M7 Caseless Submachine Gun
From Halopedia, the Halo wiki
Template:HaloWikiLink Template:Weapon The M7/Caseless Sub-Machine Gun is a United Nations Space Command infantry and special operations weapon.
There is also a version, the M7S Sub Machine Gun, which is equipped with a external suppressor.
Introduction
The M7/Caseless Sub-Machine Gun is a dual wieldable weapon seen in Halo 2, as well as the Halo 3 Beta, and is going to be in Halo 3. It is a relatively weak and inaccurate weapon, and is used primarily at close range.
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.
Summary
The M7/Caseless Sub-Machine Gun is a fully automatic, gas-operated, magazine fed, dual wieldable, short range sidearm. The SMG fires 5x23mm Caseless rounds from a 60-round magazine with an extremely high rate of fire (which leads to tremendous recoil and forces the barrel upward after continuous fire). It also sports a retractable stock and foregrip. The SMG lacks range as well as accuracy so it is strictly a short range weapon. The Halo 3 SMG is relatively the same, but with minor design and technical changes.
Physical Description And Appearance
The M7/Caseless Sub-Machine Gun is an automatic UNSC sub-machine gun that fires 5x23mm Caseless rounds. It fires from a 60-round magazine which is placed horizontally on the left side of the weapon.
The SMG has a polymer handle, foregrip, 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 bolt to cock the weapon is located on the right side of the gun and does not move during operation. From then on, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the bolt (although not illustrated in Halo 2 or Halo 3) 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. There is no ejection port due to the nature of the rounds fired.
The SMG has a rifled barrel, is 47.5 cm long with the stock retracted, and has a maximum length 62.8 cm when the stock is fully extended. The stock is 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 does not possess a safety and is dual-wieldable.
This weapon first appeared in Halo 2 and is returning in Halo 3.
Advantages
The SMG is an excellent suppressive weapon. When firing upon a Battle Rifle user or a Sniper user, the scope will be turned off once the target is hit, reducing their accuracy and giving you the advantage. Like other human firearms, the SMG performs well against unshielded targets, and can kill them rather quickly. As a close range weapon, it is easier to use than the Magnum and has superior range to the Shotgun, thus making it a better choice for larger, more open maps.
Disadvantages
The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. Also, compared to most other close range weapons, the SMG is relatively weak. In multiplayer, it is mostly useless unless dual wielding. At close ranges it is completely overpowered and outpeformed 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.
Changes in Halo 3
- Red dots at the receiver end of the magazine
- Slightly shorter foregrip
- Increased accuracy
- Increased range
- Increased rate of fire
- There is now a short delay before the barrel actually starts to climb
- Slightly less damage
- The sound of the gun firing is different
Against the Covenant
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. It is not as effective against Brutes or Hunters. The SMG performs poorly against the shields of Elites (but they do take them out quickly, just not as fast as a plasma weapon like the Plasma Rifle would). However, once the Elite is unshielded, they can be killed rather quickly. Against Elites, it is recommended to dual wield the SMG with a plasma weapon due to the latter's superior anti-shield capabilities.Another style used by the regular players can also be used by dual weilding and firing one gun at a time so when one is reloading the other is firing leading to killing the elite without letting it go and recharge its sheild.
Against the Flood
The SMG performs well against all Flood enemies (except shielded Elite Combat Forms) due to the Flood's preference to close quarters combat. An SMGs is capable of taking out large groups of Infection Forms. They are also good at shooting off a Combat Form's arms and can gib them to keep them from being reanimated.
Tactics
Grunts/Infection Forms: Since both of these enemies always appear in groups, the same tactics can be used against them. Simply hold down the trigger and sweep from left to right ,then treat the survivors with shorter bursts or a melee or two.
Jackals: When combatting a Jackal with an SMG, it is necessary to aim at the flank to get past their shields. Once the rounds start hitting them, they tend to flinch and/or stumble, making them much easier targets.
Drones: The SMGs large magazine size makes it very useful when going against Drones. At mid range, fire in short bursts, and fire fully automatic at close range for maximum effect.
Elites: Although most people tend to use other weapons when combatting Elites, some prefer to use the SMG against them, even on Heroic difficulty, provided they use well placed grenades, melees, or stronger weapons to weaken them first. (Note: these tactics can also be used with the MA5B Assault Rifle in Halo 1, even on Heroic.) In fact, the SMG is more deadly against Elites than the Battle Rifle is. Just hold down the trigger and hold down the toggle to compensate for the enormous recoil, and the Elite should go down quickly, giving you relatively more ammo in the end than a Battle Rifle would after the fight.
Hunters: Let the Hunter charge at you, then move around at the last moment and unload a dozen rounds in his back. Move fast, because the Hunter can quickly backhand you and kill or severly wound you.
Brutes: Aim at the Brutes chest, so that the recoil will level the fire up to his head. This also causes the Brute to flinch, which gives you a quick second to either melee him or stick him.
Combat Forms: It is best to dual wield SMGs, and fire in full automatic. On higher difficulties backpedaling helps, especially when confronted with a dozen reanimated corpses.
Carrier Forms: When fired in short bursts, SMGs are deadly against Carriers, taking only three to six shots total.
Dual-Wielding Combos with SMG
- With a Plasma Rifle- The most preferred combo. The plasma rifle can take out the shields quickly and the SMG can kill the unshielded target quickly as well. When fired together at the same time, it kills almost twice as fast (especially at close range).
- With a Plasma Pistol- A pretty good combo. A charged shot from the plasma pistol will disable the shield of an opponent and the SMG will finish it off.
- With a Magnum- A pretty average combo. The SMG will take out the shields at a fast pace and, once the shield is down, one shot to the head with a magnum will finish the enemy off.
- With another SMG- Another average combo. Both SMGs fired at the same time can take out the shield of an enemy in seconds and leaves the enemy vulnerable for the power that the SMGs will unleash against his/her flesh.
- With a Needler- The worst combo to use with an SMG. The needler is pretty inaccurate against moving foes, and, even if it hits, won't do much damage. The SMG is probably the only weapon that can kill him/her anyways in the combo. It's better to use any of the combos above than this one.
Ammunition
The SMG uses a radically different kind of ammunition than the kind found in other UNSC weapons, called the M443 Caseless round. 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.
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, 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 Defence Weapon), which it has already taken several design cues from (read below).
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 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, and expandable stock come from the MP7; while its ergonomic grip and the horizontal magazine in a bullpup configuration come from the P90.
Character Compatibility
- Elites
- Spartans
- Marines
- Brutes (have animation but not used)
- Jackals
- Drones (have animation but not used)
- Flood Combat Form (Human)
- Flood Combat Form (Elite)
Related Links
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.
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 odd 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 afterwards, though.”
“It’s not a deathray but nobody likes getting shot. Not even bravo kilos. And you can fill the air with a lot of lead with an M7.
“I’ve seen a Spartan use two at once—tearing the xxxx 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.”
“The M7 is the wave of the future. Hopefully the romeo echo mike foxtrots will finally realize the benefits of caseless ammunition.”
Trivia
- This weapon fills a similar niche as the MA5B Assault Rifle of the original Halo, featuring the same rate of fire and ammo capacity. It even offers very similar power and capabilities when dual wielded. It also has the same aiming reticule as the MA5B.
- Spare ammunition packs for the M7 SMG in Halo 2 are marked in red.
- It seems to be SPARTAN-117's weapon of choice in Halo 2, when dual-wielded, and he is frequently seen dual-wielding SMGs.