Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, with the mechanized skin for the SMG you can remove the front grip :P
I HAVE this overclock
But if you use the ammo mod for the shotgun it has like 140 shells. How can you run out of ammo fast? Do you have the full auto mod and just hold down the trigger or what?
Sounds like I have overseen 140 shell config. I used "more pellets in each shell" instead. And yes full auto, but with trigger control.
Yep, turns it into a pseudo bolt pistol. Likewise the Trophy Hunter skin for the Burst Fire pistol turns it into a pseudo Gears of War Lancer, with the spikes representing the Lancer's chainsaw bayonet.
Also, with the Custom Engineered skin for the Warthog shotgun you can have two laser sights on the barrel assembly. Reminds of the early days of Ground Branch were 90% of players were running dual laser sights and 3 different optical sights on various rails and mounts on each of their rifles, because 'tacticool.'
More ammo is better than more pellets in the end. Your DPS is worse, but you can keep it up for so much longer. The only time you don't want it is if you got lucky and found the mini shells overclock and can use that instead. Mini shells is crazy good right now. It was already good and then they buffed it to be much better.
Pretty much this.
I have ran the SMG solo a few times after update 25. The insane recoil really hurts the weapon, and it triggers me that we don't even use the damn attachable on the left for our other hand. It would so much, because the damage is fine, it's just controlling the damn thing.
I had some fun with it on critical weakness anomaly. But I use the shotgun much more, used to be a turret whip guy, liked the extra umph it gave when done right, but now I got an unstable overclock, mini shells, that only reduces my damage by -2 but increases ammo and magazine size by quite a lot (it got buffed in a hotfix I think). Honestly, with 1 damage mod it's still a beast to shove in the face of grunts, and it still 2-shots mactera swarms, and pretty fun to spam since I could have ~200 ammo total with it.
Why on earth do I need 200 ammo for a shotgun?
SMG - A submachine gun is a magazine-fed, automatic carbine designed to shoot handgun cartridges. The term "submachine gun" was coined by John T. Thompson, the inventor of the Thompson submachine gun. Pretty much a tiny version of Machine gun using rounds of a pistol.
The SMG does well if you use T5 magazine capacity, straight damage and damage vs. weakspots, using the breach the cutter built for damage as your specials killer (or just for initial damage). It also does well if you take the T5 conductive bullets, straight damage and damave vs. weakspot mods and use the grenade launcher or breach cutter built for swarm clearing, this makes the SMG more powerful against tough targets.
What I don't get is the 'support' AoE build. Sure it makes a slowing AoE on an average of 1 out of every 12 shots, but it seriously nerfs the weapons damage output in the process. The engineer has so many high damage AoE options; GL, BC, Turret Whip, Plasma Burster, Proxy Mines not sure why you'd want to just slow them instead of blasting them all away.
It would be fair enough if electrocution damage was decent, but it isn't. It's 8-16 DPS depending if you take the mod or not. I posted up a discussion about that in the ideas and suggestions area.