Gameplay

H2:SMG

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SMG
H2 M7 SMG.png
A cropped screenshot of a weapon in Halo 2: Anniversary's campaign. Original image by User:JackVibe.
The SMGs in Halo 2 (top) and Anniversary (bottom).
Gameplay role

Faction:

Human (UNSC)

Weapon tier (?):

Dual wield Loadout weapon

Weapon class (?):

Rifle

Weapon type (?):

Bullet

Firing mode:

Automatic

Effective range:

Close to medium

Counterparts:

Covenant
Needler
(Brute) Plasma Rifle
Forerunner
Sentinel Beam
Eliminator Beam
Gameplay stats (as of Auto-Update 3)

Damage:

SP: 4.75
x0.75 dual wield damage [Note 1]

MP: 4.625
x0.75 dual wield damage [Note 2]

Damage type (?):

bullet_slow

Projectile speed:

400 wu/s

Hitscan range (?):

~13.33 wu

Max range (?):

40 wu

Rate of fire:

15 rounds per second

Spread (?):

Single: 1 to 2.75 degrees
(1 degree min error)

Dual: 1.5 to 3 degrees
(0.5 degrees min error) [Note 3]

Recoil:

0 to 0.7 degrees per shot

Magazine size:

60 rounds

Reserve ammo capacity:

180 rounds (3 magazines)

Auto aim (?):

6 degrees out to 12 wu

Sticky aim (?):

12 degrees out to 18 wu

Melee damage (?):

Strike Melee

Tag name (?):

smg [1]

 

The SMG was a weapon introduced in Halo 2, and has since gone on to become one of the franchise's staple implements. This page focuses on the original Halo 2 game and the campaign of Anniversary. Information on the SMG in the multiplayer component of Halo 2: Anniversary can be found here.

Universe and lore[edit]

Main article: M7 SMG

The M7 SMG is a 5x23mm caseless submachine gun, one of the standard service arms in the United Nations Space Command.

Gameplay[edit]

Counterparts[edit]

Campaign[edit]

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Multiplayer[edit]

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The SMG is the starting weapon on every Halo 2 multiplayer map, except Midship and Waterworks where it is replaced by the Plasma Rifle. On the map Tombstone the SMG is a secondary weapon, while the Battle Rifle substitutes as the primary.

Variants[edit]

The suppressed SMG variant.
Main article: Cut Halo 2 weapons § Silenced SMG and pistol

Alongside the regular SMG, a special sound-suppressed variant of the weapon is included unused in the Halo 2 game files. Gameplay-wise it is identical to the standard SMG, with the only differences being aesthetic in nature. It consists of a regular SMG with a suppressor attached and some altered firing VFX. The silenced SMG was later fully-implemented in Halo 3: ODST.

Production notes[edit]

The 1999-era Halo: Combat Evolved SMG.
The final game SMG.
The 1999 E3 SMG cut from Halo (top) and the final release SMG in Halo 2 (bottom).

"In Halo, the pistol behaved more like a rifle than the assault rifle, and the assault rifle behaved like a submachine gun. Now we have a rifle that behaves like a rifle, an SMG that behaves like an SMG, and a pistol that behaves like a pistol. Basically I initiated a 'throw off the shackles of FPS conventions' party and just about everybody showed up."
Robert McLees[2]

The design for the SMG dates back into the pre-Xbox era of Halo: Combat Evolved. That game's early third-person era builds featured a number of SMG designs, which can be viewed in more detail here. Although the weapon went through several design revisions, one design in particular—the original one from the game's 1999 builds—was used as the basis for the weapon's inclusion in Halo 2.

The decision to feature the SMG in Halo 2 was made as part of a general design re-shift in response to player and developer impressions of Combat Evolved. The developers felt that the Assault Rifle in that game behaved too much like an SMG,[2] so Jaime Griesemer re-saved the AR's weapon tag under the new name of smg.[3] Robert McLees was responsible for designing the art asset for the weapon. He seemingly-used the 1999 SMG as a basis, though changed it up considerably, moving the FN P90-style top-mounted magazine to the side of the weapon and changing the foregrip to an adjustable one. According to McLees his design goal for the weapon was to make it feel like an SMG in the hands of regular humans, but like a small machine pistol in the hands of the Master Chief. The design features a collapsible stock which functions in-game, changing depending on whether the player is wielding the weapon normally with two hands, or dual-wielding it with one hand. Early designs for the model included a transparent polymer magazine that was meant to show the weapon's caseless ammunition feeding into the receiver, though this proved "too ambitious" for the Xbox hardware, and so had to be redesigned as an opaque steel-stamped magazine instead. Similarly, McLees designed a sound-suppressed variant of the SMG which was even featured in the game's art book, though never implemented.[4]

Gallery[edit]

Halo 2[edit]

Halo 2: Anniversary campaign[edit]

Notes[edit]

  1. ^ Results in a damage lower bound of 3.5625. Due to the way the engine is programmed, the damage lower bound is only reached when both dual weapons are fired during the same frame. Damage otherwise appears to be interpolated between upper and lower values.
  2. ^ Results in a damage lower bound of 3.46875. Due to the way the engine is programmed, the damage lower bound is only reached when both dual weapons are fired during the same frame. Damage otherwise appears to be interpolated between upper and lower values.
  3. ^ Dual wield spread penalty is only active while both weapons are firing.

Sources[edit]

  1. ^ Halo 2 Editing Kit, game file tags\objects\weapons\rifle\smg\smg.weapon
  2. ^ a b The Art of Halo, page 102-103
  3. ^ Twitter, Jaime Griesemer (@32nds): "If I remember correctly, I saved the H1 AR as an SMG and then saved the model off as the USW. So I guess they coexisted but only in pieces." (Retrieved on Sep 13, 2022) [archive]
  4. ^ The Art of Halo, page 108