Machine Gunner
From Undead Assault II Guide
Contents |
Overview
The Machine Gunner is a low-ranked heavy infantry unit equipped with a long-range automatic weapon. The MG has substantial damage output, but relies on a steady supply of ammunition. The MG's long range also allows him to fill a fire support role, protecting fortified locations with suppressive fire and early engagement. Higher-ranked players who enjoy the Machine Gunner MOS may wish to switch to the Cyborg, shares a similar weapon load-out and combat role.
Unit Information
Machine Gunner
Deployment Information
| Required Rank | Private First Class |
| - Experience | 251 |
| Deployment Cap | 2 |
Basic Stats
| Health | 450 |
| - Rank Modifier | 4 per rank |
| Energy | 165 |
| Base Move Speed | 230 ms |
Starting Equipment
| Magazines | 12 |
| - Magazine Ratio | 2 to 1 |
| - Rounds per Magazine | 100 |
| Starting Items | Ground Flares (4) |
Weaponry
| Weapon Type | Machine Gun |
| - Upgrades Available | G89 |
| Range | 2500 |
| Rate of Fire | Very Fast |
| - Modifier | Rapid Fire |
| Base Damage | 62 - 76 |
| - Rank Bonus | 1 per rank |
| - Damage Type | Machine Gun |
Defense
| Armor Points | 2 |
| Armor Type | Heavy |
| Can Riflebutt | No |
| Special | None |
Skills
Soldiers are taught basic skills necessary for their survival in the field with their machine gun, which includes marksmanship, reloading, cleaning and handling their weapon and physical fitness. 10 ms bonus with level 4 training. Adds 6 bonus damage, 5 bonus life and reduces reload time by .6 seconds and unjam time by .15 seconds per level.
Requires: - Hero level: 3,5,7 Increases the length of each ammunition belt and amount of magazines used when reloading.
- Level 1- Feeds 1 magazine's worth of ammo into your current case. 4.5 second loading time. Case capacity 200 rounds. (cost 5 mana)
- Level 2- Feeds 1 magazine's worth of ammo into your current case. 3 second loading time. Case capacity 300 rounds. (cost 5 mana)
- Level 3- Feeds 1 magazine's worth of ammo into your current case. 1.5 second loading time. Case capacity 400 rounds. (cost 5 mana)
Gives a chance to hit a critical shot on the enemy, dealing extra damage.
- Level 1- Gives a 15% chance to do 1.5 times normal damage on an attack.
- Level 2- Gives a 15% chance to do 2.5 times normal damage on an attack.
- Level 3- Gives a 15% chance to do 3.5 times normal damage on an attack.
- Level 4- Gives a 15% chance to do 4.5 times normal damage on an attack.
- Level 5- Gives a 15% chance to do 5.5 times normal damage on an attack.
- Level 6- Gives a 15% chance to do 6.5 times normal damage on an attack.
- Level 7- Gives a 15% chance to do 7.5 times normal damage on an attack.
- Level 8- Gives a 15% chance to do 8.5 times normal damage on an attack.
Requires: - Hero level: 2 Increases the soldier's attack speed but remains stationary for the duration.
- Level 1- Increase the attack speed by 50% and remains stationary for 6 seconds. Movement speed reduced by 90%. (cost 18 mana)
- Level 2- Increase the attack speed by 100% and remains stationary for 6 seconds. Movement speed reduced by 85%. (cost 17 mana)
- Level 3- Increase the attack speed by 150% and remains stationary for 7 seconds. Movement speed reduced by 80%. (cost 16 mana)
- Level 4- Increase the attack speed by 200% and remains stationary for 7 seconds. Movement speed reduced by 75%. (cost 15 mana)
- Level 5- Increase the attack speed by 250% and remains stationary for 8 seconds. Movement speed reduced by 70%. (cost 14 mana)
Right-click to active auto-casting
Adds bonus a percentage of damage bonus to nearby friendly units.
- Level 1- Adds a 10% damage bonus to nearby friendly units.
- Level 2- Adds a 15% damage bonus to nearby friendly units.
