Difference between revisions of "Heavy SMG"

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<onlyinclude>
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{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Heavy SMG
|name = Heavy SMG
+
| image = HeavySMG.png
|image = HeavySMG.png|Heavy SMG
+
| description =A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well.
|info ="A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well."
+
| type = Equipment
|type = Equipment{{!}}Equipment
+
| type2 = Weapons
|type2 = Weapons{{!}}Weapons
+
| tech level = Industrial
|class = Modern
+
| class = Industrial
|damage = 10
+
| damage = 12
|range = 20
+
| damage type = Bullet
|velocity = 50
+
| armorPenetration = 18
|accuracyTouch = 89
+
| range = 22.9
|accuracyShort = 64
+
| velocity = 48
|accuracyMedium = 37
+
| accuracyTouch = 85
|accuracyLong = 22
+
| accuracyShort = 65
|mode = Burst
+
| accuracyMedium = 35
|burst = 4
+
| accuracyLong = 20
|burstTicks = 11
+
| mode = Burst
|warmup = 80
+
| burst = 3
|cooldown = 78
+
| burstTicks = 11
|missRadius = -
+
| warmup = 54
|DPS = DPS
+
| cooldown = 99
|sell = {{icon|silver|600}}
+
| DPS = DPS
 +
| mass base = 3.5
 +
| stoppingPower = 0.5
 +
| marketvalue = 355
 +
| production facility 1 = Machining table
 +
| resource 1 = Steel
 +
| resource 1 amount = 75
 +
| resource 2 = Component
 +
| resource 2 amount = 4
 +
| research = Gas operation
 +
| work to make = 24000
 +
| work speed stat = General Labor Speed
 +
| meleeattack1dmg = 9
 +
| meleeattack1type = blunt
 +
| meleeattack1part = Grip
 +
| meleeattack1cool = 2.0
 +
| meleeattack1ap = 13
 +
| meleeattack2dmg = 9
 +
| meleeattack2type = blunt
 +
| meleeattack2part = Barrel
 +
| meleeattack2cool = 2.0
 +
| meleeattack2ap = 13
 +
| meleeattack3dmg = 9
 +
| meleeattack3type = Poke
 +
| meleeattack3part = Barrel
 +
| meleeattack3cool = 2.0
 +
| meleeattack3ap = 13
 +
| page verified for version =
 +
| skill 1 = Crafting
 +
| skill 1 level = 5
 +
| has quality = True
 +
| weaponTags = Gun, IndustrialGunAdvanced, ShortShots
 +
| thingSetMakerTags = RewardStandardQualitySuper
 +
| tradeTags = WeaponRanged
 
}}
 
}}
</onlyinclude>
+
{{Info|The '''heavy SMG''' is a moderately heavy, multi-shot ranged [[weapon|weapon]] that fires 3-shot bursts of rounds which deal a moderate amount of damage each; a moderate delay between each shot; a moderate time between bursts; slightly shorter range and moderate overall accuracy. Recommended for low skill shooters.}}
  
Added in Alpha 9.
+
== Acquisition ==
 +
{{Acquisition}}
  
{{nav|weapon|wide}}
+
They are also commonly carried by [[Outlanders]] and [[Pirates]] and sold by [[trade]]rs or obtained from the following [[raider#Humanlike|raider]] kinds:
[[Category:Weapons]]
+
 
[[Category:Equipment]]
+
{| class="wikitable sortable"
 +
! Raider Kind !! Chance !! Average Quality !! Health
 +
|-
 +
| [[Outlanders#Town guard|Town guard]] || 6.09% || Normal || 60-200%
 +
|-
 +
| [[Raiders#Mercenary gunner|Mercenary gunner]] || 14.62% || Normal || 70-320%
 +
|-
 +
| [[Ancients#Ancient soldier|Ancient soldier]] || 11.40% || Normal || 100%
 +
|}
 +
 
 +
== Analysis ==
 +
The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users. It also does less collateral damage to killboxes due to this. But this accuracy will be capped at excellent quality or higher.
 +
 
 +
Specifically, the heavy SMG combines good low-range accuracy, decent rate of fire, high per-shot damage, and relatively high AP to make an overall effective weapon for any skill. At said ranges, it will outdamage the [[machine pistol]], [[assault rifle]], and even the [[charge rifle]] (for up to 10 cells). It's comparable to [[chain shotgun]] at close-quarters fights, and has a greater max range, but each of them have their own advantage and drawbacks.
 +
 
 +
It is also a cooldown-heavy weapon, meaning that it benefits from the use of [[heavy bandolier]]s more than others. With bandoliers, the heavy SMG is better than chain shotguns at touch range and good quality or lower.
 +
 
