Post by moses on Nov 19, 2012 22:05:46 GMT -5
As a pre-face, I'm an SMG lover. I try to specialize in SMGs in every CoD, to the point of stubbornness. In BO2, SMGs are a strong class, primarily because assault rifles are less damaging and less able - but still quite able - to compete with every weapon type in every niche. This is an analysis/guide for anyone less experienced with SMGs, or for those who are experienced to discuss them, as I'm far from a perfect player and may have mis-judged things. As of now, I've used every SMG to prestige except for the Skorpion, due in combination to the late unlock leaving less time to use before total prestige, and a personal dislike of the gun. Without further introduction:
- The MP7
Magazine size: 40 (56 with EM)
Reload speed: 1.42 add, 1.72 reload
Damage: 33 - 18
RPM: 900 (1200 with RF)
Ranges: 4SK, 63. 5SK, 88. 6SK, infinite.
TTK: .2 - .266 - .332
Recoil: somewhat low, mostly predictably up and slightly to the right.
Iron Sights:
One of the most well-balanced SMGs to ever grace starter SMGs. While it's not the best in any major stat except for reload speed, it's able to do any role relatively competitively. In terms of accuracy, it's fair enough to pick off opponents from range because of how low and predictable it is. Its RoF allows for competitive hip-firing (RoF counts for a lot in hip-firing, moreso than damage unless there's a major difference). Its magazine size is enough to take out ~two opponents from long-range, ~three opponents from mid-range, and four+ up close. Its iron sights work well, though the two blocks on the sides are slightly detrimental. All in all this gun has no real weakness looking at it introspectively.
Attachment advice: the Suppressor is highly recommended, as a 4-6 shot kill gun loses little from a range decrease. Its ammo count is plentiful enough that no magazine-related attachments are needed, though there can be situations where more ammo can save you. I'd recommend Quick Draw, Laser Sight, and/or the Fore Grip, depending on preference, though if anything I'd recommend Quick Draw.
MP7 niche/role: Jack of all trades SMG, an SMG for never getting caught with your pants down.
- The PDW-57
Magazine size: 50 (67 with EM)
Reload speed: 1.92 add, 2.59 reload
Damage: 35 - 18
RPM: 720 (900 with RF)
Ranges: 3SK, 36. 4SK, 85. 5SK, 113. 6SK, infinite.
TTK: .167 - .25 - .333 - .417
Recoil: medium, randomly up and right.
Iron Sights:
A strong CQC SMG, though much less effective past mid-range (think the length of Terminal's plane in MW2). The primary contributions to this strength are its 3SK statistic, a rarity in BO2, and its massive ammo reserves allowing multi-man fights and continuous action without slowing down until your fourth kill. The magazine will carry you ~five kills up close, and ~three from mid-range. However, long-range fights are nigh unwinnable with this gun, as the recoil is a killer, similar to an MP5 of old CoDs. The iron sights are thin, useful for mid-range.
Attachment advice: Laser Sight or Quick Draw is almost mandatory. The PDW's prowess is at close range, but because of its slightly lesser RoF you want all the accuracy you can muster, minimizing your misses to capitalize on its 3SK up close. Ammo is not a problem, though if you must I recommend Fast Mag over Extended Mag, due to its high reload speed and already high capacity. A Suppressor is not recommended, as it loses its niche unless you're extremely close to the opponent, and will thus get relatively outclassed by other SMGs. A good setup is Laser Sight and Long Barrel, spraying for days.
PDW niche/role: CQC SMG for small maps and infiltrating spawns. If you find you can't capitalise on the high magazine size due to your play style or average life expectancy, consider switching to the MSMC.
- The Vector K10
Magazine size: 36 (48 with EM)
Reload speed: 1.32 add, 1.9 reload
Damage: 33 - 18
RPM: 900 (1,200 with RF)
Ranges: 4SK, 50. 5SK, 75. 6SK, infinite.
TTK: .2 - .266 - .332
Recoil: low, almost excusively vertical with very slight left and right kick. Slightly more recoil than the MP7, but it's easier to control.