- Level 3- Adds a 20% damage bonus to nearby friendly units.
- Level 4- Adds a 25% damage bonus to nearby friendly units.
- Level 5- Adds a 30% damage bonus to nearby friendly units.
Skill recommendations
Special Combat Training - Standard ability that most classes have. In harder modes such as hard or insane the bonus movespeed(MS, for short)that it gives is a life saver when your trying to get away. The lowered reload time is also nice if you have not leveled your Link Belts Ability. Lowered unjam time is great if your using Rapid Fire, because of increased ROF jams occur within shorter amounts of time. Added damage and health are nice perks that comes with the leveling of this ability.
Linked Belts - This should be leveled when ever possible. It has no draws backs to it. Each level allows you to load one more magazine or belt (100 rounds) into your case. A side note you can't link more then the capacity of your case, say that you have level 1 link belts and there is 101 rounds in your gun can't link. That because 101+100=201 which your case can't hold that many rounds. You can only link if the current number of rounds in your case is less then or equal to 100 less to the maximum capacity of the case. It can also act as alternative to leveling special combat training for the sake of short reload times as long as you link your belts before you empty your case.
Critical Shot - This is what gives the Machine Gunner his potency. This should be leveled at least every other level. With a level 8 Critical Strike, a G89, and AP Rounds this a MOS can easily critical for 1000+ damage fairly often. Making it excellent for large targets. Or if you prefere stun rounds to AP rounds it can make it almost as effcient as smoke grenading a target.
Rapid Fire - Seemingly an increased ROF could never be a bad thing, but it has its cons too. The obvious one is the major decease in movespeed. You should never active rapid when an zombie is near. Because it is hard to avoid being hit or even killed (bosses like to hit hard) if they are right next to you. Although you do have a chance, if you Rapid Fire and find you self unable to kill the zombies or boss before you can move again... you can jump out of range. The hot keys for that is "z" then "q". This also has another draw back, it can waste vast amounts of ammo; especially in easier modes. When you get into the bonus 200% ROF you may be shooting around 6 bullets at one zombies when in only takes 3 to kill it. The distance at which their at has to be accounted too, the closer the targets are the less ammo wasted. This is because you able to fire at such high rate that you can shoot off multiple rounds before the first ones hit. You don't really have to worry about that when your shoot at a bosses because they normally don't die in the first 1 to 5 shots. I would not leave this on auto-cast unless your camping.
Concentration - Well it just increase damage by a percent. It is nice just to get one level, because the first level gives you a 10% bonus damage increase. Level 2 and above only add an extra 5% bonus damage. It totals to a 30% damage increase to most MOS's in the game.
Tactics
Sprint and Shoot: a standard skill that any play should be capable but is crucial to playing the Machine Gunner. If a zombie is near by then don't stop and shoot, get away first. You can just move away, harder modes you can't out run them normally, activate sprint to gain some distance form the hostile(s). To do this hit "z" then "t". When your away from the hostile(s) deactivate sprint and fire. Rapid Fire maybe of use once your away. If your low on ammo and you Rapid Fire it might get you killed, so try to keep a mental tab on how much ammo you may have left before you use RF.
Flares: Flares are extremely useful to a Machine Gunner. When you have a horde and boss(es) approaching you flares can magnify the effectiveness of the Sprint and Shoot tactic. Simple shoot the flare near your self, but in the direction of hostiles that need to be avoided. Then use the Sprint and Shoot tactic. Another useful thing to do is during umbrella mode is to be it a forest with Flares and Rapid Fire leveled. If you know that umbrella troops are nearby then active rapid fire and shoot the flare to their supposed location. A risky tactic but if used right can cut down a part of an umbrella squad.
Saline Syringes: It is a bit self explanatory but try to keep Saline Syringes on you at all times. If your camping they the need for them is not that great, yet if your on a mission you really should have them. You can't always rely on your team or a medic. This is because they remove things that slow you down, poisons and bone fractures(and heal restore some health). Speed is key to Machine Gunner if he can't move at decent rate then he is most likely doomed.







