While I was a mortarman by MOS, my favorite roles in the USMC were Forward Observer, with SAW Gunner being a close second. While I am still quite new to PR, I have found that my USMC training has been directly applicable to many roles, specifically automatic weapons and AR in particular. I have been playing (wasting days of my life) PC/Console games since the early 80's, and just about every flavor of FPS, including tactical FPS back to Delta Force, R6, H&D, original Flashpoint, yadda yadda... the point of all this is to say that I do have SOME experience, but am definitely still learning PR - PLEASE comment/correct/add to the following
Definitions/Classifications
(Definitions/classifications included are for the purposes of this post, not a semantics debate) I am unsure if the LMG 5.x mm cartridges are modeled separately than MMG 7.x mm cartridges as far as ballistic and kinetic energy performance goes.
For great information on all PR Weapons: Project Reality - imfdb :. guns in movies :. movie guns :. the internet movie firearms database
Direct link to machine guns: Project Reality - imfdb :. guns in movies :. movie guns :. the internet movie firearms database
Automatic Weapon/Firearm: Any weapon that fires more than one round in succession per trigger-pull/activation either by design or (according to the BATF, anyway) through mechanical fault in the action assembly.
Automatic weapons generally operate by using either the recoil generated from cartridge combustion, or retaining a portion of spent gas from each round fired to operate the bolt assembly automagically between each round. When a round is fired, a gas operated, recoil operated, blow-back operated, or blow-forward (rarely) mechanism powered by the energy from the combusting cartridge processes each subsequent shot by propelling the bolt assembly backward, the kinetic energy compressing a spring as the bolt extracts the spent casing from the breach, forces the ejection of the spent casing from the weapon, relieves the pressure on a spring loaded magazine allowing the next round to move upward (if rounds remain) and as it reaches maximum compression the spring forces the bolt forward once again. On the return trip, the firing mechanism is re-cocked, and the bolt either engages the next round presented from the magazine or (usually) locks in place if the magazine is empty. After engaging the next round in line, the bolt chambers the round and finally locks the bolt to the chamber and the weapon is ready to fire again.
An automatic weapon differs from a semi-automatic weapon in that the trigger assembly in a semi-automatic (or select fire set to semi-auto) is governed to wait for a separate triggering event for each round, whereas an automatic weapon only engages a braking action on the bolt assembly when trigger depression has ceased. Obviously the weapon will also cease firing when there is a failure in the ammunition feed due to obstruction or absence of ammunition.
With few exceptions, when any auto-cocking auto-loading/self-loading firearm (regardless of semi/burst/fully automatic trigger options) processes the final available round, the bolt will re-**** and the magazine will stop forward travel locking the bolt in the open position. Removing the spent magazine, inserting a loaded magazine, and then releasing the bolt will load the next round automatically - making the weapon ready to fire once more. A common Hollywood faux pas is the "dramatic weapon cocking" after a magazine is changed in this manner, as manually recycling the bolt will eject the unspent cartridge in the chamber and load the next one in line.
Light Machine Guns / LMGs
Any weapon with an ammunition capacity of 40 or more rounds, firing a cartridge with a diameter less than 7mm, and length less than 50mm.
USA/USMC:
M249 SAW
UK:
FN Minimi Para
Canada:
FN C9A2
Bundeswehr Infantry and Puma IFV:
MG4
PRC-PLA (Infantry, Vehicles, and Fixed Emplacements):
QBB-95
IDF:
IMI Negev
Iraqi Insurgents, Hamas, Taliban:
RPK
Insurgent Vehicles:
RPK-4
Medium Machine Guns / MMGs / Gatling Guns
Any weapon with an ammunition capacity of 40 or more rounds, firing a cartridge with a diameter between 7mm and 9mm, and length greater than 50mm.