Iron Sights:
In the same vein as the MP7, this is a very well-balanced SMG. It can spray well, its recoil is very minimal if you compensate down-ward slightly, and its magazine is big enough. The Vector's mostly the same gun as the MP7, with these differences:
- Slightly less range than the MP7, making spraying potentially less effective.
- SLIGHTLY more recoil than the MP7, though in most cases the Vector will come out as the more accurate gun as it's less random.
- Slightly smaller magazine and reload speed, though a better add speed (reloading without draining your ammo completely).
- IMO the Vector's irons give more clarity and help pinpoint the opponent better.
It mostly comes down to preference over which one is "better." The MP7 is objectively better up to mid-range because of a better magazine and range, but the Vector has a better chance fighting longer range opponents.
Attachment advice: the Suppressor is highly recommended, as a 4-6 shot kill gun loses little from a range decrease. Its ammo count is very good, enough so that EM and FD aren't needed, yet if insisted upon I'd go with the EM. I'd recommend Quick Draw, Laser Sight, and/or the Fore Grip, depending on preference, though if anything I'd recommend Quick Draw.
Vector niche/role: a longer range variant of the MP7. Essentially, a jack of all trades.
- The MSMC
Magazine size: 30 (40 with EM)
Reload speed: 1.72 add, 2.07 reload
Damage: 40 - 18
RPM: 720 (900 with RF)
Ranges: 3SK, 46. 4SK, 95. 5SK, 125. 6SK, infinite.
TTK: .167 - .25 - .333 - .417
Recoil: low, almost equally random in every direction except for a slight upward tendency.
Iron Sights:
In the same way that the MP7 and Vector are similar but subtly different, the PDW and MSMC share this relationship. The MSMC is a very strong gun; it has a very viable 3SK range, and a 4SK range out-stripping multiple SMGs' 5SK maximum range. Its recoil is very low, competitive quite a bit past mid-range. The iron sights on the MSMC are also brilliant, giving clear focus of any target. However, for all these strengths, it does have a weakness - 30 ammo capacity, and a somewhat slower reload speed - this weakness lowers its value in multi-man fire fights, and makes spraying or missing in general a greater liability. It is also less competitive at spraying in terms of effective TTK than the 900+ RPM SMGs, so spraying is not its strength. Compared to the PDW, it is superior or equal in almost every way, except for the very noticeable magazine size of 50 the PDW holds, letting it excel over the MSMC in CQC since more or less they're the same up close otherwise.
Attachment advice: the Suppressor works very well on this gun, for it has such good range, it maintains its 3SK or 4SK power in many mid-range encounters. On the other hand, the Long Barrel exemplifies that range, and makes the average engagement over in four or less bullets. Both work well, but I prefer the Suppressor for a tactical advantage. Quick Draw is superior to the Laser Sight on this gun, in my opinion, since you want to maximise the power behind this gun and be as accurate as possible, and you won't have enough bullets to spray for as long as other guns put out. Extended Mag is recommended over Fast Mag. If I absolutely had to recommend one setup, I'd say Suppressor and Quick Draw, and Extended Mag if you can spring for it.
MSMC role/niche: accurate, high damage gun, best suited for mid-range. Nearly unparalleled by anything at mid-range in the whole game, and potentially very strong up close.
- The Chicom CQB
Magazine size: 36 (48 with EM)
Reload speed: 1.42 add, 2.07 reload
Damage: 33 - 18
RPM: 1080 (1555 with RF, 900 with SF, 1200 with SF + RF)
Ranges: 4SK, 33. 5SK, 72. 6SK, infinite.
TTK: .167 - .223 - .278
Recoil: minorly upwards and slightly left or right, but it almost recenters between every burst regardless.
Iron Sights: No picture, but a relatively flat surface with a triangular spike as the marker.
A 3-round-burst SMG, for the first time in CoD. Its main strength is its fantastic accuracy while remaining decent up close, more similar to an AR than an SMG, though it retains the advantages of an SMG such as ADS speed and mobility. While it's the best SMG at range, it also happens to be competitive up close with a proper trigger finger, ESPECIALLY with Rapid Fire. With Rapid Fire, this gun has one of the best TTKs of any SMG without wholly sacrificing its long range game.
