Machine Gun Guard | |
Health |
40 |
Will gib when health is |
-30 |
Attack Damage |
Machinegun: 2 per bullet |
Drops | |
Found in |
Quake II |
[Source] |
“ | Bigger, meaner, and deadlier than above... with a machine gun for a right arm. | ” |
—Quake II Manual |
In Quake II, the Machine Gun Guards are one of the three Stroggified humans who wear gold and dark grey armor. As the name suggests, Machine Gun Guards are equipped with a Machine Gun. Machine Gun Guards have the most health of the three original Guards (although the three newer Guards introduced in The Reckoning are tougher).
Machine Gun Guards are one of the most frequently-encountered enemies in the game; in fact they are the second-most common Strogg in the Quake II single-player campaign, after the Gunner.
Behaviour and Attacks[]
The Machine Gun Guard will fire its Machine Gun in a volley containing a random number of shots, ranging from 4 to 11 bullets, each individual bullet dealing 2 damage. It is a hitscan attack. Strafing allows a player to avoid most of the bullets, but the occasional bullet might still hit.
When fired upon, Guards sometimes duck and may return fire from their crouching position. Furthermore, when a Guard is killed but not gibbed, there is a chance it may perform a final attack - it falls onto its back, raises its weapon and fires two machine gun volleys directly forward. This behaviour is common to all Guards.
Strategies[]
- Alone, a Machine Guard Guard is easy to kill - an accurate hit from the Shotgun or a very brief burst from your own Machine Gun (five bullets, to be precise) is enough to put one down. However, since the Machine Gun Guard has more health than the Light Guard and Shotgun Guard, he is more likely to survive a shell from your Shotgun than the other two, so the Machine Gun is the better option. Once you have the Super Shotgun, it may be advisable to use this for Guards instead of the Shotgun - due to its higher damage output and wider spread, you can be more certain of a swift kill without needing pinpoint accuracy (this tactic uses two shells rather than one, but it's generally worth it if it means you'll avoid its return fire - shotgun shells are plentiful enough). In groups, the Machine Gun can easily mow them down, but you should beware their return fire - make your shots count. Despite the Machine Gun Guard's low health, its damage potential shouldn't be underestimated - it's important to kill them quickly before they have a chance to shoot you.
- Learn to recognise the sounds Guards make when they're idle. They can often be found waiting around corners or behind obstacles ready to ambush you, but if you recognise their sound ahead of time and work out where they are before they are aware of you, you can dispose of them safely by throwing a Hand Grenade nearby.
- In the Ground Zero expansion, the Plasma Beam is a new weapon which is able to perform the Machine Gun's role (a rapid-fire hitscan weapon) more effectively, having roughly twice the damage output and better accuracy, so it's a worthy weapon against Shotgun Guards and Machine Gun Guards.
Appearance statistics[]
Campaign | Easy | Medium | Hard/Nightmare |
---|---|---|---|
Quake II | 136 | 159 | 170 |
The Reckoning | 18 | 24 | 23 |
Ground Zero | 79 | 76 | 72 |
Quake II 64 | 12 | 8 | 48 |
Quake II PSX | 47 | 30 | 61 |
Call of the Machine | 74 | 74 | 78 |
Death Message[]
- Player was machine-gunned by a Machinegun Guard.
Sounds[]
Sounds | |
---|---|
The Guard being idle | |
The Guard spotting an opponent | |
The Guard being injured |
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The Guard being killed |
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