M247 machine gun: Difference between revisions

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== Advantages ==
== Advantages ==


They are very handy in reducing an enemy force or giving vehicle drivers anguish with their unlimited ammo supply. Although not as powerful as the LAAG it still has a very high rate of fire and powerful rounds. It is excellent against infantry and useful when trying to destroy an enemy vehicle.
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, typically blending in better than the comparatively gaudy Shielded Plasma Cannon. Its rounds also are 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 bit 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]].
 
Below, you can see the number of hits you need to make a kill with the M247. Targets used were on foot and, as is also the case with the Shielded Plasma Cannon, the location on the body where they were hit showed no apparent barring on how many hits it took to kill them. (A normally shielded target took the same number of hits to kill when shot in the legs as when shot in the head) In the case of the Overshield, the target had one at full charge.
 
*Unshielded Target: 2-3 rounds
*Normal Shielding Target: 7-8 rounds
*Overshielded Target: 18 rounds


== Disadvantages ==
== Disadvantages ==


While using one you are extremely exposed to enemy fire: you immediately become a target that all good commanders will order neutralized with haste. A simple [[grenade]] or [[Rocket Launcher (Halo 2)|rocket]] explosion can destroy the whole turret, and snipers or really any weapon with a scope can take you out. You are also vulnerable in the back, for turrets have a limited range of motion.  
Below, I have made several mentions of what it takes to destroy a manned M247 turret. These targets manning these turrets had a normal shield and were fired on from the front, aiming at the shield.
 
As with the shielded plasma cannon, when you are using the M247 you are extremely exposed to enemy fire and become a target that any good commander will want to eliminate immediately. A single hit by a [[rocket]], the main armament of a [[Scorpion Tank]], or 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 your shields, leaving you 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; you will be dead long before the tank is. You are also vulnerable to snipers and anyone with a scoped weapon. As is also the case with the Shielded Plasma Cannon, you are unprotected from the rear. Due to the fact that the turret can only rotate 180 degrees, it is advisable to have a teammate nearby to help cover you when you are using a turret. Also, while this cannon is capable of reaching out and touching someone, 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 in your aim. That said, a good two person team can overcome this to a large degree, although bullet spread is still a problem.
 
== Recommended Multiplayer Tactics when using the M247 ==
 
*Buddy Up. This is always a good multiplayer tactic but here it applies especially well as your rear is completely unprotected, and unlike in the Shielded Plasma turret you cannot rotate the M247 all the way around. Having a buddy watching your back will substantially increase your effectiveness and potential lifespan.
 
*Know when to bail out. This weapon is useful against infantry and light vehicles, not tanks. If you see an enemy tank turning its gun towards you find better cover until it moves on. It may not see you.
 
== Recommended Multiplayer Tactics when facing a M247 ==
 
*Try and find something explosive towards it. A [[Rocket]] or [[Scorpion Tank]] round will do the job in one hit. A [[M68 Gauss Cannon]] or [[Wraith]] plasma mortar round will do it in two. If you are close enough in, try to stick them with a plasma grenade.
 
*Snipe them. While you would preferably use a [[Sniper Rifle]] or [[Particle Beam Rifle]] a [[Battle Rifle]] or [[Carbine]] will also do the job. You can take them out from a distance beyond what they can actually see you. Of course, watch out for a buddy who may be guiding in the turrets fire.
 
*Sneak around them. The M247 can only rotate 180 degrees. If you attack the person from the rear they will have to disengage from the turret and fight you with whatever weapons they happen to have. Watch out for any of his friends that may be nearby however.


== Multiplayer Glitch ==
== Multiplayer Glitch ==

Revision as of 13:15, July 13, 2007

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Template:Weapon

File:Turret.jpg
M247 GP Machine Gun
File:Pturret.JPG
M247 GPMG in the Portable version

Description

The M247 is a general-purpose machine gun that is normally seen as a stationary gun emplacement, usually placed near defensive positions surrounding bases and fortifications. The Machinegun Turret is capable of spewing out an incredible number of .30-cal rounds. However, it can be taken off the base, where it can be used individually with a limited ammunition capacity. "7.62x51mm" is printed on the large UNSC crates seen during campaign missions and the Halo 2 multiplayer map Headlong, with a picture of the M247 GP machine gun on the same container, indicating the weapon uses this type of ammunition. The M247 turret makes quick work of anything foolish enough to get in its path. There are four types of UNSC turrets:


