M7 SMG: Difference between revisions

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==Advantages==
==Advantages==
The SMG is an excellent suppressive weapon, in campaign against an unwitting AI or at close range online. It is also works great against swarms of [[Flood]]. When firing upon a [[Battle Rifle]] user or a [[Sniper Rifle]] user, the scope will become unusable once the user is hit, reducing their accuracy and giving you the advantage and the incentive to charge assuming you are positioned close enough to you opponent. Also, since it has more ammo than the [[Assault Rifle]] (in [[Halo 3]]), you will have to reload less often than if you were to use the [[MA5C]]. Because of their large magazine, one can easily continue through targets with little pause for reload.  Like other [[UNSC]] firearms, the SMG performs well against unshielded targets, and can kill them rather quickly. The SMG can also form part of the most effective dual-wield combos in the game. In particular, the SMG/Plasma Rifle combo is very effective due to the [[Plasma Rifle]]'s ability to quickly break shields and the SMG's relatively high damage against unshielded targets. Another favored combo is dual-wielding the SMG with the [[Plasma Pistol]] (Often called "the noob combo" by bitter veterans and victorious masters, a title which is shared with the more prominent and common [[Battle Rifle]]/[[Plasma Pistol]] combo). The firing of a charged shot from the [[Plasma Pistol]] to completely deplete the shield of your opponent should be followed with a full burst of SMG fire to tear through now-exposed flesh and armor. In Halo 3, this tactic has been made less effective when holding down the trigger of the Plasma Pistol as it will cause your battery to deplete rapidly. Other combinations include, but are not limited to, Spikers, maulers, dual SMGs, and the SMG/Magnum combos. When dual wielded they become an extremely formidable close range weapon. An SMG/Spiker combo can be more effective than an SMG/Plasma Rifle combo, providing the player can cope with the recoil.The SMG is very effective against swarms of [[Drone]]s at somewhat close range, but the [[Battle Rifle]] has shown to be much more effective against such swarms.
The SMG is an excellent suppressive weapon, in campaign against an unwitting AI or at close range online. It is also works great against swarms of [[Flood]]. When firing upon a [[Battle Rifle]] user or a [[Sniper Rifle]] user, the scope will become unusable once the user is hit, reducing their accuracy and giving you the advantage and the incentive to charge assuming you are positioned close enough to you opponent. Also, since it has more ammo than the [[MA5C Assault Rifle]], you will have to reload less often than if you were to use the MA5C. Because of their large magazine, one can easily continue through targets with little pause for reload.  Like other UNSC firearms, the SMG performs well against unshielded targets, and can kill them rather quickly. The SMG can also form part of the most effective dual-wield combos in the game. In particular, the SMG/Plasma Rifle combo is very effective due to the [[Plasma Rifle]]'s ability to quickly break shields and the SMG's relatively high damage against unshielded targets. Another favored combo is dual-wielding the SMG with the [[Plasma Pistol]] (Often called "the noob combo" by bitter veterans and victorious masters, a title which is shared with the more prominent and common Battle Rifle/Plasma Pistol combo). The firing of a charged shot from the Plasma Pistol to completely deplete the shield of your opponent should be followed with a full burst of SMG fire to tear through now-exposed flesh and armor. In ''Halo 3'', this tactic has been made less effective when holding down the trigger of the Plasma Pistol as it will cause your battery to deplete rapidly. Other combinations include, but are not limited to, [[Spikers]], [[Maulers]], dual SMGs, and the SMG/Magnum combos. When dual wielded they become an extremely formidable close range weapon. An SMG/Spiker combo can be more effective than an SMG/Plasma Rifle combo, providing the player can cope with the recoil. The SMG is very effective against swarms of [[Drones]] at somewhat close range, but the Battle Rifle has shown to be much more effective against such swarms.


