Difference between revisions of "SMG"
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Revision as of 07:49, 17 November 2010
“ | I'm running outta places to put holes in ya.
Click to listen
— The Sniper
|
” |
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.
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 and then spreads. 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.
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.[citation needed]
Gallery
- Submachine Gun 1st person cropped.png
1st person view.
See also