Difference between revisions of "SMG"

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'''{{Patch name|7|5|2012}}'''
 
'''{{Patch name|7|5|2012}}'''
* Added more detail to the reloads for the [[Scattergun]], the [[Baby Face's Blaster]], the SMG, and The [[Cleaner's Carbine]].
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* Updated the gamehaptics file:
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** Added more detail to the reloads for the [[Scattergun]], the [[Baby Face's Blaster]], the SMG, and The [[Cleaner's Carbine]].
  
 
== Bugs ==
 
== Bugs ==

Revision as of 17:19, 18 July 2012

I'm running outta places to put holes in ya.
The Sniper

The Submachine Gun, often abbreviated as SMG, is the stock secondary weapon for the Sniper. It appears to be a modified Template:W submachine gun, without rear sights or its distinguishable folding stock.

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.

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.

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage
Maximum ramp-up 150% 12
Base damage 100% 8
Maximum fall-off 52.8% 4
Point blank 8-12
Medium range 4-6
Long range 4-5
Critical 24
Mini-crit 10.8
Function times
Attack interval 0.1 s
Reload 1.1 s
Spread recovery 1.25 s
Values are approximate and determined by community testing.

Demonstration

Strange variant


Related achievements

Leaderboard class sniper.png Sniper

Triple Prey
Triple Prey
In a single round, get a kill with 3 different weapons.


Update history

December 11, 2008 Patch

January 19, 2011 Patch

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

June 3, 2011 Patch

  • Added new community contributed response rules to this weapon.

February 2, 2012 Patch

  • [Undocumented] Added Strange quality.

June 27, 2012 Patch (Pyromania Update)

  • [Undocumented] The SMG now uses c_models.

July 2, 2012 Patch

  • Fixed tracers being fired for other weapons (SMGs) while in focus

July 5, 2012 Patch

Bugs

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

Trivia

  • Submachine Guns were initially planned to be primary weapons for the Scout and Medic, as seen in concept art.
    • This is further evidenced in the game files, where the weapon is listed as tf_weapon_smg_scout.
    • The Scout is shown wielding the SMG in the first trailer.
  • 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.

Gallery

See also