US/Canadian/UK/IDF Vehicles:
M240C
US/IDF Helicopters (UH-60 door gun, AH-6):
GE 134 Minigun
UK Vehicles:
Canadian and Bundeswehr Tanks (Coaxial Mount):
[URL="http://www.imfdb.org/wiki/Project_Reality#MG3_Machine_Gun]MG3A1
MEC Infantry and MEC/Bundeswehr Fixed Emplacements (with 75 and 200 round ammo capacity respectively) :
CIS, MEC, Militia vehicles:
[URL="http://www.imfdb.org/wiki/Project_Reality#PKM.2FPKT_Machine_Gun]PKT
CIS, Taliban, Iraqi Insurgents, Hamas:
PKM
Militia:
M60 (Right click when selecting Automatic Rifleman at cache)
Various:
[url="http://www.imfdb.org/wiki/Project_Reali ... achine_Gun]M60[/url] - Mounted on RIB (Rigid Inflatable Boats - sometimes called Zodiacs)
Heavy Machine Guns / HMGs
Any weapon with an ammunition capacity of 40 or more rounds, firing a cartridge with a diameter between than 9mm and 15mm, and a length greater than 50mm. (Generally 100mm+ length cartridges) All are either fixed emplacement, aircraft, or vehicle mount.
(of particular note, most HMGs are 12.7mm, which is 1/2 inch, and also 50 calibers. The generic term "50-cal" is often used to refer to any fixed or vehicle mounted HMG in the game.)
HMGs are devastating to Infantry, light-skinned vehicles, aircraft, and to varying degrees APCs/IFVs
US/UK/IDF Vehicles and various fixed emplacements/MG nests:
Browning M2HB HMG
USA/USMC M1907 SPAA AAV, and OH-58D Kiowa Warrior Helicopter:
Browning M3 HMG
MEC Mi-17 Helicopter (door gun) CIS Mi-8 (door gun), CIS T-90 Commander cupola, MEC/CIS Emplacements:
Kord HMG
Insurgent Technicals, Militia T-62s:
DShK HMG
MEC/CIS MT-LBVM APCs, MEC T-72, Iraqi Insurgency technicals:
NSV HMG
CIS BTR-80, MEC/CIS BT-60, MEC/CIS/Miltia/Iraqi Insurgents BRDM-2 (also use in the quad mount KPV fixed AAA emplacement):
KPV HMG (14.5mm, the largest HMG in the game)
PRC-PLA ground and air vehicles:
Type 85 HMG
Automatic Cannons
Rapid firing (generally 90 RPM or faster) ground and air vehicle mounted weapons with bore diameters of 15mm or greater. Usually firing explosive ammunition.
(I am sure I am missing plenty of cannon armed vehicles, and may have some of the weapons wrong, please correct/add as needed)
US Aircraft/VADs:
M61 Vulcan and M197 Vulcan
USA/USMC LAV-25 and M2A2 Bradley:
[URL="http://www.imfdb.org/wiki/Project_Reality#M242_Bushmaster_Chaingun]M242 Bushmaster
UK (Canadian?) Warrior APC and Sabre IFV:
L21 RARDEN
Bundeswehr Puma:
MK 30/2 ABM
MEC/CIS/(others?) MT-LBM cannon armed variant (6MB4?):
GSh-30K
PRC-PLA WZ551:
Norinco(?) 25mm Cannon
Categories/Roles
In PR, there are many distinct categories/roles of automatic weapons, and the ammunition capacity, sights, feed method, and cartridge sizes vary to a great degree:
Infantry Squad/Section Automatic Weapons
The weapon included in the different Automatic Rifleman kits - including the PKM cache-pick up. Aside from the PKM and M60, all are generally LMGs, and aside from the RPK, come equipped with 100 Round belt/box magazine.
Some have options for scopes or open sights, see below for tactics specific to these sight types.
An indispensable member of any effective infantry squad in almost all combat situations, played effectively the Automatic Rifleman possesses the firepower to eliminate the majority of enemy units from light vehicles to platoons of infantry, the accuracy to do so from some extreme ranges, the opportunity in most cases to feed your squad leader an enormous amount of situational data, and the endurance to maintain all of the above for extended periods of time (especially with an attentive supporting rifleman).
Most of the tactics in this guide will focus around the AR kit itself, and squad tactics incorporating the AR most effectively, tactics are at the end of this post.
Fully-automatic Assault Rifles
Used in a supporting role, or when a dedicated automatic rifleman kit is unavailable, most burst and fully automatic assault rifles can adequately fill the role of suppression, expedient area denial, and recon by fire. The lack of a deployable bipod requires extra care in controlling burst length as well as the weapons recoil, and the shorter magazine requires cover and/or coordination with squad mates to ensure that you are not leaving gaps in fire the enemy can exploit to displace or return accurate fire on your/your squads position. These weapons are generally capable of selecting either a semi-automatic mode or a controlled burst mode. Semi automatic is generally preferable at range, and some use it or the controlled automatic-burst option even in close quarters.
