Difference between revisions of "SMG"

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{{Targeted}}
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{{Item infobox
{{Weapon infobox
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| type          = weapon
| weapon-slot  = [[Secondary]]
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| image        = SMG_IMG.png
| used-by     = [[Sniper]]
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| 3d-image-1    = SMG
| availability = Stock
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| 3d-image-2    = SMG Festive
| weapon-image = SMG_IMG.png
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| 3d-image-4    = SMG Festivized
| ammo-loaded = 25
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| 3d-image-6    = SMG Australium
| ammo-carried = 75
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| 3d-image-7    = SMG Australium Festivized RED
| reload       = Magazine
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| 3d-image-8    = SMG Australium Festivized BLU
| display-loadout-stats = yes
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| 3d-button-1  = default
   | quality = normal
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| 3d-button-2  = colored_pair
   | level-and-type = Level 1 SMG
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| 3d-button-4  = colored_pair
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| 3d-button-6  = australium
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| 3d-button-7  = australium_half
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| 3d-button-8  = australium_half
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| 3d-viewname-1 = Default
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| 3d-viewname-2 = Festive
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| 3d-viewname-4 = Festivized
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| 3d-viewname-6 = Australium
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| 3d-viewname-7 = Australium Festivized<br>(RED)
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| 3d-viewname-8 = Australium Festivized<br>(BLU)
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| used-by       = {{used by|Sniper}}
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| slot          = secondary
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| weapon-script = tf_weapon_smg
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| availability  = {{avail|stock|crate38-strange|crate88-festive|case93|case94|case99|case100|australium|contract|warpaint}}
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| marketable    = yes
 +
| numbered      = no
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| ammo-loaded   = 25
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| ammo-carried = 75
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| reload       = Clip
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| loadout       = yes
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   | quality     = normal
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   | item-kind  = {{item kind|SMG}}
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  | item-level  = 1
 
}}
 
}}
{{Quotation|'''The Sniper''' on his lack of space for bulletholes|I'm running outta places to put holes in ya.|sound=Sniper_domination04.wav}}
 
  
The '''Submachine Gun''' (often abbreviated to '''SMG''') is the [[secondary]] weapon for the [[Sniper]] class. It appears to be a heavily modified Mauser machine [[Pistol]], with several parts resembling a WW2-era Submachine Gun.
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{{Other uses|this=the stock secondary weapon for the Sniper|for=his other SMG|Cleaner's Carbine}}
  
This weapon deals a low amount of damage per round but has a high rate of fire and moderate accuracy (it fires 10 bullets per second). It enables the player to engage enemies at closer ranges in which the [[Sniper Rifle]] would be insufficient. The Submachine Gun suffers from a damage falloff over distance similar to the Pistol or [[Syringe Gun]].
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{{Quotation|'''The Sniper'''|I'm running outta places to put holes in ya.|sound=Sniper domination04.wav}}
  
Like the Pistol and [[Revolver]], the SMG fires a single, perfectly-accurate shot and then spreads. Waiting 1.25 seconds will reset the accuracy and give you another accurate shot.
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The '''SMG''' (acronym for '''Submachine Gun''') is the default [[Weapons#snipersecondary|secondary weapon]] for the [[Sniper]]. It is a small, stylized [[w:Submachine gun|submachine gun]] with an oversized ironsight and long magazine.
  
==Damage==
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The SMG deals a low amount of damage per shot, but has a high rate of fire and accuracy, firing 10 bullets per second at 600 rounds per minute.
{{See also|Damage}}
 
* Base: 8
 
* Max Ramp Up: 150% (12 damage)
 
* Max Fall Off: 50% (4 damage)
 
* Point Blank: 8-12 (80-120/sec)
 
* Medium Range: 4-6 (40-60/sec)
 
* Long Range: 4-5 (40-50/sec)
 
* [[Mini-Crit]]: 10.8
 
* [[Critical hit]]: 24 (240/sec)
 
  
Medium range is defined as the main resupply door to the opposite wall on the upper level of [[2Fort]]. Long range is defined as battlement to battlement on 2Fort. Damages are approximate and determined by community testing.
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Like the [[Pistol]] and [[Revolver]], the SMG fires a single, perfectly accurate shot before "bullet spread" takes effect. Waiting 1.25 seconds resets the accuracy and provides another accurate shot.
  
==Function times==
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== Damage and function times ==
* Attack Interval: 0.1
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{{Damage table
* Reload: 1.1
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| type            = [[Hitscan]]
* Spread Recovery: 1.25
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| damagetype      = Bullet
All times are in seconds. Times are approximate and determined by community testing.
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| rangetype        = Ranged
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| damage          = yes
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 +
|  base            = 8
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|  fall off        = 4
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|  ramp up        = 12
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|  pellet spread  = 80
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|  crit            = 24
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|  minicrit        = 11-16
 +
 
