SMG: Difference between revisions
Ratboy Slim (talk | contribs) (→Trivia: Added "primary" (this information is not 100% confirmed)) |
Ratboy Slim (talk | contribs) (Added lack of damage falloff) |
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}}The '''SMG''' is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine. | }}The '''SMG''' is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine. | ||
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range. | The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range. Unlike in Team Fortress 2, the SMG has no damage falloff. | ||
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon. | However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon. |
Revision as of 18:18, 28 June 2023
SMG | |
---|---|
Kill Icons | |
Basic Information | |
Used by | Sniper |
Slot | Secondary |
Ammo | |
Ammo loaded | 25 |
Ammo carried | 75 |
Reload type | Magazine |
Loadout Stats | |
SMG SMG "It's a good thing to have at hand when things start getting personal, mate." |
The SMG is the default secondary weapon of the Sniper. It is a compact, automatic submachine gun with an extended barrel and magazine.
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the Sniper Rifle is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range. Unlike in Team Fortress 2, the SMG has no damage falloff.
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the Huntsman or Hunting Revolver - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.
As with the Pistol and Revolver, the first bullet shot after 1.25 seconds is completely accurate.
Properties
Properties | ||
---|---|---|
Shot type | Hitscan | |
Damage type | Bullet | |
Ranged or Melee? | Ranged | |
Taunt | Heel kick | |
Damage | ||
Maximum ramp-up | 150% | 12 |
Base damage | 100% | 8 |
Critical | 24 | |
Mini-crit | 11 | |
Mini-crit (ramp-up) | 16 | |
Bullet count | 1 | |
Ammo | ||
Loaded | 25 | |
Carried | 75 | |
Reload type | Clip | |
Function Times | ||
Attack interval | 0.105 s | |
Reload | 1.1 s | |
Activation time | Instant | |
Spread recovery | 1.25 s | |
All values are approximate. |
Names in other languages
Language | Name | Meaning |
---|---|---|
Bulgarian | Лек автомат | Light Machine Gun |
Spanish | Metralleta | Machine Gun |
English | SMG | - |
French | Mitraillette | Submachine Gun |
German | SMG | - |
Italian | SMG | - |
Brazilian Portuguese | Submetralhadora | Submachine Gun |
Romanian | SMG | - |
Russian | Пистолет-пулемёт | Submachine Gun |
Trivia
- In older versions of Team Fortress 2 Classic, the Scout had the SMG as an alternative primary weapon. It was removed for competing with the Nail Gun and Pistol in terms of use.
Weapons | |||||
---|---|---|---|---|---|
Primary | Secondary | Melee | PDA/Watch/Sapper | ||
Scout | - | ||||
Soldier | - | ||||
Pyro | - | ||||
Demoman | - | ||||
Heavy | - | ||||
Engineer | |||||
Medic | - | ||||
Sniper | - | ||||
Spy | - | ||||
Civilian | - | - | - | ||
Scrapped | - |