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Submachine Gun (Half-Life 2)

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This article is about the retail MP7. For the cut MP7, see MP7 (cut weapon).

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SMG HL2.jpg
Submachine Gun
Production information
Faction

Combine

Type

Submachine gun

Technical specifications
Damage
  • 4/bullet (5 in HL2DM)
  • 100/grenade (if direct hit)
Ammo
  • 45 rounds
Max ammo
  • 270 rounds
  • 3 rifle grenades
Modes

Automatic

Weapon category

3

Ammo type
Operation

Gas-operated, short stroke piston, rotating bolt

Rate of fire

High

Recoil

Low

Spread

Medium to high

Projectile speed

Hitscan

Accuracy

Poor

Range

Short to medium

Usage
Used by
Game information
Entity
  • weapon_smg1
    (weapon entity)
  • item_ammo_smg1
    (ammo entity)
  • item_ammo_smg1_large
    (ammo entity)
  • item_ammo_smg1_
    grenade
    (grenade ammo entity)
  • grenade_ar2
    (grenade projectile entity)
Designer(s)

Ted Backman[1]

The Submachine Gun, also known as SMG1, is a compact automatic firearm used by the Combine and the Resistance.

Overview[edit]

Rebels aiming at the Gunship with their SMGs during the attack on New Little Odessa.

The SMG's appearance and function resemble that of the real world MP7, the main difference being a secondary, lower (or upper) barrel presumably serving as a grenade launcher. It sports two firing modes: the primary fire is fully automatic with a high rate of fire but poor accuracy; the secondary fire launches a contact grenade which deals heavy splash damage. The SMG, along with the Pulse Rifle, forms the bulk of the Combine's small arms arsenal and is often carried by Combine 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 Combine 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. In Half-Life 2, Freeman can first acquire ammo for the grenade launcher in the chapter Route Kanal as part of a secret cache under the steam pipes next to a Lambda logo. In Episode One it can be found in one of the Supply Crates before the Combine Supply room. In Episode Two it is located in a cache in the chapter This Vortal Coil along with the SMG itself.

Tactics[edit]

Combine Soldier being killed with the Scout Car while his SMG flies towards Gordon.

Because of the SMG's poor accuracy at medium to long range, it should be used mostly at short range, for at longer distances it requires much more shots to take down a hostile. Since the SMG's fully automatic fire depletes ammunition quickly, it is advised for the player to be watchful for their reserve ammo left. However, this is somewhat counterbalanced with the abundant supply of ammo lying around, especially in urban areas. Furthermore, Noriko equipped the Scout Car with an ammunition box at its rear, holding unlimited SMG ammo.

The SMG's primary fire is very useful when combined with the built-in grenade launcher, as enemies that are wounded by the grenade can be easily finished off with the primary fire, even if the target is further away. The secondary fire grenades are excellent for hitting covered or large groups of targets. Most humanoid enemies will die from one shot if they are either directly hit or are very close to the point of impact. Grenades can also 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. It should be noted that the SMG grenades themselves are rare and therefore should generally be used as a last resort against a close group of enemies. Care should be taken to avoid self-inflicted damage, since the grenades have no delayed fuse that would prevent premature explosions, which can be dangerous if a grenade detonates too close or when NPCs move into the grenade's arc before one can react.

Behind the scenes[edit]

The SMG2's viewmodel.
  • The Submachine Gun is inspired by the real-world MP7 by Heckler & Koch, which entered serial production and widespread use starting in 2001. 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 Pulse Rifle, 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.[2]

Trivia[edit]

  • When the SMG is reloaded, the magazine is never ejected; Freeman's hand just slaps the bottom of the gun.
  • Even though many Rebels and Combine Soldiers use the SMG, Freeman is the only one who ever uses the grenade launcher.
  • The leak 9mm Pistol uses the SMG's reloading sound.
  • A red holographic sight sits on top of the upper barrel, but is never used.
  • Despite using a different calibre of ammunition, the SMG ejects 9mm shells when firing. This is likely a mistake, as there is a fully complete but unused rifle shell model in Half-Life 2's files.
  • As an Easter egg, the crate for SMG ammo appears in Aperture Desk Job.

Gallery[edit]

List of appearances[edit]

Submachine Gun (Half-Life 2)
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Main games[edit]

Other[edit]

References[edit]