 +
| function times  = yes
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|  attack interval = 0.105 s
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|  reload          = 1.1 s
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|  spread recovery = 1.25 s
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}}
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{{Weapon Demonstration}}
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== Strange variant ==
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{{Strange item info
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| item-type = {{item kind|SMG}}
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| rankson = kills
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| rankson2 =
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| festive = yes
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| australium = yes
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| can deal damage = yes
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| can deal critical damage = yes
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| can deal gib damage = no
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| can headshot = no
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| can reflect projectiles = no
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| can deal posthumous damage = no
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| can extinguish = no
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| can deal long range damage = yes
 +
| notes =
 +
}}
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== Update history ==
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{{Update history | '''{{Patch name|12|11|2008}}'''
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* The SMG can now break apart the [[Demoman]]'s [[stickybomb]]s.
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'''{{Patch name|1|19|2011}}'''
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* Fixed the SMG view models having [[RED|Red]] skins while on the [[BLU|Blu]]e team.
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'''{{Patch name|6|3|2011}}'''
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* Added community contributed response rules to the SMG.
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'''{{Patch name|2|2|2012}}'''
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* {{Undocumented}} Added [[Strange]] quality.
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'''{{Patch name|6|27|2012}}''' ([[Pyromania Update]])
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* {{Undocumented}} The SMG now uses c_models.
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'''{{Patch name|7|5|2012}}'''
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* Added more detail to the reloads for the SMG.
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<!--
 +
No {{Patch name|7|2|2012}}, it's talking about the Hitman's Heatmaker's Focus, not the SMG itself.
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-->
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'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
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* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
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'''{{Patch name|12|22|2014}}''' ([[Smissmas 2014]])
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* Added [[Festive weapons|Festive]] variant.}}
  
 
== Trivia ==
 
== Trivia ==
* The Submachine Gun was initially planned to be a primary weapon for the [[Scout]], as seen in the first trailer and at the end fanfare of [[Meet the Heavy]].
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* SMGs were initially planned to be primary weapons for the [[Medic]] and [[Scout]] as seen in concept art and [[Trailer 1]], respectively.
* The string for a "Super SMG" weapon can be found in localization files. The weapon stats are unknown.{{cite}}
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* In early builds of the game, the SMG originally shot nails before it became a hitscan weapon.
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* A weapon named "SuperSMG" can be found in the localization files. The [[Syringe Gun]]'s weapon script file uses the "SuperSMG" name.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Submachine Gun 1st person cropped.png|1st person view.
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File:Submachine Gun 1st person.png|First-person view.
File:Submachine Gun 1st person.png|Full 1st person view.
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File:Festive SMG RED First Person.png|[[RED]] [[Festive weapons|Festive]] variant.
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File:Festive SMG BLU First Person.png|[[BLU]] Festive variant.
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File:Australium SMG.png|[[Australium weapons|Australium]] variant.
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File:SMG First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
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File:SMG First Person Festivized Variant BLU.png|BLU Festivized variant.
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File:SMG First Person Australium Festivized Variant RED.png|RED Australium Festivized variant.
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File:SMG First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant.
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File:SMG concept.jpg|SMG concept art.
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File:SMG concept2.jpg|SMG concept art.
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File:Weapons concept.jpg|Weapon concept art featuring three different SMG designs.
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File:Standard icon SMG.png|Icon from the TF2 DIY kit.
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
*[[Sniper strategy#Submachine Gun|SMG strategy]]
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* [[Basic Sniper strategy#SMG + reskins|SMG strategy]]
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* [[Festive weapons]]
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* [[Australium weapons]]
  
{{Allweapons Nav}}<br/>
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{{Standard Weapons Nav}}
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{{Allweapons Nav}}
 
{{Sniper Nav}}
 
{{Sniper Nav}}
[[Category:Secondary weapons]]
 

Latest revision as of 18:13, 3 June 2024

This article is about the stock secondary weapon for the Sniper. For his other SMG, see Cleaner's Carbine.
I'm running outta places to put holes in ya.
The Sniper

The SMG (acronym for Submachine Gun) is the default secondary weapon for the Sniper. It is a small, stylized submachine gun with an oversized ironsight and long magazine.

The SMG deals a low amount of damage per shot, but has a high rate of fire and accuracy, firing 10 bullets per second at 600 rounds per minute.

Like the Pistol and Revolver, the SMG fires a single, perfectly accurate shot before "bullet spread" takes effect. Waiting 1.25 seconds resets the accuracy and provides another accurate shot.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 150% 12
Base damage 100% 8
Maximum fall-off 52.8% 4
Pellet spread 80:1
Critical 24
Mini-crit 11-16
Function times
Attack interval 0.105 s
Reload 1.1 s
Spread recovery 1.25 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Update history

December 11, 2008 Patch

January 19, 2011 Patch

  • Fixed the SMG view models having Red skins while on the Blue team.

June 3, 2011 Patch

  • Added community contributed response rules to the SMG.

February 2, 2012 Patch

  • [Undocumented] Added Strange quality.

June 27, 2012 Patch (Pyromania Update)

  • [Undocumented] The SMG now uses c_models.

July 5, 2012 Patch

  • Added more detail to the reloads for the SMG.

November 21, 2013 Patch (Two Cities Update)

December 22, 2014 Patch (Smissmas 2014)

Trivia

  • SMGs were initially planned to be primary weapons for the Medic and Scout as seen in concept art and Trailer 1, respectively.
  • In early builds of the game, the SMG originally shot nails before it became a hitscan weapon.
  • A weapon named "SuperSMG" can be found in the localization files. The Syringe Gun's weapon script file uses the "SuperSMG" name.

Gallery

See also