 +
Range, though not as short as other weapons in its class, still leaves a little to be desired. Similarly to the machine pistol, the heavy SMG's stopping power isn't high enough to stagger [[human]]s, only small animals like [[tortoise]]s and [[boomrat]]s.
 +
 
 +
=== Comparison to chain shotgun ===
 +
 
 +
Overall, the Heavy SMG is a competitor to [[chain shotgun]]s when you're looking for a close-quarter weapon. Its similar touch DPS combined with higher AP means the heavy SMG is better than chain shotguns against armored targets up to 3 cells away. While 3 cells seems short, this is the range where shooters will deal the most damage and should be prioritized when fighting enemies that can't shoot. Outside touch range or at masterwork quality or higher, the chain shotgun is better.
 +
 
 +
Since excellent heavy SMGs is still generally better than chain shotguns at touch range, and even a level-20 crafter has only 10% chance to craft a masterwork item, crafting SMGs will still give a better touch damage output on average to crafting chain shotguns, even if you have a level 20 crafter. If your crafter has a creativity inspiration however, it's better to craft chain shotguns. In close-quarter combat, you should put heavy SMG wielders further to the front and chain shotgun wielders to the back.
 +
 
 +
At normal quality and no armor
 +
{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Heavy SMG|Chain shotgun|bandolier3=1|bandolier4=1}}
 +
 
 +
{{Ranged Weapon Comparison Table|Heavy SMG|Chain shotgun|range=Touch}}
 +
 
 +
=== Stats ===
 +
Against an unarmored human, a heavy SMG can kill with 4 hits to the torso, 3 hits to the head, 2 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~7.08 seconds average) to incapacitate that human from pain shock.
 +
 
 +
The heavy SMG is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.
 +
 
 +
=== Comparison to assault rifles ===
 +
Heavy SMGs and [[assault rifle]]s are the preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG has a higher peak {{DPS}}, is cheaper and has better {{DPS}} at short range, while the assault rifle both has a longer range and has a better {{DPS}} at medium-long range.
 +
 
 +
Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill. The assault rifle is better past 13 tiles, regardless of Shooting skill. This is true for the vast majority of reasonable scenarios.{{ref label|Overcap|1}} The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, no matter how accurate their gun is. An unmodified, skill 0 pawn has a {{%|0.89^25 round 2}} chance to hit from 25 tiles, which is ''then'' multiplied by x35% for a normal quality HSMG or x65% for normal AR (at this range).
 +
 
 +
The assault rifle has a range 8 tiles longer. This allows the assault rifle to comfortably outrange enemies like [[tribal]]s, [[termite]]s, and [[centipede]]s. The assault rifle dominates for [[kiting]] tactics, or if you're repelling [[breacher]]s from a distance, or in a firefight when both parties are attacking from max range.
 +
 
 +
Therefore, whenever heavy SMGs or ARs are better will depend on what you are looking for:
 +
 
 +
* In a [[killbox]], both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon, as the player can control the engagement distance to reliably benefit from the higher peak {{DPS}} of the heavy SMG. They are also significantly cheaper and easier to research, meaning they can come online earlier. (When using an SMG killbox, give yourself a bit more than 13 tiles of range.)
 +
* Outside of a killbox, but in a defensive emplacement, the superiority depends on shooting accuracy.
 +
** Assault rifles are better for higher skill shooters. They are ''a lot'' better at medium-long range, so are a lot better in a firefight that begins at the long ranges or that occurs over a variety of ranges. Note that only skilled shooters are competent at shooting at this range however.
 +
** Heavy SMGs are better for low-skill shooters. HSMGs are better against melee attackers, which shooters of any skill can help with. They are also better against sudden [[drop pod]] raids and [[infestation]]s, due to the close-ranged nature of both fights.
 +
* If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner regardless of skill due to its range and accuracy at longer ranges.
 +
 
 +
'''Notes:'''
 +
:{{note label|Overcap|1}} When fighting larger targets, like [[centipede]]s, it is possible to cap at 100% accuracy with assault rifles. This requires a high quality weapon and an great shooter. As further shooting bonuses (masterwork/legendary weapons, [[bionic eye]]s, [[luciferium]], [[shooting specialist]]{{IdeologyIcon}}, etc.) would boost the heavy SMG but not the assault rifle, this would make the SMG better than the AR from a longer distance. However, assault rifles still have a superior max range.
 +
 
