When the MP7 is reloaded by an NPC, they remove the magazine from the foregrip rather than from below the trigger.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 MP7, presumably for balance purposes and to make the SMG more useful.At some point before the E3 2003 presentation, the MP5K-based SMG1 was dropped in favor of the final MP7. The SMG1 had a 30-round magazine, a lower rate of fire and better accuracy, while the SMG2 had a 60-round capacity, a higher rate of fire, and worse accuracy. In early versions of Half-Life 2, there were two submachine guns in the game the SMG1, which was based on the H&K MP5K, and the SMG2, which was based on the H&K MP7 (and was somewhat more closely based on the real gun than the final MP7 is).It is recommended to use the MP7 during the chapters Highway 17and Sandtraps in Half-Life 2, as the back end of the Scout Car has an ammunition box which holds unlimited MP7 ammo, allowing the player to save ammo for other weapons.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 the player can react. Care should be taken to avoid self-inflicted damage, which can be dangerous if a grenade detonates too close. The SMG grenades themselves are rare and therefore should generally be used as a last resort or against a close group of enemies.This can be useful when the player believes that an enemy is almost dead, but does not want to run back and grab more rounds for the RPG. Grenades can do damage to enemies that are only harmed by explosives, such as Striders and Combine Gunships.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. ![]() The secondary fire grenades are excellent for hitting targets that are behind cover or large groups of targets.Since fully automatic fire depletes ammunition quickly, ammo count should be closely watched.Enemies that have been wounded by the launcher can be easily finished off via the primary fire, even if the target is at medium to long range. The MP7's primary fire is very useful if combined with the built-in grenade launcher.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). Because of the MP7's poor spread at medium to long range, it should be used mostly at short range.In Episode Two it is first acquired in a supply cache in the chapter This Vortal Coil along with the MP7 itself. In Episode One, it can be acquired in a Supply Crate before the Combine Supply. In Episode Two, the MP7 is found in Griggs and Sheckley's outpost, in the chapter This Vortal Coil.įreeman can first acquire ammo for the grenade launcher in the chapter Route Kanal as part of a secret cache under the steam pipes. In Episode One, the MP7 is obtained from Overwatch Soldiers in the chapter Urban Flight. In Half-Life 2, Gordon Freeman acquires his first MP7 in the chapter Route Kanal from a Metrocop who rappels down into the storm drain system to intercept him. It is also widely used by members of the Resistance as a standard issue firearm. The MP7, along with the OSIPR, forms the bulk of the Combine's small arms and is often carried by Overwatch Soldiers and Metrocops. The MP7's has two fire modes primary fire is fully automatic, with a high rate of fire, but poor accuracy, while the secondary fire launches a non-rocket propelled contact grenade which explodes on impact, coming from an attached grenade launcher. Rebels aiming at the Gunship with their MP7s during the attack on New Little Odessa.
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