  • Fixed - The standing turret with a plate of armor to protect its operator from incoming fire. This one is used as a defensive weapon by the UNSC.
  • Portable - The second version is the mobile version in which the main gun is placed on a foldable tripod or bipod for quick relocation and setup in the field. Though it lacks shielding (and possibly rate of fire), it can be moved from location to location by a single Marine
  • Vehicle Mounted - The third variation is mounted on the loading bay of the Pelican drop ship. It gives suppressive fire for unloading troops. (This model comes with a optional 25mm grenade launcher for use against vehicles or possibly firing smoke grenades)
  • Machinegun Turret- It is able to be detached from the fixed version and have a total of 200 rounds of ammunition. It is planned to appear in Halo 3. This weapon may, however, use .50 caliber ammunition given its designation as a "heavy" machine gun. 7.62mm, or .30 caliber, rounds are generally considered more of a light machine gun cartridge.

The gun emplacements are mounted in various positions throughout the Campaign game and appear in a number of multiplayer maps.

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, typically blending in better than the comparatively gaudy Shielded Plasma Cannon. Its rounds also are 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 bit 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.

Below, you can see the number of hits you need to make a kill with the M247. Targets used were on foot and, as is also the case with the Shielded Plasma Cannon, the location on the body where they were hit showed no apparent barring on how many hits it took to kill them. (A normally shielded target took the same number of hits to kill when shot in the legs as when shot in the head) In the case of the Overshield, the target had one at full charge.

  • Unshielded Target: 2-3 rounds
  • Normal Shielding Target: 7-8 rounds
  • Overshielded Target: 18 rounds

Disadvantages

Below, I have made several mentions of what it takes to destroy a manned M247 turret. These targets manning these turrets had a normal shield and were fired on from the front, aiming at the shield.

As with the shielded plasma cannon, when you are using the M247 you are extremely exposed to enemy fire and become a target that any good commander will want to eliminate immediately. A single hit by a rocket, the main armament of a Scorpion Tank, or 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 your shields, leaving you 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; you will be dead long before the tank is. You are also vulnerable to snipers and anyone with a scoped weapon. As is also the case with the Shielded Plasma Cannon, you are unprotected from the rear. Due to the fact that the turret can only rotate 180 degrees, it is advisable to have a teammate nearby to help cover you when you are using a turret. Also, while this cannon is capable of reaching out and touching someone, 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 in your aim. That said, a good two person team can overcome this to a large degree, although bullet spread is still a problem.

Recommended Multiplayer Tactics when using the M247

  • Buddy Up. This is always a good multiplayer tactic but here it applies especially well as your rear is completely unprotected, and unlike in the Shielded Plasma turret you cannot rotate the M247 all the way around. Having a buddy watching your back will substantially increase your effectiveness and potential lifespan.
  • Know when to bail out. This weapon is useful against infantry and light vehicles, not tanks. If you see an enemy tank turning its gun towards you find better cover until it moves on. It may not see you.

Recommended Multiplayer Tactics when facing a M247

  • Try and find something explosive towards it. A Rocket or Scorpion Tank round will do the job in one hit. A M68 Gauss Cannon or Wraith plasma mortar round will do it in two. If you are close enough in, try to stick them with a plasma grenade.
  • Snipe them. While you would preferably use a Sniper Rifle or Particle Beam Rifle a Battle Rifle or Carbine will also do the job. You can take them out from a distance beyond what they can actually see you. Of course, watch out for a buddy who may be guiding in the turrets fire.
  • Sneak around them. The M247 can only rotate 180 degrees. If you attack the person from the rear they will have to disengage from the turret and fight you with whatever weapons they happen to have. Watch out for any of his friends that may be nearby however.

Multiplayer Glitch

A bug is easily found when multiplaying. When destroying the turret with grenade or rocket, sometimes you can still use it, only now you are shooting with a pole and what seems to be an invisible gun. You are less protected because the gun's armor is missing.

Related Links


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