MP7 SMG: Difference between revisions
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| WeaponType=SMG | | WeaponType=SMG | ||
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==Strategy== | ==Strategy== | ||
A decent starting weapon that only gets stronger as you level up the SWAT perk. Like the [[Commando (Killing Floor 2)|Commando's]] [[AR-15 Varmint Rifle]], the MP7 can decapitate weaker ZEDs in only 1 shot, but its fully automatic fire makes it a crowd clearer if you can | A decent starting weapon that only gets stronger as you level up the SWAT perk. Like the [[Commando (Killing Floor 2)|Commando's]] [[AR-15 Varmint Rifle]], the MP7 can decapitate weaker ZEDs in only 1 shot, but its fully automatic fire makes it a crowd clearer if you can keep the recoil steady enough. | ||
Shoot in controlled bursts to conserve your ammo and aim for the head to take down as many ZEDs as possible per magazine. It reloads fairly quickly, so sustained fire is a possible option, but you run out of ammo very quickly. | Shoot in controlled bursts to conserve your ammo and aim for the head to take down as many ZEDs as possible per magazine. It reloads fairly quickly, so sustained fire is a possible option, but you run out of ammo very quickly. | ||
A major problem is that its bullets are incredibly weak if you hit the body of ZEDs. Gorefasts and Gorefiends will also be a problem, as their high resistance to stumble while | A major problem is that its bullets are incredibly weak if you hit the body of ZEDs. Gorefasts and Gorefiends will also be a problem, as their high resistance to stumble while blocking, and their relatively high head health will mean that they can quickly overwhelm you if you aren't careful. | ||
==Trivia== | ==Trivia== |
Latest revision as of 22:15, 21 September 2023
Killing Floor 2 item | |||
4
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MAGAZINE SIZE | 30 | ||
SPARE AMMO CAPACITY | 330 | ||
DAMAGE | 16 | ||
FIRE RATE | 952 | ||
ACCURACY | 70 | ||
PENETRATION | 0 | ||
• "Choice of full-auto and semi-auto fire modes." • "Alt-fire to toggle between fire modes." • "Used by alphabet soup agencies and special forces units the world over." | |||
General Information | |||
Pricing | 200 | ||
Ammo Cost | 14 | ||
Weapon Type | SMG | ||
Weapon Information | |||
Starting Ammo | 30 + 180 | ||
The MP7 SMG is the SWAT's starting weapon. It is an SMG modified with a reflex sight, suppressor, and folding grip, capable of firing in semi-auto or fully automatic.
It has a magazine size of 30 bullets. With a full supply of ammo, it can reload 11 times + its initial magazine.
Description & Flavor Text
- "Choice of full-auto and semi-auto fire modes. Alt-fire to toggle between fire modes."
- "Used by alphabet soup agencies and special forces units the world over."
Technical Information
Damage:
- Damage per bullet = 16.
- Buttstock bash = 24.
Damage Type = Ballistic.
Damage Type Group = SMG.
Rate Of Fire:
- Full and semi-auto = 952 RPM.
- Bash = 49.
Reload Time:
- Tactical Reload:
- Normal = 2.14s.
- Elite = 1.27.
- Dry Reload:
- Normal = 2.04s.
- Elite = 1.41s.
Equip Time = 0.40s, Putdown Time = 0.42s.
Weapon Powers:
- Gun hit power = 10.
- Stumble power = 10 .
Upgrades
- Upgrade 1 (500): Base damage x1.4 (22 per bullet), Base weight + 1 (5 total).
- Upgrade 2 (600): Base damage x1.8 (28 per bullet), Base weight + 2 (6 total).
- Upgrade 3 (700): Base damage x2.1 (33 per bullet), Base weight + 3 (7 total).
- Upgrade 4 (1500): Base damage x2.3 (36 per bullet), Base weight + 4 (8 total).
Notes
- Amount of the recoil depends on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.
- Costs 3300 Dosh to fully upgrade.
- Costs 192 Dosh to fully replenish ammo from 0 bullets.
Skill Synergies
- The SWAT's level 5 skill Tactical Movement allows you to crouch and aim down sights without any movement reduction, reducing its already low recoil to almost nothing.
- The SWAT's level 15 skill Suppression Rounds increases its high stumble, allowing you to push back stronger ZEDs like Gorefasts and Bloats more reliably.
Strategy
A decent starting weapon that only gets stronger as you level up the SWAT perk. Like the Commando's AR-15 Varmint Rifle, the MP7 can decapitate weaker ZEDs in only 1 shot, but its fully automatic fire makes it a crowd clearer if you can keep the recoil steady enough.
Shoot in controlled bursts to conserve your ammo and aim for the head to take down as many ZEDs as possible per magazine. It reloads fairly quickly, so sustained fire is a possible option, but you run out of ammo very quickly.
A major problem is that its bullets are incredibly weak if you hit the body of ZEDs. Gorefasts and Gorefiends will also be a problem, as their high resistance to stumble while blocking, and their relatively high head health will mean that they can quickly overwhelm you if you aren't careful.
Trivia
- Before the v1043 update, the MP7 SMG had a magazine size of 40 bullets, similar to its real life counterpart.
- After the update, many stats such as its damage and ammo cost were adjusted to make using the MP5RAS SMG a stronger choice.
Gallery
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MP7 SMG