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Submachine Gun parts are very simple, as any combination of parts may spawn together to make a particular submachine gun.
Different parts will influence different attributes of the weapon.
|Rate of fire||x||x||x|
A submachine gun's name derives from the body, stock, and magazine parts present on the weapon.
The body of a submachine gun is usually easy to identify, since the model name declares it straightforwardly.
|Damage||Rate of fire||Recoil||Tech||Image||Notes|
|body2||KKA||+10%||-17%||+30%||Slower-firing, more powerful|
|body3||TEK||-15%||+30%||-30%||+3||Fast-firing but weak, with high tech. The body of the legendary Savior (Model name: SV) visually resembles this body, but does much more damage and has still higher tech|
|body4||RF||+20%||-23%||+50%||+1||Even slower-firing but more powerful.|
|body5||HX||+20%||+50%||-20%||+1||Premium body, superior in every attribute|
The stock is completely specified within the weapon's model number. For unique weapons without a model number, the stock is easily distinguishable in profile.
The stock affects both overall weapon stability (recoil reduction), accuracy and reload speed. In addition, some stocks offer a minor tech upgrade.
Note that the weapon's model number is a function of both its stock model number (listed here) as well as its magazine model number.
|stock_none||10||+50%||-20%||+100%||+40%||-30%||Stockless weapon: unstable, but fastest reload|
|stock2||20||-10%||-10%||+20%||-40%||+30%||Better balance, but slower reload|
|stock3||30||-20%||-20%||+40%||-30%||+1||Better balance without any reload penalty; slight tech upgrade|
|stock4||40||-30%||-30%||+60%||-80%||+20%||Still better balance with a slight reload penalty|
|stock5||50||-40%||-40%||+80%||-100%||+1||Premium stock: best balance, no penalty to reload, tech upgrade|
The magazine is specified within the weapon's model number. For unique weapons without a model number, they're mostly easily distinguished by the weapon's ammo capacity.
Primarily, the magazine specifies the number of rounds of ammunition carried by the submachine gun; beyond that, it influences weapon damage and reload speed, and can affect rate of fire and the weapon's tech level as well.
Note that the weapon's model number is a function of both its magazine model number (listed here) as well as its stock model number.
|mag1_thumper||0||-10||+70%||-67%||-25%||Instead of fully automatic fire, fires single shots. Weapons with this magazine are eligible for the Thumper title|
|mag2||2||-15%||Baseline: Low capacity, fast loading|
|mag3||3||+8||-20%||+2||Fast-reloading tech banana-clip magazine|
|mag4||4||+27||+60%||Slow-reloading big drum magazine. Visually similar to the magazine of the legendary Wildcat|
|mag5||5||+18||+40%||+1||A compromise between magazines 3 and 4|
While submachine gun barrels do not affect the weapon's model number, they are easy to distinguish visually from their overall length and the profile of the flash suppressor or shroud at the end of the barrel.
Barrels strongly affect the weapon's damage and accuracy, and can influence recoil reduction and weapon tech level as well.
|barrel2||+15%||+28%||-20%||+20%||+20%||Snub-front damage barrel. Visually similar ot the barrel of the legendary Gasher|
|barrel3||+10%||-50%||-30%||-30%||+1||Good accuracy and recoil handling with a slight tech bonus|
|barrel3_Twisted||+10%||-50%||-30%||-30%||+4|| Visually identical to barrel3, but confers a very large tech bonus on weapons with an elemental accessory.
