Difference between revisions of "SMG"
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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]]. | 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]]. | ||
− | Like the Pistol and [[Revolver]], the SMG fires a single, perfectly accurate shot down the crosshair before " | + | Like the Pistol and [[Revolver]], the SMG fires a single, perfectly accurate shot down the crosshair before "bullet spread" takes effect. Waiting 1.25 seconds will reset the accuracy and give you another accurate shot. |
==Damage== | ==Damage== |
Revision as of 12:27, 29 January 2011
“ | I'm running outta places to put holes in ya.
Click to listen
— The Sniper
|
” |
The Submachine Gun (often abbreviated to SMG) is the default secondary weapon for the Sniper. It appears as a heavily modified Mauser M712 machine pistol, with several parts resembling the WW2-era Sten and MP40 submachine guns.
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.
Like the Pistol and Revolver, the SMG fires a single, perfectly accurate shot down the crosshair before "bullet spread" takes effect. Waiting 1.25 seconds will reset the accuracy and give you another accurate shot.
Contents
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.
Function times
- Attack Interval: 0.1
- Reload: 1.1
- Spread Recovery: 1.25
All times are in seconds. Times are approximate and determined by community testing.
Demonstration
Update History
- The weapon can now break apart stickybombs.
- Fixed the Sniper Rifle and SMG view models having Red skins while on the Blue team.
Bugs
- There is a slight clipping issue with the Sniper's thumb when reloading.
- The Submachine Gun does not eject cartridges despite having an ejection port.
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.
- The string for a "Super SMG" weapon can be found in localization files. The weapon stats are unknown.
Gallery
See also