 +
:For human targets, reaching the accuracy cap should be impossible unless the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept{{IdeologyIcon}} is used in darkness.
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== Version history ==
 +
* [[Version/0.9.722|0.9.722]] - Added.
 +
* Beta 19 or prior - Sprite updated, old sprite used on [[machine pistol]]
 +
* Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
 +
* [[Version/1.5.4062|1.5.4062]] - Texture updated again
 +
 
 +
<gallery>
 +
Machine pistol.png|Texture prior to Beta 19, now used on the [[Machine pistol]]
 +
HeavySMG Old.png|Texture prior to 1.5
 +
</gallery>
 +
 
 +
{{Nav|weapon|wide}}
 +
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
 +
[[Category:Ranged Weapons]] [[Category:Burst Weapons]]

Latest revision as of 22:05, 25 December 2024

Heavy SMG

Heavy SMG

A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
355 Silver
Mass
3.5 kg

Ranged Combat

Mode
Burst
Damage
12 dmg (Bullet)
Armor penetration
18%
Warm-Up
54 ticks (0.9 secs)
Cooldown
99 ticks (1.65 secs)
Range
22.9 tile(s)
Accuracy
85% - 65% - 35% - 20%
Velocity
48 (m/s)
Burst Count
3 (per burst)
Burst Ticks
11 ticks (0.18 secs)
(327.27 RPM)
DPS
12.34
Stopping power
0.5

Melee Combat

Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Gas operation
Skill Required
Crafting 5
Work To Make
24,000 ticks (6.67 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 75 + Component 4
Technical
Has Quality
True
weaponTags
Gun, IndustrialGunAdvanced, ShortShots
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The heavy SMG is a moderately heavy, multi-shot ranged weapon that fires 3-shot bursts of rounds which deal a moderate amount of damage each; a moderate delay between each shot; a moderate time between bursts; slightly shorter range and moderate overall accuracy. Recommended for low skill shooters.

Acquisition[edit]

Heavy SMGs can be crafted at a machining table once the gas operation research project has been completed. Each requires Steel 75 Steel, Component 4 Components, 24,000 ticks (6.67 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

They are also commonly carried by Outlanders and Pirates and sold by traders or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Town guard 6.09% Normal 60-200%
Mercenary gunner 14.62% Normal 70-320%
Ancient soldier 11.40% Normal 100%

Analysis[edit]

The heavy SMG is a flexible, but close-quarters focused offensive weapon. Its accuracy makes it very friendly towards low Shooting skill users. It also does less collateral damage to killboxes due to this. But this accuracy will be capped at excellent quality or higher.

Specifically, the heavy SMG combines good low-range accuracy, decent rate of fire, high per-shot damage, and relatively high AP to make an overall effective weapon for any skill. At said ranges, it will outdamage the machine pistol, assault rifle, and even the charge rifle (for up to 10 cells). It's comparable to chain shotgun at close-quarters fights, and has a greater max range, but each of them have their own advantage and drawbacks.

It is also a cooldown-heavy weapon, meaning that it benefits from the use of heavy bandoliers more than others. With bandoliers, the heavy SMG is better than chain shotguns at touch range and good quality or lower.

Range, though not as short as other weapons in its class, still leaves a little to be desired. Similarly to the machine pistol, the heavy SMG's stopping power isn't high enough to stagger humans, only small animals like tortoises and boomrats.

Comparison to chain shotgun[edit]

Overall, the Heavy SMG is a competitor to chain shotguns when you're looking for a close-quarter weapon. Its similar touch DPS combined with higher AP means the heavy SMG is better than chain shotguns against armored targets up to 3 cells away. While 3 cells seems short, this is the range where shooters will deal the most damage and should be prioritized when fighting enemies that can't shoot. Outside touch range or at masterwork quality or higher, the chain shotgun is better.

Since excellent heavy SMGs is still generally better than chain shotguns at touch range, and even a level-20 crafter has only 10% chance to craft a masterwork item, crafting SMGs will still give a better touch damage output on average to crafting chain shotguns, even if you have a level 20 crafter. If your crafter has a creativity inspiration however, it's better to craft chain shotguns. In close-quarter combat, you should put heavy SMG wielders further to the front and chain shotgun wielders to the back.

