Submachine Gun (Half-Life 2)
This article is about the retail MP7. For the cut MP7, see MP7 (cut weapon).
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Gas-operated, short stroke piston, rotating bolt
|Rate of fire||
Medium to high
Short to medium
- The SMG's appearance and function resembles that of the real world MP7, the difference being a secondary, lower barrel serving as a grenade launcher.
- It has two fire modes; primary fire is fully automatic, with a high rate of fire, but poor accuracy, while the secondary fire launches a contact grenade.
- The SMG, along with the OSIPR, forms the bulk of the Combine's small arms and is often carried by Overwatch Soldiers and Metrocops. It is also widely used by members of the Resistance as a standard issue firearm.
- In Half-Life 2, Freeman acquires his first SMG in the chapter Route Kanal from a Metrocop who rappels down into the storm drain system to intercept him. In Episode One, the SMG is obtained from Overwatch Soldiers in the chapter Urban Flight. In Episode Two, the SMG is found in Griggs and Sheckley's outpost, in the chapter This Vortal Coil.
- Freeman can first acquires ammo for the grenade launcher in the chapter Route Kanal as part of a secret cache under the steam pipes next to a Lamba logo. In Episode One can be acquired in one of Supply Crate before Combine Supply room. In Episode Two acquired first in a supply cache in the chapter This Vortal Coil along with SMG itself.
- Because of the SMG's poor accuracy at medium to long range, it should be used mostly at short range. While it can kill an enemy at medium range, it will usually take about a full magazine or so to kill one enemy, which is a waste of ammo (although this is counterbalanced with the often abundant supply of SMG ammo lying around, especially in urban areas).
- The SMG's primary fire is very useful if combined with the built-in grenade launcher. Enemies that are wounded by the launcher can be easily finished off via the primary fire, even if the target is at medium to long range.
- Since fully automatic fire depletes ammunition quickly, ammo count should be closely watched.
- The secondary fire grenades are excellent for hitting targets that are behind cover or large groups of targets. Most humanoid enemies will die in one shot if they are either hit directly by the grenade or are very close to the point of impact.
- Grenades can do damage to enemies that are only harmed by explosives, such as Striders and Combine Gunships. This can be useful when one believes that an enemy is almost dead, but does not want to run back and grab more rounds for the RPG.
- The SMG grenades themselves are rare and therefore should generally be used as a last resort or against a close group of enemies. Care should be taken to avoid self-inflicted damage, which can be dangerous if a grenade detonates too close. Since the grenades have no time-delay fuse that would prevent premature explosions, there is a high risk of self-damage if enemies or allies move into the grenade's arc before one can react.
 Behind the scenes
- The Submachine Gun is inspired by the real-world MP7 by Heckler & Koch. In early versions of Half-Life 2, there were two submachine guns in the game; the SMG1, which was based on the real-world MP5K, and the SMG2, which was also based on the real-world MP7 (and was somewhat more closely based on the real gun than the final SMG is). The SMG1 had a 30 round magazine, a lower rate of fire and better accuracy, while the SMG2 had a larger magazine, a higher rate of fire, and poorer accuracy. At some point before the E3 2003 presentation, the MP5K-based SMG1 was dropped in favor of the final SMG.
- The SMG's grenade launcher function was originally intended to be a feature of the OICW, but when the OICW was cut in favor of the OSIPR, the grenade launcher feature was "transplanted" onto the SMG, presumably for balance purposes and to make the SMG more useful.
- In one of Half-Life 2 trailers, SMG has 60-round magazine instead of 45-round.
- When the weapon is reloaded, the magazine is never ejected; Freeman's hand just slaps the bottom of the gun.
- Even though many Rebels and Overwatch Soldiers use the SMG, Freeman is the only one who ever uses the grenade launcher.
- The leak 9mm Pistol uses the SMG reloading sound.
- A red holographic weapon sight sits on top of the upper barrel, but is never used.
- The SMG in Episode One uses the leak MP7's base textures, but the other textures (such as the normal map) are based on that of the final.
- In the original version of Half-Life 2, the SMG used to fire faster. When Episode Two was released, the SMG rate of fire was slightly lowered; this change was implemented in the 2010 versions of Half-Life 2 and Episode One.
Rebel using an SMG against Overwatch Soldiers at Shorepoint.
Leon listens to Alyx's transmission at Shorepoint, with his SMG on the table.
Overwatch Soldiers running towards Freeman with their SMGs at Bridge Point.
Rebel with an SMG near the lighthouse's secret door at Lighthouse Point.
Rebel with an SMG about to be killed by an Overwatch Sniper.
Gordon's weapons being taken away and destroyed in the Citadel, among them the SMG.
Overwatch Soldier with an SMG near the Technical Trainstation.
Alyx and Citizens near the Technical Trainstation, with Rebels holding SMGs.
 List of appearances
- Half-Life 2 at E3 2003: Traptown (First appearance) (Non-canonical appearance)
- Half-Life 2
- Half-Life 2: Deathmatch (Non-canonical appearance)
- Half-Life 2: Lost Coast (Non-canonical appearance)
- Half-Life 2: Episode One
- Source Particle Benchmark (Game files only) (Non-canonical appearance)
- Half-Life 2: Episode Two