M247 machine gun

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Template:Weapon The M247 General Purpose Machine Gun (abbreviated M247 GPMG), more commonly known as the GP Machine Gun Turret, was an United Nations Space Command ground firearm.

Design Details

The General Purpose Machine Gun, that was normally seen as a stationary gun emplacement, is usually placed near defensive positions surrounding bases and fortifications. It is capable of spewing out an incredible number of .30-cal rounds. "7.62x51mm" is printed on the large UNSC crates[Notes 1] The M247 turret has three variants found in Halo 2 and one variant in Halo Wars:

  1. Fixed - This variant of the turret has a plate of armor to protect its operator from incoming fire, and is used as a defensive weapon by the UNSC. In addition, it is the only variant available in multiplayer.
  2. Portable - The second variant is a mobile version, in which the main gun is placed on a fold-able tripod or bipod for quick relocation and setup in the field. Though it lacks shielding, it can be moved from location to location by a single Marine. It is unavailable in multiplayer, and despite its portability, is unable to be picked up and moved when it appears in the campaign.
  3. Pelican-mounted - This variation is mounted on the ceiling of the loading platform of the Pelican Dropship.
  4. Elephant-mounted - This variation is attached to Elephants when they get upgraded.[1] It will operate only when the Elephant is in lock-down mode and is quite effective against infantry and light air units.

Advantages

The M247 is a very effective weapon against enemy ground forces and light vehicles. Some of its advantages over its Shielded Plasma Cannon counterpart are that it is less visible, and typically blending in better than the comparatively gaudy Shielded Plasma Cannon. Its rounds are also less visible. Although every 2nd round is an illuminated tracer, they stand out far less than the massive plasma bolts of the Shielded Plasma Cannon. The rate of fire of the M247 is also quite a lot faster than with the Shielded Plasma Cannon. It can also withstand a direct frontal hit from the main armament of a Wraith or the M68 Gauss Cannon, as long as the gunner has a high shield and health level. Its shots are more effective against armor and flesh than the plasma gun, which is more effective against shields. With its high rate of fire and flesh-tearing rounds, this weapon is often the most sought after weapon of choice.

The location of impact of the M247 on a target does not affect the damage inflicted; therefore, a target shot in the legs would take the same amount of damage then if he was shot in the chest. The M247 can take down enemy targets quickly if hit with sustained fire: a target that is unshielded can take only two or three rounds before dying, a fully shielded target can survive seven or eight, and a target with a fully charged overshield can take eighteen rounds before being killed, or three seconds. This is not a problem, as the high rate of fire (six rounds per second) will make short work of the enemy.

Disadvantages

As with the Shielded Plasma Cannon, when one is using the M247, they are extremely exposed to enemy fire and become a target that any commander would want to eliminate immediately. A single hit by a Rocket Launcher, the cannon of a Scorpion tank, or a well placed plasma grenade will destroy the turret. In addition, while it is capable of withstanding a direct hit from a Wraith or an M68 Gauss Cannon, it will also completely deplete the gunner's shields, leaving them vulnerable to a follow-up shot.

While it is useful against enemies in light vehicles, this is not a weapon to use when faced with an enemy tank, as the .30 cal rounds the M247 fires will have little effect on a Scorpion or a Wraith, unless the target is hit with sustained fire for about seven seconds. Therefore, it is common sense to flee the turret when confronted with a tank.

As the turret has no shielding unlike the M247's Covenant counterpart, the gunner is completely exposed to enemy fire and very vulnerable to snipers and other scoped weapons. Due to the fact that the M247, can only rotate 180 degrees, it is advisable for a gunner to have an ally to watch their unprotected backside. Also, while this machine gun is capable of long ranged combat, its accuracy is reduced over long ranges due to bullet spread. Added in with the lower visibility of the rounds, it is harder to zero in at targets beyond ‘standard’ visible range, even with a forward observer guiding the gunner's aim. That said, a good two person team can overcome this to a large degree, although bullet spread is still a problem.

Tactics

Campaign

  • In Outskirts, it can be used to quickly take care of the Hunters. If sustained fire is poured on the doorway, the Hunters will be dead before the dust settles. On the Cairo Station level, players can use the M247 to eliminate the Covenant Boarding party when it docks early in the level. In Metorpolis, the M247 appears again near at the end of the level. Here, players can use the turret to quickly dispose of the Elites, Grunts, and Jackals that come pouring out of the Scarab. In Quarantine Zone, however, a barricade of Flood man a triplet of turrets in front of the passageway to the gondola.

Multiplayer

  • The turret usually overlooks a good area and is easily visible in the field of combat. While the gunner is capable of mowing down entire fields of infantry in enemies, it's location and level of threat usually marks it as the immediate (and, due to it's immobility) "easy" target if the assailant can hit the gunner from behind. Because of this, it is a good idea for the gunner to "Buddy Up". 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 Shielded Plasma Cannon 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 is approaching the turret, the occupant should find cover with utmost haste or be killed.
  • When up against the M247, it is important to focus on the turret's three main weaknesses: its weakness to explosive weapons, such as rockets, grenades, and tanks, its lack of cover, and its immobility. Any explosive weapon will take the gun down easily, a sniper can take advantage of the gunner's lack of cover, and with the lack of movement an experienced player will be able to get behind it and take the gunner out.

Trivia

  • The turret, when destroyed, will sometimes not respawn, but the stand will remain, and it will be still usable. The bullets seem to come out of empty air.Template:Fact
  • In the Halo 3 Beta, the packaging of the Machine Gun can be found in the map, High Ground.Template:Fact
  • The M247 is replaced by the AIE-486H Heavy Machine Gun in Halo 3. This new variant can be detached from the fixed version, and has a total of 200 rounds of ammunition when detached.

Gallery

Sources

  1. ^ Halo Wars, Leader Card: Captain Cutter

Related Links

Template:UNSC Infantry Weapons
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