Description
“ | The M1 carbine is a lightweight, easy-to-use semi-automatic carbine widely used by paratroopers. Not great at range, but good at close ranges. Uses a 15 round box magazine. | ” |
― Heroes & Generals |
Gameplay
The M1 Carbine is an American light-weight semi-automatic carbine, released in the "Rommel" update.
It compensates its low damage (due to the low-damage of .30 Carbine) with a moderate rate of fire and moderate recoil. It is somewhat inaccurate at longer ranges.
The M1 Carbine suits paratroopers that require the capability to take down enemies within a matter of seconds as well as pathfinders who often forego the M1 Garand in order to have a greater CQC capability. The large amount of ammunition means that even at long ranges, one can still land shots, dealing minor damage and forcing enemies to seek defensive positions.
In CQC situations against LMGs and SMGs, it is often necessary to use the guns accuracy to your advantage by spraying at an enemy's head. This can turn it into an extremely effective CQC weapon, albeit a very difficult one to use. Also, in many situations it is a good idea to hip fire within 5m. Beyond this point, it is better to ADS.
Though this weapon can shoot at 551 RPM, it only shoots as fast as you can click so added ROF will only decrease stability. Give yourself a clicking test and adjust ROF according.
Pros
- Fast: Unlike the M1 Garand the Carbine’s rate of fire is much faster, allowing you to put more rounds down range in a shorter period of time.
- Close Combat: Easily the best rifle for “no scoping”. Just stick the barrel right at the enemy and keep pulling the trigger until they drop.
- Close Range Accuracy: Much more accurate than an SMG in close range, combined with its low recoil and high RoF makes headshots a breeze.
- Not Full-Auto: Why not arm yourself with a Thompson you ask? It takes up less equipment points, and helps conserve ammo whilst still allowing you similar qualities. The M2 Carbine is full-auto, but is only available to infantry.
- Much more ammo You can easily carry over 200 rounds. Making it a good weapon if you can survive for long periods of time.
- Small: Without ammo pouches, it is possible to bring frag or AT grenades or even a pistol. I conjunction with the hoarder badge for extra ammo or dynamite lover you can have an effective Anti-tank paratrooper with better anti-infantry capability possible for other factions. With ammo pouches, it is possible to hold a pistol with one magazine as backup, a knife for a silent take-downs, or binoculars to coordinate other paratroopers. However, if you are going for a "compact build" and you want another badge such as free-fall it is better to take the M1A1 carbine, which has 4/6 slots for the para rather than 5/6 compared to the M1 carbine.
Cons
- Less Damage: Damage is lower than the Garand (4hk).
- Small Magazine: The 15 round magazines makes this rifle somewhat struggle when it comes to deploying behind enemy lines, where enemies are around every corner.
- Less Accurate At Longer Ranges: Bullets may not go exactly where you are aiming.
- Poor Sights: Due to the weapon's kick, and the sights visibility, it can be hard to land multiple rounds on an enemy consistently.
- Ranged Combat: Unlike the M1 Garand the Carbine is not meant for long-ranged combat; even at medium ranges you may feel like you are just annoying the enemy instead of doing damage to them.
- Difficult To Use: Easily the hardest weapon to use in-game, its low damage and slow rate of fire, for most players, compared to SMGs, combined with the sub-par sights gives this gun a VERY steep learning curve.
What play-style does this suit?
This weapon would suit any player that needs a good gun in close combat, and also have some capability in mid range, unlike most SMGs. Though the Thompson is more effective and forgiving in CQC, it is very limited beyond 25m. If, however, you are the player who relies on long range kills, you should go for the M1 Garand, as its higher accuracy will benefit you greatly. The Carbine is a great gun for harassing tactics and can keep many enemies at bay while your allies arrive at the scene to take over. With a thirty round magazine, you can lay down fire for a sustained amount of time, and having semi-automatic only means that you can be more conservative with you bullets. Strictly speaking, you can kill seven people per magazine. Although this gun is semi-automatic, with some upgrades, you can get a RoF as nearly as high as the MP40, at 654 RPM. However if you can't click about 11 times per second, 654 RPM is useless. But it could reduce trigger lag with more recoil.
