Difference between revisions of "SMG"

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m (For these who don't know what "DPS" stands for.)
(Undo edit by Recomical (Talk) (3671278) Real life guns aren't normally listed. It's caused issues in the past at least that's what Grampaswood said last time)
(Tag: Undo)
 
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{{Item infobox
 
{{Item infobox
| name         = SMG
+
| type          = weapon
| type        = weapon
+
| image         = SMG_IMG.png
| image       = SMG_IMG.png
+
| 3d-image-1    = SMG
| used-by     = [[Sniper]]
+
| 3d-image-2    = SMG Festive
| slot         = secondary
+
| 3d-image-4    = SMG Festivized
| availability = {{avail|stock}}
+
| 3d-image-6    = SMG Australium
| numbered     = no
+
| 3d-image-7    = SMG Australium Festivized RED
| ammo-loaded = 25
+
| 3d-image-8    = SMG Australium Festivized BLU
| ammo-carried = 75
+
| 3d-button-1  = default
| reload       = Magazine
+
| 3d-button-2  = colored_pair
| loadout     = yes
+
| 3d-button-4  = colored_pair
   | quality   = normal
+
| 3d-button-6  = australium
   | level      = Level 1 SMG
+
| 3d-button-7  = australium_half
| item-name    = SMG
+
| 3d-button-8  = australium_half
 +
| 3d-viewname-1 = Default
 +
| 3d-viewname-2 = Festive
 +
| 3d-viewname-4 = Festivized
 +
| 3d-viewname-6 = Australium
 +
| 3d-viewname-7 = Australium Festivized<br>(RED)
 +
| 3d-viewname-8 = Australium Festivized<br>(BLU)
 +
| used-by       = {{used by|Sniper}}
 +
| slot         = secondary
 +
| weapon-script = tf_weapon_smg
 +
| availability = {{avail|stock|crate38-strange|australium|crate88-festive|contract|crate93|crate94|warpaint}}
 +
| marketable    = yes
 +
| numbered     = no
 +
| ammo-loaded   = 25
 +
| ammo-carried = 75
 +
| reload       = Clip
 +
| loadout       = yes
 +
   | quality     = normal
 +
   | item-kind  = {{item kind|SMG}}
 +
  | item-level  = 1
 
}}
 
}}
{{Quotation|'''The Sniper'''|I'm running outta places to put holes in ya.|sound=Sniper_domination04.wav}}
 
  
The '''Submachine Gun''', often abbreviated as '''SMG''', is the default [[Weapons#snipersecondary|secondary weapon]] for the [[Sniper]]. It appears as a heavily modified Mauser M712 machine {{botignore|pistol}}, with several parts resembling the WW2-era Sten and MP40 submachine guns.
+
{{Other uses|this=the stock secondary weapon for the Sniper|for=his other SMG|Cleaner's Carbine}}
  
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]]. Despite its appearance, it actually has a lower DPS (damage per second) than the Pistol, but a quicker reload time.
+
{{Quotation|'''The Sniper'''|I'm running outta places to put holes in ya.|sound=Sniper domination04.wav}}
  
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.  
+
The '''SMG''' (acronym for '''Submachine Gun''') is the default [[Weapons#snipersecondary|secondary weapon]] for the [[Sniper]]. It is a small, stylized [[w:Submachine gun|submachine gun]] with an oversized ironsight and long magazine.
 +
 
 +
The SMG deals a low amount of damage per shot, but has a high rate of fire and accuracy, firing 10 bullets per second at 600 rounds per minute.
 +
 
 +
Like the [[Pistol]] and [[Revolver]], the SMG fires a single, perfectly accurate shot before "bullet spread" takes effect. Waiting 1.25 seconds resets the accuracy and provides another accurate shot.
  
