This subject is related to the Combine era.
This is a safe article. Click for more information.

Autogun

From Combine OverWiki, the original Half-Life wiki and Portal wiki
Jump to: navigation, search

This subject is related to the Combine era.
This is a safe article. Click for more information.

Born.png This article would greatly benefit from the addition of one or more new images.
Space.png

Please upload one or several relevant images (from canonical / official sources) and place it here. Once finished, this notice may be removed.

Autogun Idle.jpg
Autogun
Production information
Faction

Combine

Manufacturer

Combine

Type

Pulse turret

Technical specifications
Damage

Very high, almost instant kill

Ammo

Infinite

Ammo type

Dark Energy

Rate of fire

Similar to the Overwatch Sniper Rifle

Accuracy

100% (unless target is hidden)

Range

Far

Usage
Used by

Combine

Counterweapon(s)

Grenade

Game information
Entity

func_tank_combine_
cannon

"Well that could be a problem. You hear that autogun going off out there? We normally run supplies out to the White Forest base, but a few days ago the Combine cut off access."
Rebel[src]

The Autogun,[1] also known as the Autocannon,[2] is an automated stationary Combine pulse turret seen in the Half-Life 2: Episode Two chapter Under the Radar at Station 21.

Overview[edit]

The Autogun is a powerful Combine pulse emplacement installed on the wall of a building in the Station 21 scrapyard to stem the flow of Zombies passing by, as well as to block Resistance supply runs to White Forest. It is made up of two components: the turret, which is comprised of three automatic pulse cannons, and the control system placed inside its building. The Autogun's three cannons resemble enlarged Emplacement Gun barrels fixed to movable mounts, with laser sights attached to their undersides that emit blue indicator beams similar to that of the Overwatch Sniper Rifle's. Its outmost two cannons constantly swivel about, searching for targets in their proximity, while the central cannon stays in place, targeting and firing on the player only. The Autogun's attack is extremely deadly, being able to ignite and sever zombies in half, and can chip away all of the player's health in mere seconds.

Tactics[edit]

The Autogun boasts a high firing rate and lethal damage, and can only be defeated by sneaking behind it and dropping a Grenade into its control systems inside 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. When the Autogun lands a shot on zombies, it often cuts them in half, forcing the player to dispatch of 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 by Combine Soldiers patrolling the perimeters and the interior of the building, as well as Combine Sentry Guns emplaced in the surroundings. The Autogun can kill Overwatch Soldiers when they are accidentally in its line of fire, but it doesn't normally target them. One Zombine can be found banging on a door at the back of the Autogun building; the player can be chased by this Zombine, which is not targeted by the Autogun.

Related Achievements[edit]

Half-Life 2: Episode Two
Ep2 kill combinecannon.png Gunishment! (5G)
Destroy the Combine Autogun in the junkyard.

Behind the scenes[edit]

The possible early Autogun model.

According to Eric Twelker, in order to teach players that crouching through the trenches is critical for survival, the development team did several things. First, the sequence starts with 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 gun, 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.[2]

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.[2]

In the Episode Two model folder "Combine_turrets" where some of the Autogun models are located, a model named "combine_cannon" can be found. It is a blocky device set on a tripod and probably the early, incomplete model.

Gallery[edit]

List of appearances[edit]

References[edit]