Attachment advice: Rapid Fire gives a lot of benefit to this gun. Select Fire should probably never be used on this gun, more or less it becomes a Vector that you have to pay an attachment to use. Rapid Fire goes well with Quick Draw especially; spraying this won't work well with Rapid Fire because it decreases range and increases (read: negatively impacts) hip-fire radius, so you'll want to be as pinpoint as accurate. For a third attachment, Suppressor and Fore Grip work well. Magazine size and sights don't need to be touched.
Chicom CQB role/niche: long-range disaster machine while maintaining plenty of power up close. Very well-rounded mid-long-range gun, but it requires a good trigger finger to exceed a Vector in that regard.
- The Skorpion EVO
Magazine size: 32 (43 with EM)
Reload speed: 1.32 add, 1.9 reload
Damage: 33 - 18
RPM: 1200 (1800 with RF)
Ranges: 4SK, 43. 5SK, 80. 6SK, infinite.
TTK: .1 - .133 - .167
Recoil: heavy vertical kick, with a very slight tendency towards the left.
Iron Sights:
dumbwire.com/game/wp-content/uploads/mvbthumbs/img_302779_black-ops-2-scorpion-evo-msmc-and-ballista-iron-
sight-hardpoint-on-hijacked.jpg[/img]
The dominant close range SMG in the game. Its extreme RoF allows you to spray all day, and at close range the recoil means close to nothing. At mid-range is when the gun's recoil starts to heavily show, almost to the point that when you're out of spray range, you're out of Skorpion range in general. There's not much to say about this gun because of how limited its role is.
Attachment advice: Laser Sight and Extended Mag are mandatory to get the most out of the gun's only strength. Rapid Fire, while highly impacting on this gun's RoF, drains ammo and the small 4-5SK range too quickly, and it's already the best SMG up close, so in a fair fight you should win regardless.
Skorpion role/niche: up close spray and pray. For the players who want as close to a shotgun as possible, without having a shotgun. In terms of the PDW vs the Skorpion in this regard, the PDW has a better mid-range game and more ammo, while the Skorpion kills much faster, more consistently.
- Perks, equipment, and create a class:
Perk 1: Lightweight, Flak Jacket (if not using Engineer), and Ghost are the SMG users best friends. Lightweight to enhance the superior mobility, Flak Jacket to stop Bouncing Betties and Claymores primarily, and Ghost to stop the quite simply very powerful UAV in this game.
Perk 2: Scavenger and Cold Blooded are the more useful of perk 2. Scavenger works well with an aggressive style (particularly with the lower ammo SMGs like the MSMC and Skorpion), and allows you to cover your trail after every kill with a Bouncing Betty, Claymore, Shock Charge, etc. Cold Blooded is more useful if you're not running equipment like that.
Perk 3: Dexterity and Engineer both help a mobile user. Dexterity is quite useful, but its benefit can largely be mitigated by not running towards corners - though this is unrealistic and impractical to always do. Engineer is probably the most useful perk 3, especially if not running Flak Jacket, as you can destroy/hack equipment for points while simultaneously avoiding death, and rerolling Care Packages can get powerful Scorestreaks for low costs. Tactical Mask is mainly useful for avoiding Shock Charges if you're aggressive, so I don't recommend taking it over Engineer.
Lethal Equipment: Grenade, C4, Bouncing Betty, and Claymore. Grenades can help flush out opponents in fortified positions, useful because SMGs can't generally compete with ARs and LMGs at range. C4 is more for objective game types. Bouncing Betties and Claymores are more for aggressive laying around the map, especially in conjunction with Scavenger.
Tactical Equipment: Virtually any of them will work well with an SMG class.
Secondary Weapon: Probably best to leave one off in favor of another perk or attachment. If necessary, I'd recommend the SMAW to flush out opponents/objectives and for taking out Scorestreaks.
