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HAMR

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HAMR Menu Icon BOII
HAMR
Damage

40-24

Weapon Class

Light Machine Gun

Magazine Size

Standard: 75 rounds
Extended Clip: 101 (SP), 100 (MP)

Unlocked at

Completing Cordis Die (SP)
Level 37 (MP)

Cost (Zombies)

950 (Mystery Box)

Starting Ammunition

75+225 (SP), 75+150 (MP)
125 + 375 (ZM)

Maximum Ammunition

75+525 (SP), 75+375 (MP)
125 + 375 (ZM)

Reload Time

4.25 normal, 4.8 empty

Rate of Fire

937 RPM (SP)
625 RPM (937 RPM for the first 7 rounds) (MP & Zombies)

Range (explanation)

HAMR Range BOII

Fire Mode

Automatic

Used by

Mercs, Yemeni Army

HUD icon

HAMR Side View BOII

For the attachment with a similar name, see HAMR Scope.
For the assault rifle variants, see SCAR-H and SCAR-L.
"Fully automatic LMG. Reduces fire rate over time, becoming more accurate."
— Description.

The HAMR is a Light Machine Gun featured in Call of Duty: Black Ops II and Call of Duty: Strike Team.

CampaignEdit

HAMR can selected in the customized loadout for use upon the completion of the level "Cordis Die. It is commonly seen being used by the Yemeni Army in the level "Achilles' Veil". Unlike its counterpart in multiplayer and Zombies, the HAMR in the campaign has a constantly high rate of fire of 937 rounds per minute, like the QBB LSW.

MultiplayerEdit

Unlocked at level 37, the HAMR fires seven rounds at 937 RPM before dropping to 625 RPM (similarly to the AN-94, which fires the first two rounds at 937 RPM). The trigger can be feathered, which allows the gun to fire its initial burst repeatedly. It is a medium damage light machine gun, killing in three bullets out to medium to long range, up to a maximum of five at longer distances. The iron sights are somewhat clear, but the excessive muzzle flash can hinder sustained accuracy, although a Suppressor will cut down on this. An optical attachment is recommended for capitalizing on its accurate long range fire. The Foregrip attachment may also help, as it increases the re-center speed, although the effects are negligible. 

This weapon is best employed in a support role. It lacks the faster handling of lighter weapons, and the slow aim down sight time means players might want to be able to stay prepared for any enemies that enter their line of sight. The Quickdraw Handle slightly decreases the time to aim down the sights and makes the HAMR more effective at closer ranges, although it is still most useful for locking down long sightlines and objectives.

As of the January 26th patch, all light machine guns have the same time to aim down the sights at 450 milliseconds.

ZombiesEdit

The HAMR appears in all Zombies maps, except Mob of the Dead. It starts out with a 125-round magazine with 375 reserved. It is one of the more useful weapons, dealing moderate damage, having a large magazine, and moderately fast reload time for a light machine gun. Double Tap Root Beer is useful for increasing the damage dealt, but its traits are offset by the increase recoil and ammo consumption, and Speed Cola helps to shorten the lengthy reload. Stamin-Up can be used to increase mobility, though Stamin-Up is not featured in Nuketown Zombies as it must be switched to a lighter weapon to be at a distance as the HAMR is not CQC-friendly. The large amount of recoil, however, hinders its accuracy at longer ranges, making burst firing a priority to conserve ammo and increase accuracy.

When Pack-a-Punched, it becomes the SLDG HAMR and is one of the weapons that can be Pack-a-Punched multiple times to cycle through attachements. Possible attachments include an ACOG Scope, a Reflex Sight, and a Foregrip.

Due to a patch, the recoil of the HAMR was increased tremendously, making Pack-a-Punch necessary to reduce it, especially with the Foregrip attachment. This is also shared with the RPD and modern weapons.

GalleryEdit

For camouflage images, see HAMR/Camouflage.
For attachment images, see HAMR/Attachments.

TriviaEdit

  • There is a barcode on the side of the gun.
  • The name of the Pack-a-Punched HAMR is "SLDG HAMR", sounds like "Sledge Hammer."
  • When reloading, the player will use a new magazine to discard the old one, similar to the FAL from Call of Duty: Modern Warfare 2, as well as the FAL OSW and the AN-94 from Call of Duty: Black Ops II.
  • There is an unusable bipod on the bottom of the HAMR.
  • As of patch 1.07, along with several other weapons, HAMR has roughly 30% increased recoil in Zombies.
  • "SCAR M.ARS CAL. 7.62mm" is written on the side of the gun.
  • It has its sling wrapped around the body, similar to the MTAR or the Commando.
  • The magwell appears to have cracked, and then later patched up.
  • In multiplayer and Zombies mode, the first seven shots are fired at the same rate as the QBB LSW. In the campaign however, the whole rate of fire is the same as the QBB LSW.
  • When used with the Hybrid Optic, switching between zoom levels rapidly while firing did not cause the initial rate of fire to decrease. This was later fixed in a patch.
  • When equipped with Rapid Fire or Double Tap Root Beer the first seven rounds' rate of fire is increased as well as the rounds fired afterwards. However, it is difficult to notice due to the sheer speed, so it may seem like Rapid Fire does not increase the rate of fire of the first seven rounds even though in reality, it does.
  • 'R&W EL PASO, TEXAS' is written on the side of the gun.
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