For all weapons listed below, know the effective traverse and elevation/declination (depression) of your guns! Enemy infantry can close within a range with your vehicle that is inside your maximum gun depression, making you extremely vulnerable to sappers. If you even THINK you hear enemy infantry close to your vehicle, your drive needs to relocate immediately.
Fixed emplacement light, medium, and heavy machine guns
Generally quite powerful, deployed emplacements require careful placement and coordination with supporting forces to use effectively. Natural cover may protect an emplacement from enfilading fire, but may also give a flanking enemy an unfettered approach to overrun the position with small arms or explosives.
The more effective an emplacement is, the higher value a target it becomes. While it may be quite fun to stack up enemy infantry like cord-wood, depending on the assets available to the enemy you should have a timer in the back of your mind counting down, accelerating as more enemies become aware of the threat the position poses, to when you can expect the inevitable suicide vehicle, mortar/GL strike, or AFV that is impervious to your weapon type.
You can greatly multiply your enjoyment factor and effectiveness by vacating said position before any/all of the above inevitable responses are delivered.
Ground vehicle mounted exposed light, medium, and heavy machine guns
Some ground vehicles offer mounted automatic weapons in exposed or partially exposed positions with varying freedom of traverse. In order to employ these weapons effectively (while staying alive) you are greatly dependent upon the skill of your driver as well as effective communications between yourself, your driver, and when applicable your main gunner.
When in a vehicle, even in an exposed position, you are instantly killed when you've take sufficient damage - no revive possible.
Some vehicles mount light or medium machine guns in the passenger seat which are fixed to a forward firing arc with a limited degree of traverse. This makes them effective in the assault, and generally offer a more stable firing platform as target opportunities while moving are generally limited to low-deflection shots.
Other vehicles such as MG technicals, MBTs, and some Jeep-class vehicles offer fully/partially exposed MG mounts, usually in the MMG/HMG (most often) weight class. This gives you heavy firepower, a great tactical view, and a mobile firing platform.
- MG Technicals: Technicals that offer a DShK heavy machine gun mount, while fully exposing the shooter from the flanks, rear and partially exposing the shooter from the front, offer a full firing arc and very heavy firepower (a rarity for the forces equipped with these vehicles). Always employ a shoot-and-scoot doctrine with this vehicles, as they have a very low threshold for even small-arms fire. While you can engage most other light vehicles, limiting your fire to infantry and unarmed vehicles will greatly enhance your impact on the battle. When you must engage enemy light armor or armed jeeps, focus on vehicles that are unaware of you - at a distance - and preferably already damaged. Always attempt to adopt a targeting solution that includes any exposed enemies on the vehicle in question, specifically mounted weapons crewmen.
- Jeep-class vehicles: With most vehicles in this class, you will have an HMG with a 360 degree firing arc, and the ability to use CTRL to crouch. You should crouch anytime you are taking fire from an unknown direction - i.e., any direction not protected by your armored shield if available, and in that case only stay standing if you are returning fire on the enemy engaging you. When cresting hills, or traversing areas that you do not intend to clear, it's a good idea to duck for a short period and wait to see if you get sprayed by the enemy. Keeping them unaware of your presence until they reveal theirs can mean the difference between who gets to respawn first.
- MBT Commander position: While the driver or gunner is traditionally calling the shots in PR, this position is manned by the tank commander when applicable, in the real world. This position is almost completely the same as that in most of the jeep-class top mounts as mentioned above, but gunning in the commander's cupola should be approached with more discretion than those vehicles as you have a main-gunner that can fire from his protected position. Your main job here is observation, especially on the flanks (The Merkava's cupola has a limited traverse, so your rear quadrant will be a blind spot - keep this in mind). You should be watching your flanks any time you aren't assured of their security. Otherwise, try to maintain a different zone of observation than your gunner so you can most effectively cover the battlefield. Communication here is even more vital, as your recon will allow the gunner and driver to far more effectively employ one of the most powerful (and valuable) assets your team has. You should ALWAYS engage any enemy HAT/LAT/AT Emplacement you see, WHILE calling it out. Make use of the crouch function liberally, as an enemy spraying your tank trying to kill you will be easy for your gunner to locate and dispatch. Keep in mind, however, that your suppression allows for (and may be coordinated with) enemy AT units to line up on you - ALWAYS alert your tank squad when you are taking fire and from which direction.
