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Very high, almost instant kill
|Rate of fire||
Similar to Overwatch Sniper Rifle
100% (unless target is hidden)
- The Autogun seen in Half-Life 2: Episode Two is used to stem the flow of Zombies passing by that location as well as block Resistance supply runs to White Forest.
- It has three blue search beams that are quite similar to and behave like Overwatch Sniper Rifles, but it fires a much more powerful shot which drain the player's full health in only a couple of hits. It can also ignite or cut Zombies in half.
The gun is much faster than a Overwatch Sniper Rifle, and hits even harder; it can only be defeated by sneaking around behind it and dropping a Grenade into its control systems in its building. The only way to do so without dying is to crawl through the trenches between the wrecked cars in front of it while avoiding Zombies and Headcrabs. While the gun dispatches most Zombies, it often cuts them in half, forcing the player to dispatch the attacking Zombie torso on their own. Going through the small buildings nearby is also required before finally climbing up the side of the Autogun's building. The area is heavily protected; Overwatch Soldiers patrol outside and inside the building. The Autogun can kill Overwatch Soldiers when they are in the line of fire, but it doesn't target them. It also still considers Zombine as Combine units, as it doesn't target them either (they also obviously die when in the line of fire). However this doesn't occur during normal gameplay.
|Half-Life 2: Episode Two|
|Destroy the Combine Autogun in the junkyard.|
Behind the scenes
- According to Eric Twelker, in order to train players that crouching through the trenches is critical for survival, the team did several things. First, the sequence starts the player in a safe position by forcing them to crouch under the fence to enter the area. Once inside, the player learns the Autogun's behavior by watching how it affects Zombies. Upright Zombies are gunned down, but their torsos are free to roam in the shadow of the junk. Some playtesters believed that while the gun was busy shooting Zombies with its single guns, they would be able to move freely; to counteract this impression, the team increased the number of guns from one to three, making it clear that there was always going to be a gun free to shoot the player.
- According to Martin Otten, the original design for the Autogun sequence involved shutting down the cannon by flipping a switch. That was considered neither obvious nor rewarding, so the team decided to let the player blow it up instead, which gave them another opportunity to use their cinematic physics.
- In the Episode Two model folder "Combine_turrets" where some of the Autogun models are located, a model named "combine_cannon" can be found. A blocky device set on a tripod, it is probably an early, incomplete model.