S.T.A.L.K.E.R. Wiki
Advertisement

name = SMGtype = weapon image = Pseudogiant.png3d-image-1 = Pseudogiant.png Pseudogiant.png3d-image-4 = Pseudogiant.png

Pseudogiant.png

| 3d-image-7 = Pseudogiant.png | 3d-image-8 = Pseudogiant.png | 3d-button-1 = Pseudogiant.png | 3d-button-2 = Pseudogiant.png Pseudogiant.png 3d-button-6 = Pseudogiant.png | 3d-button-7 = Pseudogiant.png | 3d-button-8 = Pseudogiant.png | 3d-viewname-1 = Pseudogiant.png

Pseudogiant.png

| 3d-viewname-4 = Pseudogiant.png | 3d-viewname-6 = Pseudogiant.png

Pseudogiant.png

| 3d-viewname-8 = Pseudogiant.png | used-by = Pseudogiant.png | slot = Pseudogiant.png | weapon-script = Pseudogiant.png | availability = Pseudogiant.png | marketable = Pseudogiant.png Pseudogiant.png | ammo-loaded = Pseudogiant.png | ammo-carried = Pseudogiant.png | reload = Pseudogiant.png | loadout = Pseudogiant.png

 | quality     = Pseudogiant.png
 | item-kind   = Pseudogiant.png

Pseudogiant.png }} The Sniper'|I'm running outta places to put holes in ya.|sound=Sniper_domination04.wav}}

The SMG (acronym for Submachine Gun) is the default secondary weapon for the Sniper. It appears to be a modified MAT-49 Template:Botignore gun, with oversized sights and no stock.

The SMG deals a low amount of damage per shot, but has a high rate of fire and surprisingly high accuracy, firing 10 bullets per second at 600 rounds per minute. It enables the player to engage enemies at closer ranges in which the Sniper Rifle would be ineffective. Despite its appearance, it actually has a lower DPS (damage per second) than the Pistol, but a quicker reload time and less spread, along with a higher rate of fire.

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

Damage and function times

| type = Hitscan | damagetype = Pseudogiant.png | rangetype = Pseudogiant.png

| damage = Pseudogiant.png | base = Pseudogiant.png | fall off = Pseudogiant.png | ramp up = Pseudogiant.png | crit = Pseudogiant.png | minicrit = Pseudogiant.png

| function times = Pseudogiant.png | attack interval = Pseudogiant.png | reload = Pseudogiant.png | spread recovery = Pseudogiant.png }}


Strange variant

| item-type = Pseudogiant.png

| rankson                    = Pseudogiant.png

| rankson2 =

| festive = Pseudogiant.png
| australium = Pseudogiant.png
| can deal damage            = Pseudogiant.png

| can deal critical damage = Pseudogiant.png | can deal gib damage = Pseudogiant.png | can headshot = Pseudogiant.png | can reflect projectiles = Pseudogiant.png

can deal posthumous damage = Pseudogiant.pn can extinguish             = Pseudogiant.png
| can deal long range damage = Pseudogiant.png

| notes = }}

Update history

  • The SMG can now break apart stickybombs.

Template:Patch name

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

Template:Patch name

  • Added community contributed response rules to the SMG.

Template:Patch name

  • Template:Undocumented Added Strange quality.

Template:Patch name (Pyromania Update)

  • Template:Undocumented The SMG now uses c_models.

Template:Patch name

  • Added more detail to the reloads for the SMG.

Template:Patch name (Two Cities Update)

  • Template:Undocumented Added Australium variant.

Template:Patch name (Smissmas 2014)

  • Added Festive variant.

}}

Trivia

  • 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 the weapon was 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

  • SMG strategy
  • Festive weapons
  • Australium weapons

Template:Standard Weapons Nav Template:Allweapons Nav Template:Sniper Nav

Advertisement