IMR

"Four round burst. Prints rounds to ammo reserve. Best in class damage."

- In-game description.

The IMR (Integrated Munitions Rifle), referred to as himar in the game files, is a four-round burst (fully-automatic in the campaign) assault rifle in Call of Duty: Advanced Warfare.

Campaign
The IMR is a starting weapon in the first level "Induction", and is one of the main weapons used by the Atlas Corporation. However, when they are enemies, they only use it against the player in the PC and next-gen versions of the game. Unlike its multiplayer counterpart, the IMR is fully automatic in campaign.

However, in campaign mode, only a specific version of the IMR prints ammo to reserve. This one is available in three missions: "Induction", where it is a starting weapon, "Atlas", where several ones are available in the armory alongside non-ammo printing IMRs, and "Utopia", where it is found right before reaching the docks. This version is equipped with a Red Dot Sight, but has unique iron sights still mounted. There is a printing indicator behind the red dot sight, and it prints 30 rounds to reserve every 30 seconds. When printing rounds, it displays a loading bar in the form of a bullet and reads "FMCST0054" as well; when the maximum reserve ammunition has been reached, it reads "FULL".

Multiplayer
The IMR is unlocked at level 32.

Despite the in-game description, the IMR has medium damage per shot. It requires all four shots of a burst to hit at close range, regardless of shot placement. This damage profile is retained out until long ranges, where five hits, and thus a second burst, may be necessary. Headshots seem to have no beneficial effects. The rate of fire is high, the burst delay is short. Recoil is extremely low, rendering the foregrip almost ineffectual.

The IMR has a 36 round magazine, allowing for nine bursts before a reload. Using Extended Mags boosts the capacity to 54 rounds, but comes with a downside: 54 is not divisible by four, only making 13 whole bursts and one two-round burst, similarly to the M8A1 with Extended Mags from Black Ops II. Due to its 3D printing technology, four extra bullets are added to the reserve ammo every five seconds. The IMR has a long reload time, which makes it advisable to use the perk Fast Hands or use Extended Mags. However, the IMR has an exceptional Reload Cancel time, making it very useful to players who are capable of doing so correctly, and is actually faster than the speed reload.

The front iron sights are rather clear despite the rather large hind sights. Optics are useful for medium to long range engagements, but they are not necessary; investing in a different attachment may instead be more beneficial. Overall, the IMR is a good choice for medium range engagements. It has strengths in the form of a fast rate of fire, great accuracy, good amounts of ammunition, and a fast reload cancel time. This is a great weapon to use for a more experienced player that is aware of factors such as burst delay and reload canceling.

The IMR offers some good variants. The Impact makes the IMR a four hit kill with the minimum damage, while reducing the range at which the IMR deals 28 damage. The range penalty is both minor and doesn't affect performance in the slightest. Being a simple variant, the Impact is all benefit. As well, the Impact is an Enlisted variant, making it pretty easy to obtain from Supply Drops.

The Impact has a long-range damage buff to 25 which makes the gun a burst to kill even at long range. While the range nerf is hardly noticeable making this a very good weapon variant.

The Hushed comes with a built-in Suppressor, which suits the IMR's play style very well. However, the hip-fire spread is increased by 10%. This is a good variant to use if one was willing to use a Suppressor on their class, but is otherwise not very good, as it takes up an attachment slot that could very well be used for something else.

The Feedback gives a good advantage, by shortening the burst delay to 0.08 seconds, compared to 0.1 seconds. This, in turn, increases the potential fire rate to 857 RPM. However, range is greatly reduced and the view kick is increased by 10%. Both of these effects aren't very noticeable to the IMR's performance, making the Feedback a good variant to use. As well, it is a Marksman variant, meaning the player is guaranteed to obtain the variant within due time.

The Heart Breaker variant only comes with the advantage of a Parabolic Microphone and the disadvantage of less damage. Therefore, if the player has already unlocked the Parabolic Microphone, then there is no advantage or point to using the Heart Breaker variant. It also doesn't come with a custom camouflage or major aesthetic change like some other weapon variants do, making the Heart Breaker an even less viable option.

