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SMG: Difference between revisions

From TF2 Classified Wiki
Ratboy Slim (talk | contribs)
Wrote lead, removed damage falloff
Oleo (talk | contribs)
mNo edit summary
 
(15 intermediate revisions by 6 users not shown)
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| reload-type=Magazine
| reload-type=Magazine
| loadout=yes
| loadout=yes
| loadout-attributes={{Loadout neutral|"It's a good thing to have at hand when things start getting personal, mate."}}
| loadout-attributes={{Loadout neutral|"Now how about that? We're both more dangerous up close."}}
}}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.


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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.
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate.


== Properties ==
== Properties ==
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  | base-damage = 8
  | base-damage = 8
  | base-damage-percentage = 100%
  | base-damage-percentage = 100%
| maximum-fall-off = 4
| maximum-fall-off-percentage = 52.8%
  | critical = 24
  | critical = 24
  | mini-crit = 11
  | mini-crit = 11
  | mini-crit-ramp-up = 16
  | mini-crit-ramp-up = 16
  | bullet-count = 1
  | bullet-count = 1
| spread = {{tooltip|0.02|In radians}}
| ammo-column = true
| ammo-column = true
  | loaded = 25
  | loaded = 25
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  | reload-type = Clip
  | reload-type = Clip
| function-times-column = true
| function-times-column = true
  | attack-interval = 0.105 s
  | attack-interval = 0.105 s</br>{{tooltip|0.076 s|Haste boosted}}
  | reload = 1.1 s
  | reload = 1.1 s</br>{{tooltip|0.55 s|Haste boosted}}
  | activation-time = Instant
  | activation-time = Instant
  | spread-recovery = 1.25 s
  | spread-recovery = 1.25 s
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|ru=Пистолет-пулемёт|ru_m=Submachine Gun
|ru=Пистолет-пулемёт|ru_m=Submachine Gun
|es=Metralleta|es_m=Machine Gun
|es=Metralleta|es_m=Machine Gun
|tr=SMG
|uk=Пістолет-кулемет|uk_m=Submachine Gun
}}
== Update history ==
{{Update history|
{{Update|1.6.0}}
* Added the Scout SMG
{{Update|2.0.0 (BETA 3)}}
* Removed Scout's SMG
{{Update|2.1.0}}
* Lowered [[Coilgun]], SMG, and Revolver spread by 20%
}}
}}


== Trivia ==
== Trivia ==
* In older versions of Team Fortress 2 Classic, the [[Scout]] had the SMG as an alternative weapon. It was removed for competing with the [[Nail Gun]] and [[Pistol]] in terms of use.
* In older versions of ''Team Fortress 2 Classified'', the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and Pistol in terms of use.
{{nav allweapons}}
{{nav allweapons}}