Overall I feel all the SMGs bring a little something to the table, though I'd personally say the Skorpion is kind of lackluster due to its ridiculous recoil (bring back the CoD4 Skorpion!!!) and the MSMC is the most effective SMG by a very small margin. Yet I think it's the most balanced of any "God SMG" that CoD has produced. In theory the Chicom CQB could be the strongest of all, with a good enough trigger finger and pin-point aim, but seeing as how I'm not near 100% efficient with semi-automatic weapons I can only theory craft its potential.
- The MP7
Magazine size: 40 (56 with EM)
Reload speed: 1.42 add, 1.72 reload
Damage: 33 - 18
RPM: 900 (1200 with RF)
Ranges: 4SK, 63. 5SK, 88. 6SK, infinite.
TTK: .2 - .266 - .332
Recoil: somewhat low, mostly predictably up and slightly to the right.
Iron Sights:
One of the most well-balanced SMGs to ever grace starter SMGs. While it's not the best in any major stat except for reload speed, it's able to do any role relatively competitively. In terms of accuracy, it's fair enough to pick off opponents from range because of how low and predictable it is. Its RoF allows for competitive hip-firing (RoF counts for a lot in hip-firing, moreso than damage unless there's a major difference). Its magazine size is enough to take out ~two opponents from long-range, ~three opponents from mid-range, and four+ up close. Its iron sights work well, though the two blocks on the sides are slightly detrimental. All in all this gun has no real weakness looking at it introspectively.
Attachment advice: the Suppressor is highly recommended, as a 4-6 shot kill gun loses little from a range decrease. Its ammo count is plentiful enough that no magazine-related attachments are needed, though there can be situations where more ammo can save you. I'd recommend Quick Draw, Laser Sight, and/or the Fore Grip, depending on preference, though if anything I'd recommend Quick Draw.
MP7 niche/role: Jack of all trades SMG, an SMG for never getting caught with your pants down.
- The PDW-57
Magazine size: 50 (67 with EM)
Reload speed: 1.92 add, 2.59 reload
Damage: 35 - 18
RPM: 720 (900 with RF)
Ranges: 3SK, 36. 4SK, 85. 5SK, 113. 6SK, infinite.
TTK: .167 - .25 - .333 - .417
Recoil: medium, randomly up and right.
Iron Sights:
A strong CQC SMG, though much less effective past mid-range (think the length of Terminal's plane in MW2). The primary contributions to this strength are its 3SK statistic, a rarity in BO2, and its massive ammo reserves allowing multi-man fights and continuous action without slowing down until your fourth kill. The magazine will carry you ~five kills up close, and ~three from mid-range. However, long-range fights are nigh unwinnable with this gun, as the recoil is a killer, similar to an MP5 of old CoDs. The iron sights are thin, useful for mid-range.
Attachment advice: Laser Sight or Quick Draw is almost mandatory. The PDW's prowess is at close range, but because of its slightly lesser RoF you want all the accuracy you can muster, minimizing your misses to capitalize on its 3SK up close. Ammo is not a problem, though if you must I recommend Fast Mag over Extended Mag, due to its high reload speed and already high capacity. A Suppressor is not recommended, as it loses its niche unless you're extremely close to the opponent, and will thus get relatively outclassed by other SMGs. A good setup is Laser Sight and Long Barrel, spraying for days.
PDW niche/role: CQC SMG for small maps and infiltrating spawns. If you find you can't capitalise on the high magazine size due to your play style or average life expectancy, consider switching to the MSMC.
- The Vector K10
Magazine size: 36 (48 with EM)
Reload speed: 1.32 add, 1.9 reload
Damage: 33 - 18
RPM: 900 (1,200 with RF)
Ranges: 4SK, 50. 5SK, 75. 6SK, infinite.
TTK: .2 - .266 - .332
Recoil: low, almost excusively vertical with very slight left and right kick. Slightly more recoil than the MP7, but it's easier to control.
Iron Sights:
In the same vein as the MP7, this is a very well-balanced SMG. It can spray well, its recoil is very minimal if you compensate down-ward slightly, and its magazine is big enough. The Vector's mostly the same gun as the MP7, with these differences:
- Slightly less range than the MP7, making spraying potentially less effective.