==Disadvantages==
==Disadvantages==
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The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close ranges it is completely overpowered and outperformed by the [[Shotgun]] and [[Energy Sword]]. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire. This forces you to continually move your reticule down to keep the enemy in your sights.  This, as well as the poor accuracy can be slightly countered using a burst-fire technique, unleashing about 5 bullets each pull of the trigger. It also has the problem of an extremely long reload time, making it easy to be killed while changing magazines.
The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close ranges it is completely overpowered and outperformed by the [[Shotgun]] and [[Energy Sword]]. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire. This forces you to continually move your reticule down to keep the enemy in your sights.  This, as well as the poor accuracy can be slightly countered using a burst-fire technique, unleashing about 5 bullets each pull of the trigger. It also has the problem of an extremely long reload time, making it easy to be killed while changing magazines.


In ''[[Halo 3]]'', the SMG has been much improved. By itself, the SMG can be an extremely devastating weapon in CQB, simply because of its high ammo capacity and lightning fast melee.  Many players prefer a SMG to an [[Assault Rifle]] because of these traits. While the AR has better range and damage, the SMG is better in close quarters.
In ''Halo 3'', the SMG has been much improved. By itself, the SMG can be an extremely devastating weapon in CQB, simply because of its high ammo capacity and lightning fast melee.  Many players prefer a SMG to an Assault Rifle because of these traits. While the AR has better range and damage, the SMG is better in close quarters.


==Against the Covenant==
==Against the Covenant==


Employed against certain members of the [[Covenant]], the SMG can be a useful weapon. When fired in short bursts, it can easily decimate whole squads of [[Grunts]] or [[Drones]]. The SMG is also very useful against [[Jackals]], with the 5 mm round curiously "stunning" the Jackal. It is not as effective against [[Brutes]] or [[Hunters]]. The SMG performs poorly against the [[Elite Personal Energy Shield|shields]] of [[Elites]] (but they do take them out quickly, just not as fast as a plasma weapon like the [[Plasma Rifle]] would). However, once the Elite is unshielded, it can be killed rather quickly. Against Elites, it is recommended to [[dual wielding|dual wield]] the SMG with a plasma weapon due to the latter's superior anti-shield capabilities.
Employed against certain members of the [[Covenant]], the SMG can be a useful weapon. When fired in short bursts, it can easily decimate whole squads of [[Grunts]] or Drones. The SMG is also very useful against [[Jackals]], with the 5 mm round curiously "stunning" the Jackal. It is not as effective against [[Brutes]] or [[Hunters]]. The SMG performs poorly against the [[Elite Personal Energy Shield|shields]] of [[Elites]] (but they do take them out quickly, just not as fast as a plasma weapon like the Plasma Rifle would). However, once the Elite is unshielded, it can be killed rather quickly. Against Elites, it is recommended to [[dual wielding|dual wield]] the SMG with a plasma weapon due to the latter's superior anti-shield capabilities.


