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Bad Company 2

Bad Company 2 Weapons Index

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It can become obvious to anybody, that this proven German machine gun is a real monster, just by looking at it. Trained eyes will immediately spot all similarities the MG3 design has with the World War 2 icon, the MG42. In fact, the MG3 was developed by the same manufacturer Rheinmetall in D�sseldorf, Germany. After the war ended, the Bundeswehr or Armed Forces of what was then West Germany were looking for a MG42 modification, which could fire standardized NATO ammunition. As a result of this request and a development process that took place throughout the 1950s, in 1958 Rheinmetall started production of the MG1, sometimes called the MG 42/58. This machine gun and its subsequent modifications like the MG 1A2 and MG 1A3, not only did follow the new requirements of the German Army, but introduce new technological improvements like chrome-lined barrel and improved belt and muzzle systems. After this all MG42 guns left from the war in West Germany, made the transition from 7.92x57mm Mauser into 7.62x51mm NATO cartridges and were renamed as MG2s.

The gun used in Bad Company 2 is the MG3, variant of the MG 1A3, with improved feeding mechanism and utilizing a 100-Round disintegrating belt, most probably the M13 variant used commonly to also feed M60s. The MG 3 is an automatic, air-cooled, belt-fed firearm. It is recoil operated and achieves its marvellous rate of fire by using a very short recoil cycle. The barrel is 565 mm (22.2 in) long, chrome-lined and has the ability to be changed very quickly in case the weapon overheats. By installing a different bolt and recoil spring, the firing rate can be increased up to 1300 RPM, but in the game the player is stuck with 1000RPM. The Bad Company variant also has a folding bipod (which again cannot be used).


Fire Mode: Fully Automatic
Rate of Fire 1000 RPM
Magazine Size: 100 rounds
Reload time: 8 Seconds
Damage at 18M: 11.2
Damage at 64M+: 10

Weapon Explained

For their last unlocked and most difficult to reach equipment, Medics get a nice treat. The MG3 has the highest rate of fire in the game, matched only by the PP2000 Avtomat. But it also has one of the lowest damage ratings of all weapons. The somewhat experienced player can immediately recognize that a high rate of fire (damage per second) in combination with low damage per bullet equals a Close Quarters Combat (CQB) weapon. There are some people, who claim that they achieve great results at long range with the MG3, but at that range where fewer bullets hit their mark and each bullet�s damage matters, one will quickly be demolished, by a player with similar aim but a M60 or a PKM in their arms.

When choosing your primary weapon as a Medic, choose the MG3 mainly if you want to have that extra CQB advantage. Of course you can choose it because you simply dig it (like countless people), but other LMGs may be more suited for your role like the MG36 for long range and faster reload, or the T88 for its larger ammo belt. If you however like to do a lot of reviving and poke your head around the corner of an enemy position, the MG3 will do an excellent job. Especially if you decide to help your Assault friends to clear a building, even with its low damage per shot it will still put down soldiers in a matter of moments at such a distance. This is also a flank and ambush weapon. Maps like Laguna Presa and Valparaiso are an excellent home for its destructive close range powers. The MG3�s 100-rounds belt, and the two in reserve, can all be consumed very fast so try to have an Assault soldier nearby and always be ready to pull out your side arm. If you choose to flank or attack on your own use hit and run tactics, where by hit it is usually meant a few soldiers in a row. But be sure to retreat or wait for your squad to catch up on your position, if you get attacked at long range. There is also a certain amount of ammo management that must be done. The MG3 is one of the few guns, which do a very decent job if you are attacked by multiple enemies simultaneously and close range. That is however true only if you don�t run out of ammunition or have to reload during the fight. It has a slow reload cycle. Not as slow as the PKM (but that has a 200 rounds belt), but still slow. Use the cover of your squad to reload and try to figure out in advance how many enemies you risk to encounter, before going into battle. The MG3 is also very good in a defensive role, provided the encounters will happen at close range.

The MG3�s nature makes it a great friend of the dedicated reviving/healing Medic. Since its base damage is low, Magnum Ammunition won�t give a great boost. Indeed the weapon will be able to kill a soldier within 7-8 direct hits instead of 9-10, but with such an extraordinary rate of fire a bonus of 1-2 hits is not that powerful. Also, since the gun is not that descent at long range, an optics solution will not be that viable. Instead a Medic can rely on his CQB skill and keep the forward advance/defense going by constantly and quickly healing his teammates.

The MG3's iron sight is rather intuitive and optics will not be necessary at all, not that they will help you a lot considering the weapons rate of fire and low efficiency at long range. But if you use the iron sight you will be surprised to discover that this LMG is very accurate. It has the lowest bullet spread among LMGs and its recoil is very easy to master recoil. At close range it is no discussion - just keep your hand on the trigger until they are dead (since bullets each do low damage you don't want to give them chance to shoot back). But you can get away with long bursts and even sustained fire at medium to long range with the recoil this weapon provides. Just point your sight at the target's abdomen and pull the trigger. You will experience a short muzzle climb, but it will stabilize itself quickly afterwards. However, keep in mind that with a sustained burst the ammo belt will be emptied in a matter of seconds, so most of the time controlled bursts are best advised.

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Video Portrait

The MG3 is a suppression weapon. Even with its low damage per shot, the high rate of fire will confuse the enemy a lot. Imagine how much the screen shakes and how panicked a player feels when he is hit 10-14 times a second. You can use that at long range to suppress an area, but even in the best scenario it will take you quite some time to kill a healthy soldier. Any other weapon will also do more damage at that range so try to say near cover. But if you are fighting on a map with lots of cover and embrace close range fighting, especially defensive ambushes, the MG3 will put you in with some successful and even fun moments.

Light Machine Gun Damage Comparison

XM8 LMG75014.3-12.517.875-15.625178.75-156.25223.43-195.31
MG3100011.2-10.0014-12.5186.67 to 166.67233.33-208.33

Light Machine Gun Spread Comparison

Spread-BaseSpread-MoveSpread-ZmoveSpray B/ZRecoil-AmpRecoil-Kick
XM8 LMG2.5420.5/0.430.4512