is a scaled-down version of the more widely utilized M247H Heavy Machine Gun.[1]

Overview

The M247 GPMG is chambered for the ubiquitous 7.62mm NATO cartridge, unlike the M247H, which uses the 12.7mm high velocity cartridge.[1] The M247 is typically utilized as a mobile squad automatic weapon and is fed via a box magazine. The operator usually deploys the weapon on a bipod, though it can be fired from the hip.[2] The weapon's mobility allows personnel to quickly establish defensive perimeters or to provide suppressing fire.[3][4]

Although it is usually used as a mobile support weapon, the M247 GPMG is often permanently turret-mounted and bolted to the ground, with a large slab of armor protecting the operator. In this configuration, the weapon is fed by a drum magazine, which is considerably larger than the standard box magazine. The M247 GPMG is also commonly mounted in the troop bays of D77-TC Pelicans, which allows the dropship's crew chief to provide suppressing fire for embarking and disembarking troops; many Pelican-mounted M247s are equipped with underslung smoke grenade launchers.[4][5]

Gameplay

Tactics

Campaign

  • On Outskirts, the M247 can be used to quickly kill the Hunters. On Cairo Station, players can use the M247 to eliminate the Covenant boarding party when it docks early in the level. In Metropolis, the M247 appears again towards the end of the level. Here, players can use the turret to quickly dispose of the Elites, Grunts, and Jackals that are deployed from the Scarab. On Quarantine Zone, a barricade of Flood man a trio of turrets in front of the passageway to the gondola.

Multiplayer

  • The turret usually overlooks a good area and is readily accessible. While the gunner is capable of cutting down waves of infantry, its location, tactical value, and lack of mobility usually mark it as an immediate target if the assailant can hit the gunner from behind. Because of this, it is a good idea for the gunner to have a spotter. This is always a good multiplayer tactic, but here it applies especially well as the gunner's rear is completely unprotected, unlike that of it's Covenant counterpart. The mobility of the Shade is 360°, but the M247 only allows a 180° area of fire. Having an ally watching the gunner's back will substantially increase their effectiveness and potential lifespan.
  • On maps with other vehicles, the gunner should be mindful of his limitations. The M247 is effective against infantry and light ground vehicles, not tanks. If an enemy Scorpion tank or Wraith approaches, the occupant should find cover immediately.
  • When up against the M247, it is important to focus on the turret's three main weaknesses: its weakness to explosives, lack of cover, and the lack of mobility. Explosives will easily take the emplacement down, a sniper can take advantage of the gunner's lack of cover, and an experienced player will be able to maneuver behind the gunner and kill him.

Trivia

Gallery

List of appearances

Sources

  1. ^ a b Halo: The Essential Visual Guide, page 115
  2. ^ Photobucket.com: Red Raptor's album - M247 SAW
  3. ^ Halo 2, campaign level Outskirts
  4. ^ a b Halo 2, campaign level Metropolis
  5. ^ Halo 2, campaign level Delta Halo