Super Machinegun

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Ammochain (Marine)**75% less ammo consumed

**Scavenger (Technician)**Convert weapon into a Mod Pack

**Assembly Optimization (Technician)**50% damage increase.

> *Originally designed to be mounted on tripods or vehicles, the Super Machinegun features a colossal magazine and fires bullets designed to shred through just about anything.
> Some enterprising Marines have started carrying them around, however, seeing how useful they are against the more squishy varieties of hellbeast.*
>
>

The **Super Machinegun** is a **Master Assembly** Battle Rifle weapon.

Battle Rifle | + |  +  +  +

## Tactical Analysis

The *Super Machinegun* is a simple but very powerful rapid-fire weapon. Having better overall statistics than any of its predecessors, but with nothing unique on its own. With high damage, large magazine size, good reload speed, consistent fire rate and reasonable accuracy for a weapon of its caliber, the *Super Machinegun* is the definite choice for any no-nonsense marine who just wants a Chaingun, but better.

Arguably, it is the ultimate form of the Gatling Gun. In comparison, the *Super Machinegun* boasts an even higher base damage per shot, enough to gib imps and all types of former human in a just one or two shots. Better fire rate and no windup animation, but a little bit worse accuracy, especially on long range.

Reliable is a word that can be used to describe the *Super Machinegun* as a whole. At mid-long range, this weapon can cut a swath through all low HP enemies and stun-lock anything bigger with a sustained fire. From a horde of high-tier pinkies to a swarm of Cacodemons.

For more in-depth damage calculation, each shot from Super Machinegun may only roll for 3 specific range of damage: **25** for minimum damage, **50** for average and **75** for maximum damage.(Citation Needed)

As mentioned above, the main weakness of the Super Machinegun is the accuracy. Despite showing a very good performance at medium-long range, its hit rate drastically drops at longer range, unfortunately making the *Super Machinegun* the only rapid, non-rotary weapon that cannot be used for long-range sniping.

Another small but noticeable weakness is the inability to consistently stuns high pain-tolerance enemies such as the Arch-vile family. While the fire rate of the *Super Machinegun* is indeed very decent, it is not absurdly fast like the Minigun and thus, can hardly make these monsters flinch. Combined with the aforementioned less accuracy at longer range means even less shots will find its mark, Making long-range engagements where canceling big attacks is the key for survival even more problematic.

With the Marine's **Ammochain** perk combined with a whopping magazine size of 120, a marine user would find the *Super Machinegun* experience to be akin to that of a Nanomanufacture Ammo weapon, delivering a nigh-infinite amount of bullets but with a much less prolonged firefights due to superior damage.

As a **Master Assembly** weapon, the *Super Machinegun* receives a massive 50% damage increase from the Technician's **Assembly Optimization.** Making it the most powerful bullet-based, rapid-fire weapon in the game, dealing 112 points of damage per shot on maxed roll.

### Enemy-Specific Analysis

* **Former Humans** (All types) - The best weapon to use against, no matter what tier. At any range past mid-long, however, exchanging fire may ensue.
* **De-vile** - Despite not being particularly effective against any monsters in the Arch-vile family, De-vile is the exception. The *Super Machinegun* is one of a few weapons where its damage matches its fire rate, and can easily snipe off the sigils on the De-vile's head in a few hits. Especially during the special attack where De-vile lifts the player up with telekinesis, one can simply point the gun at it's head and rapidly obliterates all three sigils in their firing cone.
* **Abominant** - Despite Abominants being notorious for having very low pain chance and the *Super Machinegun* being bad at stunning monsters, The *Super Machinegun* can easily stun the Abominant out of its attack due to seemingly having a different pain chance mechanic.

### Pros

* Very good damage.
* good fire rate compared to any rotary cannons.
* Very good magazine size. Considered unlimited when playing as a marine.
* good in any situations that isn't sniping.
* Simple weapons, no gimmicks.

### Cons

* Accuracy decays past mid-long range.
* bad fire rate compared to any automatic rifles.
* Consumes ammo very fast if not playing as a marine.
* Can't erase its small shortcoming with modpacks.
* Simple weapons, no gimmicks.

## Modpack Analysis

Due to being a **Master Assembly** weapon, the *Super Machinegun* regrettably, cannot be further modded.