Camouflage
Factory | Beech | Dark Walnut | Carbon Black |
---|---|---|---|
Price (Credits) | 14,000 | 72,000 | 90,000 |
Price (Gold) | 80 | 430 | 540 |
Ammunition
No ammo name specified | AMMUNITION | ||
---|---|---|---|
COST | 750 | 9 | |
COST PER SHOT | 0.38 | ||
FIELD MAINTENANCE LOAD | 0:00s | ||
DAMAGE | |||
RANGE | |||
PRECISION | |||
STABILITY | |||
RATE OF FIRE |
United Defense 'Jackal' | AMMUNITION | ||
---|---|---|---|
COST | 920 | 11 | |
COST PER SHOT | 0.92 | ||
FIELD MAINTENANCE LOAD | 0:15s | ||
DAMAGE | |||
RANGE | |||
PRECISION | |||
STABILITY | |||
RATE OF FIRE |
Specialist Ribbon
Modifications[ | ]
Default | United Defense 'Jackal' | Field Adjusted Sights | M73B1 | Field Trigger Job | Heavy Spring | Lightened Spring | Stainless Steel Barrel | |
---|---|---|---|---|---|---|---|---|
Image | ||||||||
Cost per shot | 0.38(Ammo) | 0.92 | 1.79 | 7.47(Infantry) | 2.4 | 1.22 | 2.64 | 2.47 |
Field Maintenance Load | 0:15s (Weapon) | 0:15s | 0:03s | 0:10s | 0:02s | 0:04s | 0:01s | 0:03s |
Damage Near | 34 | 39 | ||||||
Damage Far | 18 | 25 | ||||||
Near Range | 35 | 40 | 36.75 | |||||
Far Range | 120 | 157.5 | 126 | |||||
Velocity | 600 | 600 | ||||||
Conefire | 0.4 | 0.48 | ||||||
Sway Stand Mode | 0.47 | 0.423 | ||||||
Sway Crouch Mode | 0.27 | 0.243 | ||||||
Sway Prone Mode | 0.17 | 0.153 | ||||||
Sway Aim Modifier | 0.2 | 0.18 | ||||||
Cone Contraction Per Sec | 2 | 2.2 | ||||||
Camera Recoil Up | 0.9 | 1.08 | 0.936 | 0.81 | 0.936 | 0.936 | ||
Camera Recoil Right | 0.03 | 0.036 | 0.0312 | 0.027 | 0.0312 | 0.0312 | ||
Camera Recoil Variance | 0.11 | 0.132 | 0.1177 | 0.099 | 0.1144 | 0.1144 | ||
Rate of Fire | 451.13 | 495.74 | 417.71 | 501.25 |
Close Quarters Combat | |
---|---|
Part | Modification |
Ammunition | United Defense Jackal |
Trigger | Field Trigger Job |
Barrel | None |
Internal | Lightened Spring |
Sight | None |
Other Equipment | None |
Recommended Badge | None |
Description | |
This build optimizes the M1 Carbine for dropping into a point and immediately engaging the defending enemies. |
Comments:
- A sight/scope can be put on; it is purely based on player preference.
- Using the Field Trigger Job and Lightened Spring brings the RoF up to 551, which may be faster than some people can click.
Pros:
- High RoF.
- Above average damage.
Cons:
- Lessened stability.
Universal Build | |
---|---|
Part | Modification |
Ammunition | United Defense Jackal |
Trigger | Field Trigger Job |
Barrel | None |
Internal | Heavy spring (Optional but recommended) |
Sight | M73B1 |
Other Equipment | Anti-Tank Grenades |
Recommended Badge | Hoarder |
Description | |
This is ideal build for a paratrooper who wants an "all-in-one" package. |
Comments:
- Using the Heavy Spring with a trigger may cause trigger lag.
- A sight/scope can be put on; it is purely based on player preference.
- It is recommended to use no ammo pouches and the hoarder badge so you have more room for grenades.
Pros:
- Higher RoF.
- Above average damage.
- Better visibility and range.
Cons:
- Lessened stability.
- Lessened Precision