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Submachine Guns are used for close-range engagements, where their high rate of fire would outperform other weapons. They are also easy to handle due to low recoil and high stability.
Submachine guns are high rate of fire, low damage weapons. They operate best at short range, but they have rather good handling traits to compensate. SMGs also have a in-class bonus of increased Critical Hit Chance, increasing chances to land critical hits and deal more damage towards enemies. It should be noted that while headshots provide increased damage no matter what weapon a player uses, SMGs benefit the least from them of all the weapon classes, as they have the smallest headshot bonus damage modifier of 50%. However they are inherently worse at suppressing enemies compared to any other weapon type with sidearms being the only exception.
- In Update 1.4, the SMG bonus Critical Hit Chance was replaced with bonus Critical Hit Damage.
- With Update 1.6, the Critical Hit Chance has been added back.
- If the player performs a melee hit while holding an SMG in Tom Clancy's The Division 2, the agent will forcefully shove the entire weapon in front of them.
- However, in the case of the SMG-9, the Agent will perform a wide left-to-right swing in front of them.
|Weapons in Tom Clancy's The Division|
|Assault Rifles|| |
SCAR-L (Caduceus) • G36 • Bullfrog • Urban MDR
|Light Machine Guns|| |
|Marksman Rifles|| |
SVD • M700 • The Devil's Heel (Devil/Heel)
|Submachine Guns|| |
PP-19 • UMP-45 • Thompson M1928 (Tommy Gun) • The House
M870 • SASG-12 (Medved) • Super 90 • Showstopper
Px4 Storm • X-45 • 93R • Rhino (Golden Rhino)