On weapons without an elemental accessory, however, fires low-velocity rounds that travel in a helical path, ricocheting off of obstacles, and leaving visible tracer in the air
|barrel4||+30%||-30%||-10%||-40%||+35%||Highest damage barrel.|
|barrel5||+15%||-130%||-40%||-150%||-50%||Highest accuracy barrel. The barrel of the legendary Bitch is visually identical with this barrel|
SMG sights are easily distinguished by the zoom statistic published on the weapon's gun card. They have no further effect on the weapon's attributes.
|sight_none||none||No sights on weapon other than whatever the top of the body provides|
|sight1||1.7x||Low-power lensed sight|
|sight3||2.9x||High-power lensed sight|
Unlike other parts, the accessory part does not have a consistent effect on a weapon's attributes: some accessories boost tech, some alter recoil, some increase damage. Some accessories grant a special property to the weapon, Elemental Damage, beyond mere attribute modification; furthermore, almost all accessories make their weapon eligible for a special name prefix or title describing the weapon's altered behavior, such as "Relentlesss" or "Double."
Most accessories are easy to differentiate visually. Most of them appear behind the receiver, immediately in the player's view in first-person perspective, though two (acc1_Relentless and acc2_Ruthless) appear under the barrel similar to a pistol accessory.
An accessory may or may not be present on any given submachine gun, and no more than a single accessory may be present, which is why the game will never spawn, for example, a legendary Double Hellfire.
- See also: Elemental_Damage#SMG
There are four different elemental accessories, acc3_corrosive, acc3_shock, acc5_explosive, and acc5_incendiary, corresponding to the four different varieties of Elemental Damage. Each glow in the color corresponding to their element, making them easily identifiable. Elemental accessories grant shots fired from the submachine gun elemental properties, imposing a -40% damage penalty in exchange, and grant an increase to the weapon's overall tech level.
The accessory of the legendary Hellfire resembles an ordinary elemental accessory.
A submachine gun with an elemental accessory is eligible for various elemental prefixes, depending on the weapon's element and net tech level.
The Relentless accessory acc1_Relentless grants a submachine gun a 20% bonus to its rate of fire.
A weapon with the Relentless accessory is eligible for the Relentless prefix.
The Ruthless accessory acc2_Ruthless grants a submachine gun a -45% bonus to its recoil handling, along with a -53% bonus to its reload speed.
A weapon with the Ruthless accessory is eligible for the Ruthless prefix.
The Vector accessory acc2_Vector grants a submachine gun a 45% bonus to its rate of fire, a -200% bonus to its recoil handling, and a -53% bonus to its reload speed.
A weapon with the Vector accessory will be eligible for one of the higher quality prefixes, such as Hostile or Malevolent, further increasing the weapon's damage and tech level.
Weapons with the Double accessory acc4_Double fire two projectiles with every cycling of their action, expending two rounds of ammunition per shot. This effectively doubles the weapon's rate of fire. Accuracy spread is greatly increased (+75%), i.e. accuracy is decreased, and the two bullets do less damage apiece (-18%). The weapon gains 20% in magazine capacity.
A weapon with the Double accessory is eligible for the Double prefix. If it has sufficiently low accuracy (i.e., sufficiently high spread), it may be eligible for the Anarchy title.
The part acc_none serves as a placeholder for a weapon with conventional behavior, nothing more. A SMG with this non-part will have no accessory visible beneath the barrel or behind the receiver.
Other than unique drops, a SMG name consists of the name of its body, a model number comprising stock and magazine, a possible manufacturer-specific material code, a prefix derived from its attributes or accessory, and a title.
The first element of the SMG name is a simple function of its body part. To recap:
The model number consists of the sum of the number codes for the weapon's stock and magazine. Weapons with any stock other than stock1 and any magazine other than mag2 have this model number further multiplied by 10, denoting their premium quality.
The magazine of the legendary Wildcat has the same code as its base part mag4, 4. Hence Wildcats are distinguishable only by their title "Wildcat."
Material codes are common to all weapons. See Material Grade for more info.
The prefix is determined either by the weapon's overall attributes, its accessory, or possibly its material grade. Attribute prefixes may further bias the weapon's attributes.
The title is determined either from the weapon's overall attributes, its accessory, or a legendary part. If the weapon does not qualify for any of these, its title defaults to "SMG,"