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I usually pick ammo vest because it's more of what swat does best and I usually have teammates on demo to kill giants.
well some of the SMG's, like the MP7, P90, and the Heckler-&-Koch can be switched to fire a single shot at a time, or a 3-round burst to help conserve ammo early on, which is great when popping off heads. So with that said, the "Ammo Vest" perk will most likely see some of its best usage during the Boss Wave (due to not only hitting the boss himself, but whatever minions that spawns with him).
and as for Scrakes and Fleshpounds while playing as SWAT, what i'll sometimes do (depending on who my teammates play as), is toss out a Flashbang grenade to briefly stun them and unload both barrels from the Double-Barrel Shotgun, which not only downs them quickly, but also makes them stumble and stagger.
if a good Gunslinger, Demo, Firebug or Support player is in the process of taking down the bigger Zeds, i'll toss out a couple of flashbangs to help them out and lay down the surpressing fire, while i'm taking out the weaker mobs at the same time.
You can even hold 3 SMGs if you don't upgrade, making Ammo Vest that much more unnecessary in the late game. But some early waves do need Ammo Vest
oh trust me, I do. but sometimes when these guys show up, and a teammate is in trouble, that's when i'll whip out the Super Shotgun.
now that you've mentioned the Kriss SMG, I did manage to use one during a prior run (I believe for a Daily Dosh weapon-based challenge), and the damage does seem to pack a decent wallop. not to mention, alot of the other random players i've joined sessions with often uses it as well.
•Suppression rounds for early wave weapons like MP7, MP5. They need the extra help.
•Swap to Ammo Vest once I have my loadout completed and can afford full refills.
Later tier weapons kill things faster, so you won't notice the stumble as much. Unless you're shooting big zeds, which you a) should be avoiding & b) have flashbangs for.
So I'd take it if I can only afford one SMG at the time.