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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.
The '''M247 General Purpose Machine Gun''' (abbreviated '''M247 GPMG'''), colloquially known as the '''GP Machine Gun Turret''', was a heavy weapon used extensively by the United Nations Space Command ground forces.


==Design Details==
==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<ref group="Notes">seen during campaign missions, the ''Halo 2'' multiplayer map, [[Headlong]], and the [[Halo 3 Beta|''Halo 3'' Beta]] map, [[High Ground]], with a picture of the M247 GP machine gun on the same container, indicating the weapon uses this type of ammunition.</ref> The M247 turret has three variants found in ''Halo 2'' and one variant in ''Halo Wars'':
The General Purpose Machine Gun, normally depicted as a stationary gun emplacement, is usually placed near defensive positions in and around UNSC bases and fortifications. It is capable of loosing an incredible number of .30-cal rounds. It is evidently chambered for the 7.62x51mm NATO standard cartridge, as "7.62x51mm" is printed on sides of the large, nearby ammunition crates<ref group="Notes">seen during campaign missions, the ''Halo 2'' multiplayer map, [[Headlong]], and the [[Halo 3 Beta|''Halo 3'' Beta]] map, [[High Ground]], with a picture of the M247 GP machine gun on the same container, indicating the weapon uses this type of ammunition.</ref> The M247 turret has three variants found in ''Halo 2'' and one variant in ''Halo Wars'':
#'''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.
#'''Fixed''' - This variant of the turret has a slab of armor plating to protect it the user from incoming fire, and is used as a defensive weapon by the UNSC. In addition, it is the only variant available for use in multiplayer.
#'''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.
#'''Portable''' - The second variant is man-portable, equipped with a folding tripod or bipod for rapid relocation and setup in the field. To lighten the load, the protective plate is removed. This version is unavailable in multiplayer, and is inexplicably incapable of being picked up or relocated whenever it appears in the story-campaign.
#'''[[Dropship 77-Troop Carrier|Pelican]]-mounted''' - This variation is mounted on the ceiling of the loading platform of the Pelican Dropship.
#'''[[Dropship 77-Troop Carrier|Pelican]]-mounted''' - This variant is secured via a mount hanging from the ceiling of the Pelican Dropship's rear compartment.
#'''[[M312 Elephant HRV|Elephant]]-mounted''' - This variation is attached to Elephants when they get upgraded.<ref>'''[[Halo Wars]]''', Leader Card: ''[[Captain Cutter]]''</ref> It will operate only when the Elephant is in lock-down mode and is quite effective against infantry and light air units.
#'''[[M312 Elephant HRV|Elephant]]-mounted''' - This variant is mounted on Elephants when they get upgraded.<ref>'''[[Halo Wars]]''', Leader Card: ''[[Captain Cutter]]''</ref> It will operate only when the Elephant is in lock-down mode and is quite effective against infantry and light air units.


=== Advantages ===
=== 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 [[Type-25 Assault Gun Carriage|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 M247 is a very effective weapon against enemy infantry and light vehicles. It is also far less visible in comparison to the Covenant's equivalent, the [[Shielded Plasma Cannon]] making it somewhat harder to spot.  In addition, its tracer rounds are more difficult to spot compared to the searing, white-hot plasma bolts of the Shielded Plasma Cannon, and it has a much higher rate of fire. The M247 can also withstand a direct frontal hit from the main armament of a [[Type-25 Assault Gun Carriage|Wraith]] or the [[M68 Gauss Cannon]], so long as the gunner has a high shield and health level. While the 7.62x51mm rounds it uses are more effective against armor and flesh than plasma-based weaponry, it isn't particularly effective against shields. Despite this, the M247's high volume of fire makes it a highly desirable weapon.


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.
Curiously, in-game, 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 under sustained fire: a target that is unshielded can take only two or three rounds before dying, while a fully shielded target can survive seven or eight.  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 volume of fire (six rounds per second) will make short work of any foe.


=== Disadvantages ===
=== 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 [[M19 SSM Rocket Launcher|Rocket Launcher]], the cannon of a [[M808B Main Battle Tank|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.
As is the case with the Shielded Plasma Cannon, the M247's gunner is extremely exposed to enemy fire and will invariably become a high-value target to be taken out. A single hit by a [[M19 SSM Rocket Launcher|Rocket Launcher]], a round from the [[M808B Main Battle Tank|Scorpion tank]]'s main gun, or a well placed [[plasma grenade]] will destroy the turret and the gunner. In addition, the aforementioned hit from a Wraith or an M68 Gauss Cannon will also completely deplete the gunner's shields, leaving said individual 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 [[Type-25 Assault Gun Carriage|Wraith]], unless the target is hit with sustained fire for about [[List of "Seven" references in Halo|seven]] seconds. Therefore, it is common sense to flee the turret when confronted with a tank.
While it is useful against enemies in light vehicles, this is not a weapon to use when faced with enemy armor, as the .30 cal rounds the M247 fires will have little effect on a Scorpion or a [[Type-25 Assault Gun Carriage|Wraith]], unless the target is hit with sustained fire for about [[List of "Seven" references in Halo|seven]] seconds. Therefore, it is highly advisable to immediately flee from 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.
In contrast to the shielded plasma cannon, the M247's gunner is completely exposed to enemy fire and very vulnerable to snipers and other scoped weapons. Furthermore, the M247 can only traverse 180 degrees, so a wise gunner will recruit an ally to watch their flanks and rear. Also, while this machine gun is capable of firing over long distances, its accuracy is drastically reduced at extreme ranges. Furthermore, it is harder to zero in at targets beyond ‘standard’ visible range, even with a spotter guiding the gunner's aim. That said, a good two person team can overcome this to a large degree, although the lack of accuracy is still problematic.


