Anarchy
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| Anarchy | |
|---|---|
I... wanna be... ANARCHY! | |
| Manufacturers: | Dahl, Tediore and Torgue |
| Type: | Submachine Gun |
| Model: | Anarchy |
| Element: | Never |
| Damage: | 8×4 – 233×4 |
| Accuracy: | 27.0 – 35.0 |
| Fire Rate: | 6.4 – 13.8 |
| Magazine Capacity: | 42 – 82 |
| Special Part(s): acc4_Double Title_LowAccuracy1_Anarchy | |
Anarchy is the title of a group of very powerful sub-machine guns.
Examples are on the talk page.
Contents |
Usage & Description
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There is no such thing as 'too close' when using an Anarchy SMG. It is a weapon that is extremely effective at close range - in fact, it's most effective at point blank range, as it essentially throws up a wall of bullets at any enemy unfortunate enough to be in its range. Its accuracy compares to that of a generic shotgun, but its fire rate is well within the average range of SMGs, as are the magazines available to them. Its main strength comes from its fire rate, as well as its ability to shoot four projectiles at the cost of two rounds of ammunition. Because of that, Anarchies prove effective against any enemy, provided the enemy is close enough, due to the sheer number of projectiles it can produce in a very short period of time.
Larger enemies, such as Badasses, Sledge, Drifters and The Rakk Hive are even more susceptible because they are a larger target. Large flocks of Rakk will also fall easily to an Anarchy. While sustained fire to non-critical areas will destroy a target in short order, aiming for critical hits with the Anarchy is extremely effective. Multiple critical hits can be achieved rapidly, devastate the target and may be achieved at slightly longer ranges (again, the closer the better).
Critical Hits
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It can be difficult to score a significant amount of critical hits with the Anarchy SMG. In order to increase the number of critical hits with an Anarchy, work with the natural recoil of the gun. Aim slightly below the critical spot on an enemy and perform a sustained burst of fire, stopping the burst anytime the recoil moves above the critical area. The goal is to land the majority of the projectiles "in the red". The farther away from the target, the lower the aim needs to be. Distance also increases number of projectiles that will miss the target, requiring an up close play style for extensive use.
Notes
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- Due to the high accuracy from material buff, Hyperion never makes Anarchies.
- Maliwan only makes elemental weapons. This requires an elemental accessory so Maliwan never makes Anarchies.
- A scope on an Anarchy can prove to be extremely useful, as it maintains accuracy of bursts and nullifies the lower accuracy when firing for an extended duration. The lowest scope (1.7x) is best for close quarters.
Mechanics
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Anarchy is a Title(Title_LowAccuracy1_Anarchy) that is bestowed on SMGs that both already have the double accessory (acc4_Double), and have a low accuracy rating (approx. less than 70%). The resulting weapon is the combination of the modifiers of both the accessory and the title. The anarchy title is responsible for an increase of all of the traits already acquired the double accessory: bigger magazine, more spread and 2 extra projectiles, at no cost to ammo. The Anarchy title will not actually lower the weapon's damage, this comes from the double accessory. Please see stat modifiers for an explanation on how to interpret all of these modifiers.
| acc4_Double | Title_LowAccuracy1_Anarchy | both | |
|---|---|---|---|
| Damage: -18% Shot Cost: +1 Projectile Count: +1 Spread: +75% Clip Size: +20% | Projectile Count: +2 Spread: +200% Clip Size: +30% | Damage: -18% Shot Cost: +1 Projectile Count: +3 Spread: +275% Clip Size: +50% |
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