 
== Damage and function times ==
 
== Damage and function times ==
 
{{Damage table
 
{{Damage table
| type               = [[Hitscan]]
+
| type             = [[Hitscan]]
 +
| damagetype      = Bullet
 +
| rangetype        = Ranged
 +
| damage          = yes
  
| damage            = yes
+
|  base           = 8
|  base             = 8
+
|  fall off       = 4
|  fall off         = 4
+
|  ramp up         = 12
|  ramp up           = 12
+
pellet spread  = 80
point blank      = {{tooltip|8-12|80-120/sec}}
+
|  crit           = 24
|  medium range      = {{tooltip|4-6|40-60/sec}}
+
|  minicrit       = 11-16
|  long range        = {{tooltip|4-5|40-50/sec}}
 
|  crit             = {{tooltip|24|240/sec}}
 
|  minicrit         = 10.8
 
  
| function times     = yes
+
| function times   = yes
|  attack interval   = 0.1
+
|  attack interval = 0.105 s
|  reload           = 1.1
+
|  reload         = 1.1 s
|  spread recovery   = 1.25
+
|  spread recovery = 1.25 s
 
}}
 
}}
  
 
{{Weapon Demonstration}}
 
{{Weapon Demonstration}}
  
== Related achievements ==
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== Strange variant ==
=== {{class link|Sniper}} ===
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{{Strange item info
{{Achievement table
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| item-type = {{item kind|SMG}}
| {{Show achievement|Sniper|Triple Prey}}
+
| rankson = kills
 +
| rankson2 =
 +
| festive = yes
 +
| australium = yes
 +
| can deal damage = yes
 +
| can deal critical damage = yes
 +
| can deal gib damage = no
 +
| can headshot = no
 +
| can reflect projectiles = no
 +
| can deal posthumous damage = no
 +
| can extinguish = no
 +
| can deal long range damage = yes
 +
| notes =
 
}}
 
}}
  
 
== Update history ==
 
== Update history ==
 +
{{Update history | '''{{Patch name|12|11|2008}}'''
 +
* The SMG can now break apart the [[Demoman]]'s [[stickybomb]]s.
  
'''[[December 11, 2008 Patch]]'''
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'''{{Patch name|1|19|2011}}'''
* The weapon can now break apart [[Stickybomb Launcher|stickybombs]].
+
* Fixed the SMG view models having [[RED|Red]] skins while on the [[BLU|Blu]]e team.
  
'''[[January 19, 2011 Patch]]'''
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'''{{Patch name|6|3|2011}}'''
* Fixed the [[Sniper Rifle]] and SMG view models having [[Red]] skins while on the [[Blue]] team.
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* Added community contributed response rules to the SMG.
  
'''[[June 3, 2011 Patch]]'''
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'''{{Patch name|2|2|2012}}'''
* Added new community contributed response rules to this weapon.
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* {{Undocumented}} Added [[Strange]] quality.
  
== Bugs ==
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'''{{Patch name|6|27|2012}}''' ([[Pyromania Update]])
* There is a slight clipping issue with the Sniper's thumb when reloading.
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* {{Undocumented}} The SMG now uses c_models.
* The Submachine Gun does not eject cartridges despite having an ejection port.
+
 
 +
'''{{Patch name|7|5|2012}}'''
 +
* Added more detail to the reloads for the SMG.
 +
<!--
 +
No {{Patch name|7|2|2012}}, it's talking about the Hitman's Heatmaker's Focus, not the SMG itself.
 +
-->
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 
 +
'''{{Patch name|12|22|2014}}''' ([[Smissmas 2014]])
 +
* Added [[Festive weapons|Festive]] variant.}}
  
 
== Trivia ==
 
== Trivia ==
* Submachine Guns were initially planned to be primary weapons for the [[Scout]] and [[Medic]], as seen in concept art.
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* SMGs were initially planned to be primary weapons for the [[Medic]] and [[Scout]] as seen in concept art and [[Trailer 1]], respectively.
** This is further evidenced in the game files, where the weapon is listed as tf_weapon_smg_scout.
+
* In early builds of the game, the SMG originally shot nails before it became a hitscan weapon.
** The Scout is shown wielding the SMG in the [[Trailer 1|first trailer]].
+
* A weapon named "SuperSMG" can be found in the localization files. The [[Syringe Gun]]'s weapon script file uses the "SuperSMG" name.
* A string for a "Super SMG" weapon can be found in localization 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 is very similar to the {{w|MAS-38}}, a weapon used by the French during World War 2
 
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
 
File:Submachine Gun 1st person.png|First-person view.
 