==Against the Flood==
==Against the Flood==
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*Spare ammunition packs for the M7 SMG in Halo 2 are marked in red.
*Spare ammunition packs for the M7 SMG in Halo 2 are marked in red.
*It seems to be [[SPARTAN-117]]'s weapon of choice in Halo 2, when dual-wielded, and he is frequently seen dual-wielding SMGs. This image is seen on the cover of Halo 2 and its strategy guide. Another possibility is that it's to showcase the then new ability to dual wield.
*It seems to be [[SPARTAN-117]]'s weapon of choice in Halo 2, when dual-wielded, and he is frequently seen dual-wielding SMGs. This image is seen on the cover of Halo 2 and its strategy guide. Another possibility is that it's to showcase the then new ability to dual wield.
*[[Bungie]] was not happy on how the [[M6D Pistol]] and the MA5B behaved in [[Halo: Combat Evolved]]. They complained that the M6D behaved more like a rifle and the MA5B behaved like an SMG. Thus, in Halo 2, the [[M6C]], [[BR55]], and the SMG were born. Robert McLees, a weapons designer in Bungie, commented, "Now we have a rifle that behaves like a rifle, an SMG that acts like an SMG, and a pistol that acts like a pistol."
*[[Bungie]] was not happy on how the [[M6D Pistol]] and the MA5B behaved in [[Halo: Combat Evolved]]. They complained that the M6D behaved more like a rifle and the MA5B behaved like an SMG. Thus, in ''Halo 2'', the [[M6C]], [[BR55]], and the SMG were born. Robert McLees, a weapons designer in Bungie, commented, "Now we have a rifle that behaves like a rifle, an SMG that acts like an SMG, and a pistol that acts like a pistol."
*Although the M7 Submachine Gun is primarily issued to vehicle crews, it is also a favorite of commando teams in its sound suppressed version – the M7S.
*Although the M7 Submachine Gun is primarily issued to vehicle crews, it is also a favorite of commando teams in its sound suppressed version – the M7S.
*The issuing of the M7 to vehicle crews is similar to how real world vehicle crews are issued carbines and SMGs because of the fact that these weapons would take up less space in a vehicle.
*The issuing of the M7 to vehicle crews is similar to how real world vehicle crews are issued carbines and SMGs because of the fact that these weapons would take up less space in a vehicle.
*While encountered throughout the campaign mode in Halo 2 , M7's are only usable in the levels ''Crow's Nest'', ''Floodgate'', ''Cortana'', and ''Halo'' in Halo 3.
*While encountered throughout the [[campaign]] mode in ''Halo 2'' , M7's are only usable in the levels [[Crow's Nest (Level)|Crow's Nest]], [[Floodgate (Level)|Floodgate]], [[Cortana (Level)|Cortana]], and [[Halo (Halo 3 Level)|Halo]] in ''Halo 3''.
*They were first put into the games in Halo 2, but were seen before in the [[Halo Universe]], like in [[Halo: Contact Harvest]] and [[Halo: First Strike]] and around the year [[2535]] in use by [[Kurt]] in [[Halo: Ghosts of Onyx]].
*They were first put into the games in Halo 2, but were seen before in the [[Halo Universe]], like in [[Halo: Contact Harvest]] and [[Halo: First Strike]] and around the year [[2535]] in use by [[Kurt]] in [[Halo: Ghosts of Onyx]].
*In Halo: Contact Harvest, [[Staff Sergeant]]'s [[Avery Johnson]] and [[Nolan Byrne]]'s squads use M7 submachine guns when they raid the insurrectionist bomb shop and again when they attack the covenant on the [[Tiara]]. It was also used by the constables that guarded Governor [[Thune]]'s office in [[Utgard]].
*In Halo: Contact Harvest, [[Staff Sergeant]]'s [[Avery Johnson]] and [[Nolan Byrne]]'s squads use M7 submachine guns when they raid the insurrectionist bomb shop and again when they attack the covenant on the [[Tiara]]. It was also used by the constables that guarded Governor [[Thune]]'s office in [[Utgard]].
*This weapon is used by many characters on RvB mostly on the red team. When Donut was once asked to fire (in Caboose's mind), he said he couldn't because it was a purse.
*This weapon is used by many characters on [[Red vs Blue]] mostly on the red team. When Donut was once asked to fire (in Caboose's mind), he said he couldn't because it was a purse.
*The SMG was originally going to be in Halo: CE but was cut, possibly because the Assault Rifle made it obsolete without dual-wielding.
*The SMG was originally going to be in ''Halo: Combat Evolved'' but was cut, possibly because the Assault Rifle made it obsolete without dual-wielding.
*The SMG originally was meant to have a transparent plastic magazine, where the user could see the ammunition feed into the weapon. It was found to not be practical, and was given a stamped steel magazine.
*The SMG originally was meant to have a transparent plastic magazine, where the user could see the ammunition feed into the weapon. It was found to not be practical, and was given a stamped steel magazine.
*The SMG in Halo 3 has a different firing sound than the ones in Halo 2. Also the Halo 3 SMGs are slightly more powerful.
*The SMG in ''Halo 3'' has a different firing sound than the ones in ''Halo 2''. Also the ''Halo 3'' SMGs are slightly more powerful.


==Related Links==
==Related Links==