The Special Combat Assault Rifle - Heat Adaptive Modular Rifle (SCAR-HAMR) is an American Light Machine Gun version of the SCAR-L. The SCAR-HAMR is unlocked at Rank 72, or can be purchased with credits (CR).
In 2008, a variant of the FN SCAR—the Heat Adaptive Modular Rifle (HAMR)—was one of four finalists for the Infantry Automatic Rifle (IAR) competition. The IAR was a United States Marine Corps requirement for a lightweight automatic rifle for squad automatic rifle use. The IAR competition was expected to result in Marine Corps procurement of up to 6,500 automatic rifles over five years, but eventually the SCAR variant was passed over in favor of the Heckler and Koch HK416 rifle, later designated as the M27 IAR (Infantry Automatic Rifle) due the better price/quality ratio.
The SCAR HAMR is the light machine gun version of the SCAR-L with a 50 round drum magazine. This weapon provides moderate damage (4 to 5 shot kill) and good damage drop off range. It has a low to moderate gun recoil impulse, however the camera recoil is quite rough - a folding grip is recommended. The SCAR HAMR also features a large ammo reserve of 200 rounds. Similar to the SCAR series, the HAMR features a low rate of fire.
The HAMR is suited best for combat at moderate ranges. It can be used at close and long range, but is less effective at those ranges. The recoil, when mitigated with attachments, makes it an excellent choice for medium range engagement. Even though this gun has a low rate of fire, the SCAR HAMR can provide a long period of sustained fire or multiple short bursts of fire - useful for assaulting groups and ambushing the enemy out of cover. Its rate of fire is quite slow at 650 RPM, making it easy to avoid spraying many more bullets than is necessary to kill an enemy.
The HAMR performs respectably when firing from the hip in CQC. However, its fire rate will oftentimes give a player enough reaction time to spin towards a player - and if the wielder is having a hard time hitting a target, the HAMR's low fire rate doesn't allow them to spray an overwhelming burst of rounds at someone in time. While the weapon switch time itself is quick in terms of LMGs, it's still ponderously slow - meaning that a HAMR user's priority when threatened at close range should be to escape, not to stick around.
The SCAR HAMR at range can be of somewhat questionable usage. An aimed spray in full auto with the most optimal build for overall recoil reduction will still have the HAMR dancing around the cursor, making sprays after about 350 studs waste more ammo than necessary burst mode can help user to control ammo consumption at automatic rifleman support. This is a double-edged sword - the sway can also get the HAMR to strike nearby targets, making full auto spray at range viable if there are multiple targets clumped together. Otherwise, tap firing is preferable. The HAMR will perform like an average assault rifle with a large magazine in this situation so players who are familiar with its AR brother SCAR L will be satisfied. When using the default sights, focus more on the front sight, because this is where the bullets come from.
Regardless of engagement range, players should aim to score headshots as often as possible with the HAMR. The HAMR does benefit from a strong suppression effect - blasting a small burst of rounds at a player who happens to be harassing the wielder at range can throw off their aim long enough for the wielder to take cover.
Pros And Cons
- Very good range
- Surprisingly efficient with its ammunition once its recoil is brought to heel
- Large magazine capacity and ammunition reserve - up to four full magazines worth of ammo
- Higher rate of fire than other SCARs
- The 1.1x chest multiplier makes it better than the RPK-74 at long range
- Average suppression for an LMG
- Average RoF for an LMG
- Somewhat unpredictable recoil
- Below average damage for an LMG
- Worst penetration out of Light Machine Gun class
- Somewhat loud
- It is the fastest firing automatic SCAR-family weapon at 650 RPM. Other SCAR weapons only fire at 625 RPM.
- This weapon was discontinued by FNH USA for both military and civilian markets in 2015.
|Primary Weapons||Assault Rifles||AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - Honey Badger - AK74 - AKM - M231|
|Personal Defense Weapons||MP5K - UMP45 - MP7 - MAC-10 [ADDED!] - P90 - MP5 - Colt SMG 635 - MP5SD - MP10 - MP5/10 - AUG A3 Para - Kriss Vector|
|Light Machine Guns||M60 - Colt LMG [ADDED!] - AUG HBAR - MG36 - L86 LSW - RPK - SCAR-HAMR - RPK-74|
|Sniper Rifles||Intervention - Remington 700 - AWS [ADDED!] - BFG 50 - Mosin Nagant - L115A3 [ADDED!] - Railgun|
|Carbines||M4 - G36C - M4A1 - L22 - SCAR-PDW - SR-3M|
|Designated Marksman Rifles||MK-11 - SKS - Dragunov SVU - VSS Vintorez - SCAR-SSR|
|Battle Rifles||SCAR-H - AG-3 - Henry 45-70 [NEW!]|
|Shotguns||KSG-12 - Remington 870 - KS-23M [NEW!]|
|Secondary Weapons||Pistols||M9 - G17 - M1911 - DEAGLE 44|
|Machine Pistols||G18 - M93R - TEC-9|
|Other||Serbu Shotgun - Obrez - SFG 50 [ADDED!]|