- SLIGHTLY more recoil than the MP7, though in most cases the Vector will come out as the more accurate gun as it's less random.
- Slightly smaller magazine and reload speed, though a better add speed (reloading without draining your ammo completely).
- IMO the Vector's irons give more clarity and help pinpoint the opponent better.
It mostly comes down to preference over which one is "better." The MP7 is objectively better up to mid-range because of a better magazine and range, but the Vector has a better chance fighting longer range opponents.
Attachment advice: the Suppressor is highly recommended, as a 4-6 shot kill gun loses little from a range decrease. Its ammo count is very good, enough so that EM and FD aren't needed, yet if insisted upon I'd go with the EM. I'd recommend Quick Draw, Laser Sight, and/or the Fore Grip, depending on preference, though if anything I'd recommend Quick Draw.
Vector niche/role: a longer range variant of the MP7. Essentially, a jack of all trades.
- The MSMC
Magazine size: 30 (40 with EM)
Reload speed: 1.72 add, 2.07 reload
Damage: 40 - 18
RPM: 720 (900 with RF)
Ranges: 3SK, 46. 4SK, 95. 5SK, 125. 6SK, infinite.
TTK: .167 - .25 - .333 - .417
Recoil: low, almost equally random in every direction except for a slight upward tendency.
Iron Sights:
In the same way that the MP7 and Vector are similar but subtly different, the PDW and MSMC share this relationship. The MSMC is a very strong gun; it has a very viable 3SK range, and a 4SK range out-stripping multiple SMGs' 5SK maximum range. Its recoil is very low, competitive quite a bit past mid-range. The iron sights on the MSMC are also brilliant, giving clear focus of any target. However, for all these strengths, it does have a weakness - 30 ammo capacity, and a somewhat slower reload speed - this weakness lowers its value in multi-man fire fights, and makes spraying or missing in general a greater liability. It is also less competitive at spraying in terms of effective TTK than the 900+ RPM SMGs, so spraying is not its strength. Compared to the PDW, it is superior or equal in almost every way, except for the very noticeable magazine size of 50 the PDW holds, letting it excel over the MSMC in CQC since more or less they're the same up close otherwise.
Attachment advice: the Suppressor works very well on this gun, for it has such good range, it maintains its 3SK or 4SK power in many mid-range encounters. On the other hand, the Long Barrel exemplifies that range, and makes the average engagement over in four or less bullets. Both work well, but I prefer the Suppressor for a tactical advantage. Quick Draw is superior to the Laser Sight on this gun, in my opinion, since you want to maximise the power behind this gun and be as accurate as possible, and you won't have enough bullets to spray for as long as other guns put out. Extended Mag is recommended over Fast Mag. If I absolutely had to recommend one setup, I'd say Suppressor and Quick Draw, and Extended Mag if you can spring for it.
MSMC role/niche: accurate, high damage gun, best suited for mid-range. Nearly unparalleled by anything at mid-range in the whole game, and potentially very strong up close.
- The Chicom CQB
Magazine size: 36 (48 with EM)
Reload speed: 1.42 add, 2.07 reload
Damage: 33 - 18
RPM: 1080 (1555 with RF, 900 with SF, 1200 with SF + RF)
Ranges: 4SK, 33. 5SK, 72. 6SK, infinite.
TTK: .167 - .223 - .278
Recoil: minorly upwards and slightly left or right, but it almost recenters between every burst regardless.
Iron Sights: No picture, but a relatively flat surface with a triangular spike as the marker.
A 3-round-burst SMG, for the first time in CoD. Its main strength is its fantastic accuracy while remaining decent up close, more similar to an AR than an SMG, though it retains the advantages of an SMG such as ADS speed and mobility. While it's the best SMG at range, it also happens to be competitive up close with a proper trigger finger, ESPECIALLY with Rapid Fire. With Rapid Fire, this gun has one of the best TTKs of any SMG without wholly sacrificing its long range game.
