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SMG Mod - Useful?

Posted: Thu Feb 18, 2016 12:15 am
by Valaska
I've really been trying to like the SMG, seeing as the conventional SMG you guys made is without a doubt one of the COOLEST looking guns I've ever seen in a game, seriously it looks awesome... But the mobility doesn't make up for the fact its;

1. Less Damage
2. Less Magazine Space
3. Less Accuracy over range?

I mean where's the balance... Concealment would be cool if the critical chance really was a decent bonus, but even then the critical damage bonus doesn't make up the different of an AR's damage through the entire fight... Not only that but there's less shots per magazine. Reasonably you'd expect since the SMG's have less damage their rounds etc are lighter, I mean if they had MORE rounds per magazine they might actually have a place in combat. Then there's the drop in accuracy, I mean the SMG is just a perfect storm of a completely gimped and bad weapon...

Is there really a place for it in an actual effective squad? Because I can't reasonably find one, I tried my best to stick with SMG's but it wasn't even worth getting the stutter mag. The SMG should at least compete with the shotgun in some form or fashion, if it is going to have less shots before you need to reload then maybe its damage should be MORE than the AR? That way it would make sense, as you are firing more per-burst.

I dunno I'm trying to wrap my head around when these would ever be useful. Rangers already have enough mobility without the SMG that when they need to use melee they can, even then melee isn't particularly worth dashing especially on harder difficulties as it does less damage than an AR and can be less accurate if the AR has a scope lol.

Re: SMG Mod - Useful?

Posted: Thu Feb 18, 2016 8:39 am
by Grimagor
SMG are good and balance. But obviously you can't rely always in those weapons.
They are very good in retaliation/avenger defense with a Ranger who start in stealth because a good mobility and lesser detection are a perfect match. For psionic are good too and for a specialist/skulljack
If you wanna do more damage take a rifle but if you wanna take another aproach in some missions, they are a good option.

BTW I miss a lot the lesser sniper rifle in Long war (less DMG/Crit and squadsight but can move and shoot) :cry:

Re: SMG Mod - Useful?

Posted: Thu Feb 18, 2016 2:11 pm
by Initiate
The SMG's are right up my valley. As previous poster already mentioned, they are awesome for psi/specialists, because the mobility bonus they offer makes supporting the squad less of an issue, while allowing to maintain a strong overwatch presence via repater/scope/(extended mags if continent bonus). Nothing more satisfying than executing a full HP sectopod :)

Re: SMG Mod - Useful?

Posted: Fri Feb 19, 2016 3:10 am
by Valaska
Initiate wrote:The SMG's are right up my valley. As previous poster already mentioned, they are awesome for psi/specialists, because the mobility bonus they offer makes supporting the squad less of an issue, while allowing to maintain a strong overwatch presence via repater/scope/(extended mags if continent bonus). Nothing more satisfying than executing a full HP sectopod :)
Hrmmm, Psi operatives have so much range etc I don't see a need for the mobility there, usually I use them as just absolute damage hoses. But the specialist thing is interesting... If you don't take healing protocol it could behoove you to have the specialist medic with an SMG to run up next to a person then heal them.

I've done the repeater and scope deal with them too, but they only have 3 rounds so it really screams "give me an extended magazine pleaaase!" The scope is definitely a give in since it has less accuracy at long range. What do you mean by if continent bonus though? In the end though I'd rather have an 80-100% chance of doing solid damage more consistently, 15% chance on a repeater is cool and all... But when you can overwatch a Specialist with Guardian and the GTS upgrade, you can hit a Sectopod like 4 times with one person more if you have an extended magazine, with MORE damage.

Although @Grimagor has a neat point with the Skulljack... Hrm. Still, guardian, overwatch, AR... Hard to beat that amount of damage, I've killed a sectopod with one specialist on overwatch before haha. I agree though, the DMR's were awesome.

Re: SMG Mod - Useful?

Posted: Fri Feb 19, 2016 8:53 am
by Grimagor
The best think about SMG is balance because is not a weapon 100% better than assault rifle. It has his good and bad points and that's the beauty of the mod. It's not a overpowered weapon but an interested option for a other kind of playing.

Re: SMG Mod - Useful?

Posted: Mon Feb 22, 2016 9:30 pm
by emikochan
@Valaska There is a continent bonus that gives a 3rd slot on weapon customising. Never had it yet personally but it sounds like you could get some really strong weapons :p

Re: SMG Mod - Useful?

Posted: Mon Feb 22, 2016 9:38 pm
by jonathan.dj.jellicle
I use it for my Psi Operative. It gives him/her mobility and a little of retaliation power in chance of overwatch.

Re: SMG Mod - Useful?

Posted: Wed Mar 02, 2016 1:16 am
by harperrb
Really wish SMG had a builtin hair trigger as base.

Otherwise, its not a terribly useful combat weapon. Perhaps that's the intent.

Re: SMG Mod - Useful?

Posted: Tue Mar 08, 2016 4:27 pm
by Yzaxtol
I'm thinking it would probably have a much greater niche, if instead of a generic mobility bonus would provide an automatic Implacable trigger whenever it was fired, allowing you to move back to safety after firing.

Re: SMG Mod - Useful?

Posted: Tue Apr 19, 2016 7:24 am
by jgbaxter
SMG mobility is insanely huge, and the ability with lower detection to get in close and throw a grenade or sneak around patrols is very handy. It can make objectives that much easier. Something else to consider is the better position of movment means more chances to get good angles and better chances to hit with the possibility of complete flank exposure.

I find this weapon really awesome and very well balanced.