Helicopter door-mount machine guns
Some transport helicopters are armed with door mounted machine guns/Gatling guns. Each of these weapons have a fixed firing arc to their respective side of the craft.
Helicopter door mounted weapons are some of the most misused/underused crewed weapons positions in the game.
Because of the importance of stealth and obfuscating your teams movements and intentions, you want to do everything possible to prevent the enemy from determining where your air assets are at any given time. Pilots fly low both to avoid enemy fire as well as to avoid enemy observation. When an enemy can hear you, but not see you, blindly firing door mounted guns can immediately give them a better picture of which craft is near them as well as an easier sound to fixate upon than the already loud engine.
When manning one of these positions, your main focus should be on relaying information to your pilot on enemy anti-air threats (any armed vehicle is a threat to your helicopter) as well as relaying any enemy assets fixed or otherwise to your pilot/squad leader.
The only time you should engage enemy units are when you have a stable firing platform, such as inserting/extracting from an LZ, or in a situation where you are moving slowly or hovering. The reason for this is due to the wild inaccuracy of these weapons on high-deflection/high-speed shots. Even the miniguns, with their huge volume of fire, will spread out like a busted bag of flower over long ranges at high speeds.
When inserting troops, if you aren't tasked to the transport as a gunner (i.e., you will be exiting the craft when your squad is inserted) you need to make sure your squad leader and your pilot know that you will be the last person off the chopper, and will be laying down suppressing fire. This way, your pilot doesn't bounce while you are still on the chopper. This has to be well-timed, as your helicopter is an extremely valuable asset and the longer it spends on station the more time the enemy has to intercept, but this is all moot if your squad gets wiped out immediately upon insertion. Make sure you coordinate with your squad leader and pilot! (You also need to be ready to be the first person on the helo when it comes in for an extraction, so you can get the gun spun up ASAP.)
Turreted vehicle mounted machine guns
This is very similar to exposed positions with the following two major differences:
- You have a higher amount of protection, as you are located inside of the hull of the armored vehicle. This allows you to focus more on putting effective fire on targets and less on avoiding acute lead poisoning.
- Your situational awareness is greatly narrowed. Your peripheral vision takes a huge hit, and it's also harder to hear environmental sounds and gauge distance based on that. You generally DO gain a telescopic sight with variable degrees of zoom, allowing you to more easily identify and determine friend/foe and therefore engage faster with better accuracy at range.
Vehicle mounted Co-axial machineguns
Many main-gunner positions in MBTs and IFVs/some APCs have both a primary weapon which is either a heavy cannon (40mm+/less than 30RPM) or Autocannon as described above, and a co-axial mounted machine gun, usually an MMG of some nature.
The co-axial gun is for suppressing/eliminating enemy infantry and light-skinned vehicles. As the main gun usually has multiple types of ammunition (AP/HE/Missiles/etc) your co-axial gun is a great fall-back when you do not have HE loaded in the main gun.
Your co-axial machine gun is offset from your boresighted main gun, so you need to familiarize yourself with the sighting characteristics to employ effective fire.
You are also unable to fire either gun while reloading your co-ax, so always let your driver and turret MG (if applicable) know when you are NEARING the need to reload, as well as when you initiate a re-load. A good driver may go hull down or otherwise move to a covered position while you reload in a hot zone, and a good HMG will time his reloading to ensure coverage while your gun is down.
Do not get fixated upon your co-ax when there is hostile armor in the area, unless their is an immediate threat from enemy fixed or infantry AT units. Unless you have plenty of overwatch, your main focus should be on neutralizing and therefore protecting yourself and your team against enemy armor threats (assuming you can effectively engage them with your available weaponry)
Conversely, do not get fixated upon your co-axial gun when there is NO hostile threat in the area. You should be focused on employing your main gun against larger groups of hostile forces, emplacements, dug in infantry. If you are low on, or out off, HE in this instance (unless the situation dictates otherwise), you should RTB as your AFV is worth a lot more as a fully armed AFV than an armored MMG platform.
Vehicle based Automatic Cannons (anything greater than 15mm)
This section builds upon Vehicle mounted Co-axial machineguns, as you will most likely have one if you are equipped with an automatic cannon.
