Difference between revisions of "SMG"

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== Trivia ==
 
== Trivia ==
  
* The SMG appears to be based off of early-generation submachine guns such as the [[w:MAS-38|MAS-38]], [[w:MAT-49|MAT-49]], and a [https://i.ebayimg.com/images/g/VKYAAOSwq11hJtKB/s-l400.jpg stockless variant] of the [[w:M1A1 Thompson Submachine gun|Thompson Submachine Gun]]
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* The SMG appears to be based off of early-generation submachine guns such as the [[w:MAS-38|MAS-38]], [[w:MAT-49|MAT-49]], and a [https://i.ebayimg.com/images/g/VKYAAOSwq11hJtKB/s-l400.jpg stockless variant] of the [[w:Thompson Submachine gun|Thompson Submachine Gun]]
 
* SMGs were initially planned to be primary weapons for the [[Medic]] and [[Scout]] as seen in concept art and [[Trailer 1]], respectively.
 
* SMGs were initially planned to be primary weapons for the [[Medic]] and [[Scout]] as seen in concept art and [[Trailer 1]], respectively.
 
** This is further evidenced in the game files, where the weapon is listed as <code>tf_weapon_smg_scout</code>.
 
** This is further evidenced in the game files, where the weapon is listed as <code>tf_weapon_smg_scout</code>.

Revision as of 06:05, 21 January 2022

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 appears to be a modified MAT-49 submachine gun, with oversized sights and no stock.

The SMG deals a low amount of damage per shot, but has a high rate of fire and surprisingly high accuracy, firing 10 bullets per second at 600 rounds per minute. It enables the player to engage enemies at closer ranges in which the Sniper Rifle would be ineffective. Despite its appearance, it actually has a lower DPS (damage per second) than the Pistol, but a quicker reload time and less spread, along with a higher rate of fire.

Like the Pistol and the 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
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

  • The SMG appears to be based off of early-generation submachine guns such as the MAS-38, MAT-49, and a stockless variant of the Thompson Submachine Gun
  • SMGs were initially planned to be primary weapons for the Medic and Scout as seen in concept art and Trailer 1, respectively.
    • This is further evidenced in the game files, where the weapon is listed as tf_weapon_smg_scout.
  • In early builds of the game, the SMG originally shot nails before the weapon was 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