Exo Survival
The IMR appears in Exo Survival. It costs 3 upgrade points, and is unlocked at round 17.

It fires four-round bursts, which can be better or worse than the ARX-160 depending how accurate with it the player is. Some bad things about it include that it has a relatively slow reload speed, and has a high upgrade point cost. However, some good things are its low recoil and high rate of fire per burst.

Due to it being burst-fire, having low recoil and having a slow reload, it is a good weapon to use in long ranges, but bad in close-quarters.

A unique thing about the IMR is that four bullets are added to the reserve ammo every five seconds, which means refilling its ammo in the Weapon Upgrade armory or attempting to find Ammo Refill power-ups does not have to be as high of a priority as it would be with other weapons.

Exo Zombies
The IMR appears in Exo Zombies. It is available via the 3D Printer.

It is almost identical to its multiplayer rendition: it holds 36 rounds per magazine, 148 rounds in reserve, and fires in four-round bursts. The damage per bullet is very effective, being among the highest of assault rifles. However, the reserve ammunition is a major drawback, and the player is likely to burn through ammunition quickly. Like in other modes, the IMR is still able to print rounds, at the same rate as in multiplayer: it prints four rounds every five seconds. This means that the player can switch to their secondary weapon while the IMR prints more ammunition. It should be noted, however, that it might take a while for the IMR to produce enough rounds for durable use (it takes 45 seconds for the IMR to produce a magazine of ammunition), which means that using a high-capacity weapon such as the Pytaek is advisable if the player has to wait more than a minute for the IMR to recover sufficient ammunition. In addition, its reload time might require the use of Exo Reload.

Through upgrading, the IMR receives a Target Enhancer, a Laser Sight and a Stock at Mk4, M7 and Mk10 upgrade levels, respectively. These will be helpful in higher rounds, as the improved sight increases accuracy, and the Laser Sights makes hip-firing more viable. One should note, however, that the magazine and ammunition capacity nor the printing rate are altered by upgrading. This means that if one wants to use this weapon past round 20, it is advised to use a powerful and/or high-capacity weapon such as the Pytaek or the Ameli in order to kill zombies while the IMR produces ammunition.

Overall, the IMR is among the best weapons available in Exo Zombies: its high damage per shot and rate of fire make it very effective against zombies, especially when upgraded. However, its major drawback is that its reserve ammo is relatively low, although the weapon still has its 3D Printer that allow the player to gain four rounds every five seconds; while the time needed to replenish a large amount of ammunition is long, the player may use another weapon while the IMR prints more ammunition.

Attachments

 * Red Dot Sight - 20 kills
 * Hybrid Sight - 40 kills
 * Auto Focus Sight - 60 kills
 * Target Enhancer - 80 kills
 * Thermal - 100 kills
 * ACOG Scope - 120 kills
 * Laser Sight - 10 hipfire kills
 * Stock - 20 hipfire kills
 * Tracker - 40 hipfire kills
 * Foregrip - 10 kills while aiming down the sights
 * Suppressor - 20 kills while aiming down the sights
 * Parabolic Microphone - 30 kills while aiming down the sights
 * Quickdraw Grip - 10 headshot kills
 * Grenade Launcher - 3 Double Kill medals with the IMR
 * Extended Mags - 6 Double Kill medals with the IMR

Trivia

 * The gun's 3D model when held by the operator has a substantially shorter stock than the image in create-a-class.
 * Additionally, the IMRs seen in the armory's showcase in the campaign mission "Atlas" have a much shorter barrel than usual.
 * The IMR was originally called the HIMAR in early development.
 * The idle animation in first person always assumes the position of holding a foregrip (although this is difficult to notice, since it isn't grasped like other foregrips), even if the weapon doesn't have one.
 * The IMR seems to use a 3D fabricator (Formcaster 3D) to create ammo from a liquid matter source (visible in the stock).
 * The 3D printer on the side of the IMR is marked "Formcaster 3D", although this is very hard to see on the default IMR. It is more noticeable on other variants.