Practice your marksmanship with your cannon. Don't use 10 rounds when 1 will suffice. You may seem to have a large magazine of 40-100 rounds per, but using as few as possible to take out enemy infantry will allow you to remain in the field far longer, and minimize the chances that you are low or reloading when that enemy vehicle makes an appearance.
Also, practice your ranging. While your tracers will give you the same ability to get the right elevation to get on target, the closer you are on your first shot greatly increases your chances of a kill before your enemy can relocate, as well as have a profound impact on ammo conservation.
Know your weapon, know your ammunition, and know your targets weak spots. Bouncing 20mm HE off the frontal armor of an MBT is like calling out for pizza, and by pizza I mean a very short lifespan for your vehicle. If you don't have time to switch to HE when engaging infantry, use your co-ax or offload to your HMG if possible. Don't let that CAS Huey know where you are when you only have 12 rounds left in your mag. If your driver feels that displacing is the best plan for a situation, don't garden hose your precious ammunition in the hopes that 10% might reach that enemy APC. If you can only affect an enemies rear-quarter, that means that he can most likely lay a hurt on you. If you aren't already laying in ambush or part of a coordinated assault, or your target isn't already very occupied in a different direction, the best plan may be to call in his location and beat feet.
The driver/gunner relationship is perhaps the most symbiotic in PR. Your driver needs to give you a stable platform, and you need to make sure he knows what you are doing. Don't call down the hurt on a target without letting him know before or at least AS you are doing it.
Aircraft pilot, co-pilot machine guns (in depth tactics not covered in this post)
While the relationship remains the same, and a lot of the basics do apply, the high-speed 3-dimensional combat environment aircraft operate in is very different than ground based tactics.
As in all other cases, close coordination with both your pilot and the rest of your team is key here.
Fixed Anti-Aircraft Artillery (in depth tactics not covered in this post)
While knowledge of automatic weapons fire, ballistics, and range estimation gleaned from other similar weapons systems make a huge impact on employing AAA, the only advice I will give is to ensure your team knows you are manning AAA and to keep you informed as to targets as they present themselves. You can make a huge impact on the entire battle if you are smart and have good aim, but the relationship between your effectiveness and your AAA gun becoming a crater is directly proportional.
Automatic Rifleman Tactics
- Suppressing Fire
The problem with suppressive in PR, as I have seen it used thus far, as opposed to its employment in actual combat goes:
- The incentive to take cover when being fired upon varies from player to player. Obviously PR players aren't QUITE as worried about the possible ramifications of field expedient FMJ implants as their real world counterparts.
- Some people just don't get it, a hold over from other games.
- Some people are willing to take the risk, especially if they are experienced enough to understand the accuracy of the incoming fire, to expose themselves for one well-aimed shot.
- Your chain of supply and supporting infantry line is generally limited in PR
- Other issues, listed below
1. People spray too much:
If you are pulling longer than targeted - short, and tight - bursts, a semi-experienced enemy knows that your fire is going everywhere. You are already a big target once you open up, so it's a matter of time before you are picking a spawn point or using your medic-alert "I've fallen, and I can't get up" buzzer. Moving, swinging your weapon around all affect your shot grouping. Whenever possible, allow time to resettle between all moves/shots. Even when you are in the shit, an extra second can be worth it.
2. Coordination:
a. AR's need to call out BEFORE they need to reload so other units can be ready to volley when they do reload. I usually call out at 25% mag remaining, and then immediately before reloading. Enemies will wait for the gap, so you can pause at 25% to see if they expose themselves and then let them know you still care. When you ARE reloading, your squad should either lay down sporadic fire en masse (if you are still actively trying to keep an enemy pinned), or simply provide overwatch and fire at targets that appear.
b. Suppression is only useful for temporarily pinning an enemy to accomplish a specific goal, mainly to cover a retreat or to perform a single envelopment crossfire or overrun. A good assaulting squad should be ready to rush with grenades and CQB tactics around the 3rd or 4th burst. Defensively, the AR should be supported by a battle-rifle armed kit to cover his move, and the entire withdrawal should be completed in less than 10 seconds. Any longer and the enemy is displacing, prepping grenades, or waiting for the gun to stop talking to return fire.
c. If your unit has no intention of exploiting your suppression, do not bother. It's a waste of ammo, and a huge neon sign for returning fire. Change tactics to selective marksman mode, and choose your shots/bursts carefully.