File:Submachine Gun 1st person.png|First-person view.
File:SMG concept.jpg|SMG concept art
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File:Festive SMG RED First Person.png|[[RED]] [[Festive weapons|Festive]] variant.
File:SMG concept2.jpg|SMG concept art
+
File:Festive SMG BLU First Person.png|[[BLU]] Festive variant.
File:Weapons_concept.jpg|Weapon concept art featuring three different SMG designs.
+
File:Australium SMG.png|[[Australium weapons|Australium]] variant.
 +
File:SMG First Person Festivized Variant RED.png|RED [[Festivizer|Festivized]] variant.
 +
File:SMG First Person Festivized Variant BLU.png|BLU Festivized variant.
 +
File:SMG First Person Australium Festivized Variant RED.png|RED Australium Festivized variant.
 +
File:SMG First Person Australium Festivized Variant BLU.png|BLU Australium Festivized variant.
 +
File:SMG concept.jpg|SMG concept art.
 +
File:SMG concept2.jpg|SMG concept art.
 +
File:Weapons concept.jpg|Weapon concept art featuring three different SMG designs.
 +
File:Standard icon SMG.png|Icon from the TF2 DIY kit.
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
*[[Sniper strategy#Submachine Gun|SMG strategy]]
+
* [[Basic Sniper strategy#SMG + reskins|SMG strategy]]
 
+
* [[Festive weapons]]
 +
* [[Australium weapons]]
  
{{Allweapons Nav}}<br/>
+
{{Standard Weapons Nav}}
 +
{{Allweapons Nav}}
 
{{Sniper Nav}}
 
{{Sniper Nav}}

Latest revision as of 20:25, 16 April 2024

This article is about the stock secondary weapon for the Sniper. For his other SMG, see Cleaner's Carbine.
I'm running outta places to put holes in ya.
The Sniper

The SMG (acronym for Submachine Gun) is the default secondary weapon for the Sniper. It is a small, stylized submachine gun with an oversized ironsight and long magazine.

The SMG deals a low amount of damage per shot, but has a high rate of fire and accuracy, firing 10 bullets per second at 600 rounds per minute.

Like the Pistol and Revolver, the SMG fires a single, perfectly accurate shot before "bullet spread" takes effect. Waiting 1.25 seconds resets the accuracy and provides another accurate shot.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 150% 12
Base damage 100% 8
Maximum fall-off 52.8% 4
Pellet spread 80:1
Critical 24
Mini-crit 11-16
Function times
Attack interval 0.105 s
Reload 1.1 s
Spread recovery 1.25 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Update history

December 11, 2008 Patch

January 19, 2011 Patch

  • Fixed the SMG view models having Red skins while on the Blue team.

June 3, 2011 Patch

  • Added community contributed response rules to the SMG.

February 2, 2012 Patch

  • [Undocumented] Added Strange quality.

June 27, 2012 Patch (Pyromania Update)

  • [Undocumented] The SMG now uses c_models.

July 5, 2012 Patch

  • Added more detail to the reloads for the SMG.

November 21, 2013 Patch (Two Cities Update)

December 22, 2014 Patch (Smissmas 2014)

Trivia

  • SMGs were initially planned to be primary weapons for the Medic and Scout as seen in concept art and Trailer 1, respectively.
  • In early builds of the game, the SMG originally shot nails before it became a hitscan weapon.
  • A weapon named "SuperSMG" can be found in the localization files. The Syringe Gun's weapon script file uses the "SuperSMG" name.

Gallery

See also