SMG

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I'm running outta places to put holes in ya.
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 M712 machine Pistol, with several parts resembling WW2-era Submachine Guns Sten and MP40.

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.

Damage

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.

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

Bugs

  • Using a very high viewmodel (such as viewmodel_fov 90) will display the RED Sniper's sleeves, even if the player is on BLU team.

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.
  • The Submachine Gun does not eject cartridges despite having an ejection port.

Gallery

See also