SMG — weapon¶
SMG is a high-rate close-range automatic weapon.
Status: Current. Availability: Authored five-weapon roster.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: weapon:5
Behaviour and interactions¶
High trigger frequency trades per-trigger damage and long-range retention for close-range pressure. Proc budgets use applied-health damage rather than awarding full nominal damage for every pellet/overkill.
Weapon tuning¶
Damage is authored per pellet. Fire rate is rounds/second; reload is seconds; falloff distances are metres. These fields do not include loadout/core/stage modifiers.
| Serialized field | Authored value |
|---|---|
displayName |
SMG |
weaponId |
5 |
pelletCount |
1 |
spreadDegrees |
1.2 |
falloffStart |
10 |
falloffEnd |
25 |
minimumDamageFraction |
0.35 |
damage |
11 |
headshotMultiplier |
1.5 |
magazineSize |
36 |
rateOfFire |
10 |
reloadDuration |
1.65 |
range |
60 |
automatic |
1 |
recoilDegrees |
0.5 |
recoilRecovery |
8 |
aimFieldOfView |
65 |
tracerColor |
{"r": 0.8, "g": 0.4, "b": 1, "a": 1} |
Ideal unmodified trigger: 11 damage/pellet × 1 pellets. Accuracy, falloff and target state change applied damage.
Roster and handling · Precision and damage · Weapon cores
Where to change or verify¶
- Authoring: SMG.asset
- Runtime/design owner: HitscanWeaponDefinition.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.