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Machine Gun
Production information


Technical specifications
Damage Per Hit
  • 5 (TDM)
  • 7 (FFA, 1V1, CTF)
  • 5 (Quake Live)
  • 4(Quake Live TDM)
Maximum Ammunition

200 rounds

Fire Mode


Ammunition Type

Bullets (yellow)

Rate of Fire

600 rpm (10 rounds per second)


Very accurate with a bullet spread of 200


Infinite range of 131,072 units


In Quake 3 Arena, the Machine Gun is a starting weapon, along with the Gauntlet. The Machine Gun is a surprisingly good starting weapon, as its automatic fire gives a player enough continuous firepower to get to a powerful weapon.

Machine Gun has two relative cousins called Chain Gun and Heavy Machine Gun. Latter added to the Quake Live after removal of Chain Gun from most maps to replicate it, which has removed alongside of other Team Arena related weapons like Proximity Mine Launcher and Nailgun with Aug 2014 update.


  • The Machine Gun is a surprisingly useful weapon to throw into any weapon combo. When using it, try to keep your distance. While this puts you at risk of getting killed with the Rocket Launcher's splash damage, the Machine Gun's accuracy makes it very possible to chip away at your foes no matter where they are. If you can, try to predict your target's movement. If you can get figure out your enemy's pattern, you can do a lot of damage.
  • At long distance open areas, keeping high ground may help you to evade splash damage hits coming from below. Yet it doesn't really offer any protection from long range Railgun shots or anyone else traversing among high ground like you as well. Best action would be staying silent at high ledges and corners by walking slow. If important pickups are already taken and you don't have access to a better weapon yet, staying silent may help you to out-maneuver your opponent to slip around.
  • In a combat try to steer close to ramps or catwalks so you can use a height difference and at least ditch your opponent or score more hits. When respawned in a rather unlucky position without weapon access, seeking ledges or catwalks to drop down may help you to put your thoughts together and stay alive for longer.
  • When going against somebody that has the Machine Gun, try to move so that it's difficult to predict where you'll go. If a Machine Gunner can get a lock on you, then they can do a fair amount of damage or kill you before they go down. Try to shake off their sights by firing back at them and taking sharp turns to the sides; unexpected slight distance changes by slight tap steps may cause them miss quite a few shots.
  • Machine Gun is also a great combination weapon on one-on-one combat. Upon continuous firing you'll hear louder but slow pitched distinguishable grunts of pain from your foes which is a signal of a pain flinch which throws off their aim momentarily. That gives you enough time to change your direction or swap to a powerful weapon for followup shots.
  • Low health enemies will yell in pain with louder high pitched cries, Machine Gun is a great finisher for stacking up easy frags at open areas or interfering at combat of other players. A high spot to observe the arena might be an advantageous position.
  • MG generally used to cover the lack of range of such weapons like Shotgun, Grenade Launcher or Lightning Gun. Cover fire from MG would be needed until player enters the desired combat range.
  • Fast ditching players like strafe jumpers still easily can be aimed at, while that doesn't really cut their momentum like a Railgun shot; it damages them throughly when they're out of effective combat range.
  • The Machine Gun can also be used to wear down targets at very long range; for a Railgun or Shotgun finisher shot. Its extremely tight cone can be handy in space maps like Q3DM19 (Apocalypse Void) or Q3DM17 (The Longest Yard). Doing so will eat up your ammunition very quickly, you wouldn't want to make it a habit unless you can control the Bullet packs.
  • Machine Gun shouldn't be used to stand your ground next to highly important pickups. Anyone on a restock routine will approach you with better weapons. Unless you perfectly time the spawn of item, you can't evade a confrontation without suppression fire. If you have to stand by some goodies, lure enemy to pickups then bash them with a Gauntlet once you predicted their action.
  • The Machine Gun can be useful against somebody that has a Battle Suit. Since it hits targets as soon as it fires and it generates no splash damage, it can put a dent in a Battle Suit user with longer exposure. Try to fight them from medium or long range, because even if the damage output is sure quick, Suit still packs 50% damage reduction alone.

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