==Tactics==
==Tactics==
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=== Multiplayer ===
=== 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.
*The turret usually overlooks a good area and is readily accessible. While the gunner is capable of cutting down waves of infantry, its location and value usually marks it as the immediate and (due to it's static state) "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.
*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 approaches, 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.
*When up against the M247, it is important to focus on the turret's three main weaknesses: its weakness to explosives (such as rockets, grenades, and the main weapons of armored vehicles), its lack of cover, and its lack of mobility. Explosives will easily take the emplacement down, a sniper can take advantage of the gunner's lack of cover, and an experienced player will be able to get behind the gunner and take him or her out.


== Trivia ==
== Trivia ==

Revision as of 20:00, April 29, 2010

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Template:Weapon The M247 General Purpose Machine Gun (abbreviated M247 GPMG), colloquially known as the GP Machine Gun Turret, was a heavy weapon used extensively by the United Nations Space Command ground forces.

Design Details

The General Purpose Machine Gun, normally depicted as a stationary gun emplacement, is usually placed near defensive positions in and around UNSC bases and fortifications. It is capable of loosing an incredible number of .30-cal rounds. It is evidently chambered for the 7.62x51mm NATO standard cartridge, as "7.62x51mm" is printed on sides of the large, nearby ammunition 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 slab of armor plating to protect it the user from incoming fire, and is used as a defensive weapon by the UNSC. In addition, it is the only variant available for use in multiplayer.
  2. Portable - The second variant is man-portable, equipped with a folding tripod or bipod for rapid relocation and setup in the field. To lighten the load, the protective plate is removed. This version is unavailable in multiplayer, and is inexplicably incapable of being picked up or relocated whenever it appears in the story-campaign.
  3. Pelican-mounted - This variant is secured via a mount hanging from the ceiling of the Pelican Dropship's rear compartment.
  4. Elephant-mounted - This variant is mounted on 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 infantry and light vehicles. It is also far less visible in comparison to the Covenant's equivalent, the Shielded Plasma Cannon making it somewhat harder to spot. In addition, its tracer rounds are more difficult to spot compared to the searing, white-hot plasma bolts of the Shielded Plasma Cannon, and it has a much higher rate of fire. The M247 can also withstand a direct frontal hit from the main armament of a Wraith or the M68 Gauss Cannon, so long as the gunner has a high shield and health level. While the 7.62x51mm rounds it uses are more effective against armor and flesh than plasma-based weaponry, it isn't particularly effective against shields. Despite this, the M247's high volume of fire makes it a highly desirable weapon.

Curiously, in-game, 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 under sustained fire: a target that is unshielded can take only two or three rounds before dying, while a fully shielded target can survive seven or eight. 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 volume of fire (six rounds per second) will make short work of any foe.

Disadvantages

As is the case with the Shielded Plasma Cannon, the M247's gunner is extremely exposed to enemy fire and will invariably become a high-value target to be taken out. A single hit by a Rocket Launcher, a round from the Scorpion tank's main gun, or a well placed plasma grenade will destroy the turret and the gunner. In addition, the aforementioned hit from a Wraith or an M68 Gauss Cannon will also completely deplete the gunner's shields, leaving said individual 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 enemy armor, 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 highly advisable to immediately flee from the turret when confronted with a tank.

In contrast to the shielded plasma cannon, the M247's gunner is completely exposed to enemy fire and very vulnerable to snipers and other scoped weapons. Furthermore, the M247 can only traverse 180 degrees, so a wise gunner will recruit an ally to watch their flanks and rear. Also, while this machine gun is capable of firing over long distances, its accuracy is drastically reduced at extreme ranges. Furthermore, it is harder to zero in at targets beyond ‘standard’ visible range, even with a spotter guiding the gunner's aim. That said, a good two person team can overcome this to a large degree, although the lack of accuracy is still problematic.

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 readily accessible. While the gunner is capable of cutting down waves of infantry, its location and value usually marks it as the immediate and (due to it's static state) "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 approaches, 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 explosives (such as rockets, grenades, and the main weapons of armored vehicles), its lack of cover, and its lack of mobility. Explosives will easily take the emplacement down, a sniper can take advantage of the gunner's lack of cover, and an experienced player will be able to get behind the gunner and take him or her 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

Notes

  1. ^ seen during campaign missions, the Halo 2 multiplayer map, Headlong, and the Halo 3 Beta map, High Ground, with a picture of the M247 GP machine gun on the same container, indicating the weapon uses this type of ammunition.

Sources

  1. ^ Halo Wars, Leader Card: Captain Cutter

Related Links

Template:UNSC Infantry Weapons