M7 Caseless Submachine Gun
From Halopedia, the Halo wiki
Template:WeaponTemplate:HaloWikiLinkThe M7/Caseless Sub Machine Gun,[1] colloquially termed the Submachine Gun by UNSC personnel and the SMG by Halo players, is a widely used United Nations Space Command firearm.
Advantages
The SMG's main advantage is its high rate of fire. While single shots will not do much damage, its full automatic mode of fire has led to it being dubbed the "Bullet Hose" by users in the UNSC. When dual-wielding, it allows the user to engulf the targets in a veritable torrent of 5mm's, shredding through armour and flesh with ease. The weapon's accuracy can also be significantly increased by firing it in short, controlled bursts, much like the Marines fired the MA5B Assault Rifle in Halo Combat Evolved, but more frequently and with longer bursts. Another useful technique is, over medium range, to quickly pump the trigger, while running towards the enemy (unless, of course, they have a Shotgun or Energy Sword), when the enemy is in a suitable range, jam the trigger down for a searing full-auto. This both increases accuracy, and eliminates the barrel-raising recoil effect. In the hands of an experienced player, the SMG is exceptionally useful for suppressive fire, and knocking snipers out of their scope at medium range (one direct hit will deactivate an enemy's scope) in Halo 2's multiplayer. Ammunition is also very plentiful. Overall, a decent weapon. Template:WepList
Disadvantages
The SMG has a number of shortcomings. Its accuracy when fired continuously is strictly limited unless used at close range (although this can be remedied somewhat through burst fire and the trigger-pump method shown above). Furthermore, full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting your aim. You can actually use this to your advantage. Many experienced players will aim at anothers stomach, and open up full-auto. The muzzle will move upwards, getting multiple critical shots, and will then move onto the head. Finally, its phenomenal capacity for filling the air with lead means that its magazine can be depleted in what will seem like a heartbeat, leaving you very vulnerable to enemy fire. Another disadvantage is, when single-wielding, the low back-up supply of ammunition the player can hold. This isn't a problem in Multiplayer, as you are most likely to be killed before you run out of ammo, but it is frustrating in the Campaign.
Appearances
The SMG is a weapon that was introduced in Halo 2 as one of the foundational weapons for the new dual wielding system. It shares it's aiming reticle and ammo count with the MA5B Assault Rifle from Halo 1 (as well as serving the same basic function in the UNSC arsenal). It also seems to do more damage, but without the range of the MA5B.
The weapon will return in Halo 3. The SMG in Halo 3 appears to look the same as the Halo 2 version. How it handles and fires is to be determined. EGM has said it will have a higher rate of fire and "pointier" most likely means more of a punch on the caseless 5mm Ammunition.
Influence
The M7 appears to take its design from 4 real-world firearms. The first is the Heckler and Goch G11, a caseless prototype assault rifle developed in the 1980's. The second is the HK MP5, a submachine gun frequently used by SWAT teams for close-combat or urban environments. The third is the Fabrique Nationale de Herstal P90. The M7 takes its concept from the G11, and its design from the latter two. And 4Th, The H&K MP7. As the MP7 and P90 are both Personal Defence Weapons, it can be assumed that the M7 falls under this classification as well. Its slanted front, foregrip, and extendable stock come from the MP9; while its ergonomic grip and the horizontal magazine design 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)