Attachment advice: Rapid Fire gives a lot of benefit to this gun. Select Fire should probably never be used on this gun, more or less it becomes a Vector that you have to pay an attachment to use. Rapid Fire goes well with Quick Draw especially; spraying this won't work well with Rapid Fire because it decreases range and increases (read: negatively impacts) hip-fire radius, so you'll want to be as pinpoint as accurate. For a third attachment, Suppressor and Fore Grip work well. Magazine size and sights don't need to be touched.
Chicom CQB role/niche: long-range disaster machine while maintaining plenty of power up close. Very well-rounded mid-long-range gun, but it requires a good trigger finger to exceed a Vector in that regard.
- The Skorpion EVO
Magazine size: 32 (43 with EM)
Reload speed: 1.32 add, 1.9 reload
Damage: 33 - 18
RPM: 1200 (1800 with RF)
Ranges: 4SK, 43. 5SK, 80. 6SK, infinite.
TTK: .1 - .133 - .167
Recoil: heavy vertical kick, with a very slight tendency towards the left.
Iron Sights:
dumbwire.com/game/wp-content/uploads/mvbthumbs/img_302779_black-ops-2-scorpion-evo-msmc-and-ballista-iron-
sight-hardpoint-on-hijacked.jpg[/img]
The dominant close range SMG in the game. Its extreme RoF allows you to spray all day, and at close range the recoil means close to nothing. At mid-range is when the gun's recoil starts to heavily show, almost to the point that when you're out of spray range, you're out of Skorpion range in general. There's not much to say about this gun because of how limited its role is.
Attachment advice: Laser Sight and Extended Mag are mandatory to get the most out of the gun's only strength. Rapid Fire, while highly impacting on this gun's RoF, drains ammo and the small 4-5SK range too quickly, and it's already the best SMG up close, so in a fair fight you should win regardless.
Skorpion role/niche: up close spray and pray. For the players who want as close to a shotgun as possible, without having a shotgun. In terms of the PDW vs the Skorpion in this regard, the PDW has a better mid-range game and more ammo, while the Skorpion kills much faster, more consistently.
- Perks, equipment, and create a class:
Perk 1: Lightweight, Flak Jacket (if not using Engineer), and Ghost are the SMG users best friends. Lightweight to enhance the superior mobility, Flak Jacket to stop Bouncing Betties and Claymores primarily, and Ghost to stop the quite simply very powerful UAV in this game.
Perk 2: Scavenger and Cold Blooded are the more useful of perk 2. Scavenger works well with an aggressive style (particularly with the lower ammo SMGs like the MSMC and Skorpion), and allows you to cover your trail after every kill with a Bouncing Betty, Claymore, Shock Charge, etc. Cold Blooded is more useful if you're not running equipment like that.
Perk 3: Dexterity and Engineer both help a mobile user. Dexterity is quite useful, but its benefit can largely be mitigated by not running towards corners - though this is unrealistic and impractical to always do. Engineer is probably the most useful perk 3, especially if not running Flak Jacket, as you can destroy/hack equipment for points while simultaneously avoiding death, and rerolling Care Packages can get powerful Scorestreaks for low costs. Tactical Mask is mainly useful for avoiding Shock Charges if you're aggressive, so I don't recommend taking it over Engineer.
Lethal Equipment: Grenade, C4, Bouncing Betty, and Claymore. Grenades can help flush out opponents in fortified positions, useful because SMGs can't generally compete with ARs and LMGs at range. C4 is more for objective game types. Bouncing Betties and Claymores are more for aggressive laying around the map, especially in conjunction with Scavenger.
Tactical Equipment: Virtually any of them will work well with an SMG class.
Secondary Weapon: Probably best to leave one off in favor of another perk or attachment. If necessary, I'd recommend the SMAW to flush out opponents/objectives and for taking out Scorestreaks.
Overall I feel all the SMGs bring a little something to the table, though I'd personally say the Skorpion is kind of lackluster due to its ridiculous recoil (bring back the CoD4 Skorpion!!!) and the MSMC is the most effective SMG by a very small margin. Yet I think it's the most balanced of any "God SMG" that CoD has produced. In theory the Chicom CQB could be the strongest of all, with a good enough trigger finger and pin-point aim, but seeing as how I'm not near 100% efficient with semi-automatic weapons I can only theory craft its potential.