Difference between revisions of "SMG"
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* 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 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]]''. | ||
**This is further evidenced in the game files, where it is listed as tf_weapon_smg_scout. | **This is further evidenced in the game files, where it is listed as tf_weapon_smg_scout. | ||
− | * A string for a "Super SMG" weapon can be found in | + | ***Before having been planned for the scout, the Submachine Gun was in use as the Medic's Primary Weapon, as shown in an official concept art. |
+ | * A string for a "Super SMG" weapon can be found in localizaGun wastion files. The weapon stats are unknown. | ||
* The Submachine Gun was invented in the early 20th century when experiments were made by converting stocked pistols from semi to fully automatic. | * The Submachine Gun was invented in the early 20th century when experiments were made by converting stocked pistols from semi to fully automatic. | ||
Revision as of 00:30, 10 July 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, firing 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 provide another accurate shot.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Hitscan | |
Damage | ||
Maximum ramp-up | 150% | 12 |
Base damage | 100% | 8 |
Maximum fall-off | 52.8% | 4 |
Point blank | 8-12 | |
Medium range | 4-6 | |
Long range | 4-5 | |
Critical | 24 | |
Mini-crit | 10.8 | |
Function times | ||
Attack interval | 0.1 | |
Reload | 1.1 | |
Spread recovery | 1.25 | |
Values are approximate and determined by community testing. |
Demonstration
Related Achievements
Sniper
|
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.
- Added new community contributed response rules to this weapon.
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.
- This is further evidenced in the game files, where it is listed as tf_weapon_smg_scout.
- Before having been planned for the scout, the Submachine Gun was in use as the Medic's Primary Weapon, as shown in an official concept art.
- This is further evidenced in the game files, where it is listed as tf_weapon_smg_scout.
- A string for a "Super SMG" weapon can be found in localizaGun wastion files. The weapon stats are unknown.
- The Submachine Gun was invented in the early 20th century when experiments were made by converting stocked pistols from semi to fully automatic.
Gallery
See also