3. Employment:
Suppression doesn't always have to be wantonly pelting windows or a wall with abandon.
Area denial is often as or more effective than directly targeting an enemies last known position. If you are attempting to keep an enemy in one location for delivery of mortars or other high explosives, it's more effective to have battle rifles used for keeping their heads down with well aimed shots when they present themselves, and using the AR to light up the most likely avenue of displacement, i.e. the gap in the wall an enemy is likely to use to get out of there.
Even though you are firing into thin air, if the enemy knows you are focused on the one place they will be exposed they are much more likely to stay put than they are if you are hitting a wall (and therefore not watching said avenue). If you don't have tracers (and sometimes even if you do) I recommend laying fire down on a declination that is low to the ground. Leg shots are more effective than body shot, and the rounds impacting the dirt provide a greater deterrent to their moving through that corridor of fire.
An area denial type of set-up is also highly accurate. If you understand your weapon, an especially if you've already set up kill-zones on certain avenues of approach, instead of moving your weapon to track a moving target let them move into your path of fire. You will get the most accurate fire possible because you are completely stationary before you fire. Let THEM cross the stream.
4. Suppression against an enemy that is returning fire.
Should be handled with far greater emphasis on marksmanship than simple volume of fire. Not to say that you should get too intent on any given target, but you should be snapping to each enemy as they appear and throwing lead at whatever you can see, not just hosing the general area. A 5-7 round burst on center-mass, and quickly cycling targets.
Obviously if they do not duck after the first volley, and no other target has appeared, give them a second reminder as they are sighting in on YOU. The longer an enemy is given to site in on you without opposition, the greater chance that he is going to end your enjoyment. Always spread fire when applicable, even if the first target does not return to cover, they may have been hit or are affected by SOME suppression where as a new target is definitely not.
5. Suppressing enemies with concealment, but no cover
When enemies become stationary without cover (i.e., they have gone prone in the grass, or have ducked in to trees) IMMEDIATELY open up with low grazing fire (JUST off the deck, adjusting for range, for perfect grazing fire place the beaten zone ON your enemy:
After your first burst, immediately adjust left or right of the target (if they were moving in a given direction, start there. Aim a few degrees offset (range dependent), same elevation, and fire another burst. Adjust the opposite direction (from the original, last known enemy position) and fire another burst. Depending on the number of targets, and range, either repeat this same pattern, or continue alternating traverse incrementally in either direction. If you have an idea of how fast someone can move while prone, combined with a decent understanding of determining range/depth and your how your specific weapon performs at said range, you will end up with kills most of the time. If you are grazing properly, at most ranges in PR, your beaten zone will be a long oval pattern, and you shouldn't need to worry about them crawling toward/away from you and getting out of your impact zone. At the very least, they will be watering the plants, and if a medic is not already with them they will be hard pressed to get one to them in one piece.
Most importantly, call in the target area.
If possible, keep your own eyes on the area as long as you can. Look for likely points of egress or cover (trees, hulks, walls, etc) that they will try to get to. Expand your search range as time passes. Unless they are VERY patient, they are moving. If you cannot confirm a kill after 30 seconds or so, and you do not see any movement, consider displacing - but try to get someone to keep overwatch while you do.
The farther the range to the target, the farther you will need to displace to effectively evade the initial revenge volley. If they are 300m away, and they know your general direction, moving 10m or so is not going to throw them off. Once infantry have gone to ground, any decent overwatch will make getting out of an open area without cover, just concealment, a very difficult proposition.
Building on the above, the following basic styles of fire can all be modified for use in PR:
- Fixed Fire
- Traversing Fire
- Searching Fire
- Traverse and Search
- Free Gun
FOCUS your fire. If you don't have allies engaging such a wide front of opponents, you probably shouldn't be firing at all, simply relay their movements until you can bring combined arms to bear.
A good rule of thumb is: The farther away your enemy, the less you should be moving your barrel between shots. Once you've chosen your target, stay on them until they are down or a friend (preferably a big armored friend with rockets, bombs, cannons, lasers, etc) joins in on the fray.
Lastly, there is really NO time outside of CQB that you should be firing a deployable gun UNDEPLOYED.