SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor. All player classes except soldiers start the game able to use SMGs. The following squadmates also utilize submachine guns: Miranda, Mordin, Samara/Morinth, Thane, Kasumi, Liara, and Dr. Amanda Kenson.
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| - Submachine Guns
- Submachine Guns
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| - Las Submachine Guns son subfusiles que aparecen en Devil May Cry 2. Su velocidad de ataque es alta, pero su índice de daño es bajo. Cuando Dante usa el Devil Trigger, este tiene incrustados los subfusiles en sus manos. Son encontradas en la misión 11 del Escenario de Dante. Ideales para demonios pequeños y/o débiles por ejemplo los Flambats. Son Efectivas incluso con los Jefes en casos de emergencia.
- SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor. All player classes except soldiers start the game able to use SMGs. The following squadmates also utilize submachine guns: Miranda, Mordin, Samara/Morinth, Thane, Kasumi, Liara, and Dr. Amanda Kenson.
- SMGs were introduced in Game update 2 on 02/02/2013. SMGs are available for all classes except the MAX . SMGs are intended to only be effective in CQB, and have projectile speeds equal to current sidearm weapons--slower than a majority of weapons available. All current SMGs only have a 25% movement speed penalty while aiming down sight, versus a 50% penalty on most other weapons. These weapons are very good if you plan on close combat. Although all classes except the MAX unit can use them, they are most effective on Infiltrators, who lack any real close quarters weapon.
- Easily maneuvered and with relatively good fire power, SMGs such as the MP5 are used all over the world by military and high-level law enforcement, as well as some criminal organizations. Following is information about the SMG's available in the Grand Theft Auto world.
- Also known as "SMG" and "Uzis" for some reason, submachine guns are great for newcomers, as they have a fast rate of fire and are fairly easy to aim. Downsides include low damage and low range. The submachine guns appear in the single player chapter, It's War!, Heist, and the multiplayer. Advantages/Disadvantages+Long period of shooting.+Short reload time.+Large rate of fire.-Low damage on enemies. The Submachine Guns make a reappearance in Conker's Big Reunion, as context sensitive items used to defeat enemies.
- A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges. Smaller than rifle carbines, but larger than machine pistols, submachine guns combine the close range firepower of a machine pistol with a more ergonomic long gun layout (which almost always includes a stock) and a somewhat longer barrel. They are easy to use and carry, and they usually hold large amounts of ammunition (about 30 rounds per magazine). Submachine guns are comparable to pistol-caliber carbines in power, range, and accuracy. Indeed, the two categories have a lot in common and overlap a fair bit in the same way that automatic rifles overlap with semi-automatic rifles. True submachine guns are select-fire and as such are usually not available to civilians. Semi-automatic variants of various subma
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| - Las Submachine Guns son subfusiles que aparecen en Devil May Cry 2. Su velocidad de ataque es alta, pero su índice de daño es bajo. Cuando Dante usa el Devil Trigger, este tiene incrustados los subfusiles en sus manos. Son encontradas en la misión 11 del Escenario de Dante. Ideales para demonios pequeños y/o débiles por ejemplo los Flambats. Son Efectivas incluso con los Jefes en casos de emergencia.
- SMGs possess a bonus to damage against shields and biotic barriers, but are weak against armor. All player classes except soldiers start the game able to use SMGs. The following squadmates also utilize submachine guns: Miranda, Mordin, Samara/Morinth, Thane, Kasumi, Liara, and Dr. Amanda Kenson.
- A submachine gun (SMG) is an automatic carbine, designed to fire pistol cartridges. Smaller than rifle carbines, but larger than machine pistols, submachine guns combine the close range firepower of a machine pistol with a more ergonomic long gun layout (which almost always includes a stock) and a somewhat longer barrel. They are easy to use and carry, and they usually hold large amounts of ammunition (about 30 rounds per magazine). Submachine guns are comparable to pistol-caliber carbines in power, range, and accuracy. Indeed, the two categories have a lot in common and overlap a fair bit in the same way that automatic rifles overlap with semi-automatic rifles. True submachine guns are select-fire and as such are usually not available to civilians. Semi-automatic variants of various submachine gun designs do exist and are typically classified as pistol-caliber carbines, but even these are illegal in some jurisdictions. As SWAT and special forces teams are overrun, however, it may become easier to obtain a fully automatic submachine gun. The first true submachine guns saw combat in World War I, where they proved an asset in trench warfare. During the Prohibition era in the United States, the Thompson submachine gun grew infamous for its heavy use by gangsters and police officers, and was later used by U.S. soldiers in WWII. Submachine guns were used by all sides in WWII to provide soldiers (who were typically armed with bolt-action rifles) with superior close range firepower, and continued to see service afterwards, but were soon usurped as standard military weapons by automatic rifles. In recent years, submachine guns have mainly been used by law enforcement officers, counter-terrorism operatives and special forces soldiers, but they have begun to fall out of favor with these groups due to their poor effectiveness against modern body armor. Sub-machine guns occupy the middle ground between pistols and rifles in terms of effectiveness. They're lighter and shorter than rifle carbines, making them easy to maneuver in close quarters, and have somewhat softer recoil. On the other hand, they're less accurate at range than most rifles and have inferior stopping power. Despite this, submachine guns (and their semi-automatic equivalents) are far more practical than machine pistols (due to their more ergonomic layout) and they will suffice for a primary weapon if you should come across one, though a rifle is preferable. If you do choose to use a submachine gun, it is important to keep it on semi-auto mode, as fully automatic fire is only a waste of ammo against zombies. The temptation to go full auto may be an argument against the use of these weapons by some people. Well known submachine gun designs include the Thompson submachine gun, the IMI Uzi, the MP-40 and the H&K MP5.
- SMGs were introduced in Game update 2 on 02/02/2013. SMGs are available for all classes except the MAX . SMGs are intended to only be effective in CQB, and have projectile speeds equal to current sidearm weapons--slower than a majority of weapons available. All current SMGs only have a 25% movement speed penalty while aiming down sight, versus a 50% penalty on most other weapons. These weapons are very good if you plan on close combat. Although all classes except the MAX unit can use them, they are most effective on Infiltrators, who lack any real close quarters weapon.
- Easily maneuvered and with relatively good fire power, SMGs such as the MP5 are used all over the world by military and high-level law enforcement, as well as some criminal organizations. Following is information about the SMG's available in the Grand Theft Auto world.
- Also known as "SMG" and "Uzis" for some reason, submachine guns are great for newcomers, as they have a fast rate of fire and are fairly easy to aim. Downsides include low damage and low range. The submachine guns appear in the single player chapter, It's War!, Heist, and the multiplayer. Advantages/Disadvantages+Long period of shooting.+Short reload time.+Large rate of fire.-Low damage on enemies. The Submachine Guns make a reappearance in Conker's Big Reunion, as context sensitive items used to defeat enemies.
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