At normal quality and no armor

Heavy SMG's touch-range DPS divided by Chain shotgun's DPS
Quality Against
Armorless Spelopede Flak jacket Centipede Recon armor Marine Armor Cataphract Armor
Normal 98.2% 101.3% 101.9% 103.5% 105.3% 107.8% 102.4%
Good 98.2% 101.3% 101.9% 103.5% 105.3% 107.8% 102.4%
Excellent 96.3% 99.3% 99.9% 101.4% 103.3% 105.6% 100.4%
Masterwork 85.6% 85.9% 89.5% 91% 92.9% 95.2% 94.4%
Legendary 77.1% 77.1% 81.1% 82.7% 84.5% 86.6% 90.5%

Stats[edit]

Against an unarmored human, a heavy SMG can kill with 4 hits to the torso, 3 hits to the head, 2 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~7.08 seconds average) to incapacitate that human from pain shock.

The heavy SMG is best paired with a careful shooter up to level 13, then with a trigger-happy shooter beyond that point.

Comparison to assault rifles[edit]

Heavy SMGs and assault rifles are the preferred weapons when it comes to "general" combat. The main differences are that the heavy SMG has a higher peak DPS, is cheaper and has better DPS at short range, while the assault rifle both has a longer range and has a better DPS at medium-long range.

Specifically, the heavy SMG is better until 13 tiles, regardless of Shooting skill. The assault rifle is better past 13 tiles, regardless of Shooting skill. This is true for the vast majority of reasonable scenarios.[1] The reason the heavy SMG is "skill-friendly" is that a low-skill shooter will be next-to-useless when firing from far away, no matter how accurate their gun is. An unmodified, skill 0 pawn has a 5% chance to hit from 25 tiles, which is then multiplied by x35% for a normal quality HSMG or x65% for normal AR (at this range).

The assault rifle has a range 8 tiles longer. This allows the assault rifle to comfortably outrange enemies like tribals, termites, and centipedes. The assault rifle dominates for kiting tactics, or if you're repelling breachers from a distance, or in a firefight when both parties are attacking from max range.

Therefore, whenever heavy SMGs or ARs are better will depend on what you are looking for:

  • In a killbox, both weapons perform roughly the same, as you can change the length of the killbox to compensate for your weapon of choice. In a pure killbox scenario, Heavy SMGs are often the preferred weapon, as the player can control the engagement distance to reliably benefit from the higher peak DPS of the heavy SMG. They are also significantly cheaper and easier to research, meaning they can come online earlier. (When using an SMG killbox, give yourself a bit more than 13 tiles of range.)
  • Outside of a killbox, but in a defensive emplacement, the superiority depends on shooting accuracy.
    • Assault rifles are better for higher skill shooters. They are a lot better at medium-long range, so are a lot better in a firefight that begins at the long ranges or that occurs over a variety of ranges. Note that only skilled shooters are competent at shooting at this range however.
    • Heavy SMGs are better for low-skill shooters. HSMGs are better against melee attackers, which shooters of any skill can help with. They are also better against sudden drop pod raids and infestations, due to the close-ranged nature of both fights.
  • If relying on offensive or otherwise mobile tactics, the assault rifle is a clear winner regardless of skill due to its range and accuracy at longer ranges.

Notes:

1 When fighting larger targets, like centipedes, it is possible to cap at 100% accuracy with assault rifles. This requires a high quality weapon and an great shooter. As further shooting bonuses (masterwork/legendary weapons, bionic eyes, luciferium, shooting specialistContent added by the Ideology DLC, etc.) would boost the heavy SMG but not the assault rifle, this would make the SMG better than the AR from a longer distance. However, assault rifles still have a superior max range.
For human targets, reaching the accuracy cap should be impossible unless the Combat in Darkness preceptContent added by the Ideology DLC is used in darkness.

Attack table

Ranged

  • Heavy SMG Heavy SMG Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 10.8 16.2% 68% 52% 28% 16% 11.11 7.55 5.78 3.11 - 178 Silver
    Poor 12 18% 76.5% 58.5% 31.5% 18% 12.34 9.5 7.28 3.95 - 265 Silver
    Normal 12 18% 85% 65% 35% 20% 12.34 10.49 8.02 4.32 - 355 Silver
    Good 12 18% 93.5% 71.5% 38.5% 22% 12.34 11.6 8.88 4.81 - 445 Silver
    Excellent 12 18% 100% 78% 42% 24% 12.34 12.34 9.63 5.18 - 530 Silver
    Masterwork 15 22.5% 100% 87.75% 47.25% 27% 15.43 15.43 13.57 7.25 - 885 Silver
    Legendary 18 27% 100% 97.5% 52.5% 30% 18.51 18.51 18.14 9.81 - 1775 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Heavy SMG Heavy SMG Grip (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 178 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 265 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 355 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 445 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 530 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 885 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 1775 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 0.9.722 - Added.
    • Beta 19 or prior - Sprite updated, old sprite used on machine pistol
    • Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
    • 1.5.4062 - Texture updated again