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HAMR IAR
Scar HAMRScar HAMR 2
Overview
Weapon Type Primary Weapon
Weapon Class Light Machine Gun
Rank Prerequisites Rank 72
Damage 32 → 23
Range 110 max → 180 min
File:HAMR IARgraph.png
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 50, 51 with round in chamber
Ammo Reserve 200
Fire Modes Auto, 3× Burst, & Semi
Rate of Fire 650 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.18 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (110 studs) Min (180 studs)
(x1.40) Head 44.8 32.2
(x1.1) Torso 35.2 25.3
(x1.00) Limbs 32 23
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
R2 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
ARS Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-1 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
PBS-4 Suppressor Script error: No such module "DamageModifiers".Script error: No such module "DamageModifiers". Script error: No such module "DamageModifiers". max → Script error: No such module "DamageModifiers". min
Armor Piercing 32 -> 23 55 max -> 180 min
Hollow Point 38.4 -> 18.4 121 max -> 162 min
Muzzle Velocity 2900 studs/s
Penetration Depth 1.6 studs
Suppression 1.1

HIP ACCURACY 19

Min Camera Kick ()
Max Camera Kick ()
Min Recoil Displacement ()
Max Recoil Displacement ()
Min Recoil Rotation ()
Max Recoil Rotation ()
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 5
Hipfire Spread Damping 0.80

SIGHT ACCURACY 24

Min Camera Kick ()
Max Camera Kick ()
Min Recoil Displacement ()
Weapon Shot Displacement ()
Min Recoil Rotation ()
Max Recoil Rotation ()
Sight Magnification 2.5x

ACCURACY 39

Hipfire Camera Recovery Speed 21
Sight Camera Recovery Speed 21
Weapon Recovery Speed 18
Weapon Recoil Damping 0.85
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}

WEAPON HANDLING

Reload Time 3.4 seconds
Empty Reload Time 4.4 seconds
Equip Speed 10
Aiming Speed 12
Crosshair Size 30
Crosshair Spread Rate 400
Crosshair Recover Rate 20

MISCELLANEOUS

Weapon Walk Speed 12 stud/s
Aiming Walk Speed 7.2 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber Template:Weapon/Chamber
Shot Suppression Range None


The Special Combat Assault Rifle - Heat Adaptive Modular Rifle (SCAR-HAMR) is the Light Machine Gun (LMG) version of the SCAR-L. It has a similar world-model and a drum magazine. It is unlocked at Rank 72, and can be purchased with Credits.

History

In 2008, a variant of the FN SCAR—the Heat Adaptive Modular Rifle (HAMR)—was one of four finalist rifles 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.[1]

In-Game

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

Pros:

  • 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 RPK74 at long range, giving it 4-BTK while the RPK74 is 5-BTK

Neutral:

  • Average suppression for an LMG
  • Average RoF for an LMG

Cons:

  • Somewhat unpredictable recoil. While it can be mitigated, neither the horizontal or vertical recoil can be nullified.
  • Below average damage for an LMG
  • Least penetration out of all the LMGs
  • Some-what loud

Gallery

Trivia

  • It is the fastest firing automatic SCAR gun at 650 RPM, compared to the others with their 625 RPM rate of fire.
  • It also has a somewhat lower pitched firing sound than other SCARs.
  • This weapon was discontinued by FNH USA for both military and civilian markets since 2015.
  • SCAR HAMR has been exported with 150 round drum magazines, but 30 round magazines were to be the standard issue.
  • It weighs around 12 lbs (5.5 Kg).

Reference

  1. [1] Wikipedia - FN SCAR


Weaponry
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A1 - M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - StG-44 - M231
Type 88 - C7A2 - G11K2 - Type 20

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - Colt MARS - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - AKS74U - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun
RAMA 1130 - BWC-9

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - HAMR IAR - RPK74 - MG3KWS - Stoner 96 - ChainSAW - MG42 - M1918A2

Sniper Rifles

Intervention - Model 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000 - NTW-20 - FT300 - M1903

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
Gyrojet Carbine - X95R - HK51B - C8A2 - OTs-126 - Can Cannon

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR - M21

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3A3 - AG-3 - HK417
Henry 45-70 - FAL 50.00 - M14 - HCAR

Shotguns

KSG-12 - Model 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12 - DT11 - E-Gun - USAS-12

Secondary Weapons Pistols

M9 - M17 - G17 - M1911 - Desert Eagle L5 - GI M1 - Hardballer
Izhevsk PB - M45A1 - KG-99 - Five Seven - ZIP 22 - Makarov PM - AM III Grizzly - GB-22 - Desert Eagle XIX - Gyrojet Mark I - GSP - G21 - G23
G40 - G50 - M2011 - AF2011-A1 - Alien

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911
Arm Pistol - ASMI - PP-2000

Revolvers

MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner

Other

Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez - Coilgun - SASS 308

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