SMG guide for Tala's release

SMG guide for Tala's release

Powerswap, Admin Reload, Ammo Stash

My favourite and go too carry build is the powerswap combo with admin reload and ammo stash, you throw in some swap speed and you never have to reload again allowing you to constantly shoot - you can use this with any weapon but it does have some advantages to going with SMG's as mag carrier benefits both weapons and SMG's be default have some of the highest handling.

You have options for swap speed, Cocky giving a massive 75% was the original pick and it is still a good choice. But with the addition of Fill em full of lead i find you can hover at about 10 stacks which is 50% swap speed but also 10% RoF (and is the only way to increase RoF without hive attachments) and 10% damage and since im almost always using Cold brew coffee its not a massive difference in the swap speed (most comes from the stocks anyways).

With our swap speed in play the next problem to solve is having your weapons mag dump time be longer than your reload time. This is the main reason for wanting a tec9 as your secondary its just got such a fast reload it'll be ready regardless of your primary weapon and a large mag giving said primary time to reload.

So after the universally good cards like hyper focused or glass cannon we have some cards that work well with a deck like this:

Shredder - 15% team damage against a target is very nice and you stack it in under a second (and for you its damage that stacks multiplicitively)

Mag carrier - 10% damage and 30% ammo whats not to love

Combat training - the stumble is actually good up to nightmare, for no hope this alone wont be enough but on nightmare early game you'll be stumbling reeks with a tec9.

Shooting gloves/Energy drink - if you prefer the MP5/Uzi to the UMP/Vector then you may prefer these to cold brew as you wont need the ADS speed or the extra reload speed.

Example Decks


SMG guide for Tala's release image 10

going from left to right...

The first 4 cards are team preference.

Run like hell for mobility to survive (cant do anything if you die).

Our power swap combo

Cold brew and fill em full of lead for our swap speed

then mag carrier, hyper focused, glass canno, shredder and confident killer for damage.

For QP we have some very selfish "team" cards to ensure i can complete the objs and fund myself.

Run like hell AND mad dash for mobility to survive (cant do anything if you die).

Our power swap combo

Cold brew and fill em full of lead for our swap speed

Shredder, hyper focused and glass cannon for damage.

Because you dont need much to really get off the ground you can use this as a fill for another deck like for grenadier or in this case doc.

Mad dash for mobility to survive (cant do anything if you die).

Our power swap combo

Since we are focusing on horde clear rather than killing specials large caliber rounds for the penetration is super strong and hyper focus for damage.

With this deck im likely going to be using a MP5, Uzi or Prototype

Primary Weapons:

Vector

Long story short this is the highest DPS SMG while firing - but its overall DPM is reigned in because of its longer reload and smaller magazine.

This deck however takes FULL advantage of the vectors burst and then replaces the down time with the tec9 mag dumping allowing you to put up some big damage numbers so long as you are responsible with your ammo consumption.

Attachments:

-Swap speed stock - duh

-Holo/red dot - unless you can get a sharpshooters monacle

-reload speed mag - preferable with extra damage/stumble

-Long barrel - doesn't need a comp for recoil control

UMP

Almost a reskin of the SCAR with a long reload, high damage and average RoF. Its a really strong gun but it does have some drawbacks like its recoil and horrible accuracy.

Attachments:

-Swap speed stock - duh

-Holo/red dot - unless you can get a sharpshooters monacle

-reload speed mag - preferable with extra damage/stumble or can of whupass if your secondary has magsize size

-Laser/ Laser comp - UMP accuracy is so bad its noticable when ADS'ing

Uzi

Lowest damage per bullet but respectable RoF puts him middle of the pack. Works well with shredder but

Attachments:

-Swap speed stock - duh

-Holo/red dot - unless you can get a sharpshooters monacle

-damage/pen/stumble mag - large mags = more ammo burned and we dont really need a faster reload either so you can get away with one of the other mags

-laser comp/anchor - needs some help with recoil

MP5

Exactly the same as the Uzi tbh. Great DPM because of the large mag, fast reload and average damage but isn't super bursty so not the greatest for what this build is aiming for.

Attachments:

-Swap speed stock - duh

-Holo/red dot - unless you can get a sharpshooters monacle

-damage/pen/stumble mag - large mags = more ammo burned and we dont really need a faster reload either so you can get away with one of the other mags

-laser comp/anchor - needs some help with recoil

Secondary Weapons:

Tec9

Practically the best side arm you can find for this.

Blazing fast reload, high RoF, large mag despite its low damage per shot its got a very competitive DPS.

Once you have one its hard to drop it for anything other than a higher rarity.

Auto glock

Theoretically it can out perform the tec9 as its got more DPS and it does have very good accuracy.

However theres 2 main problems that lead me to picking up the tec9 more often.

1. The small magazine and high RoF means that your primary wont have time to reload in the background. This often makes them weird to pick up as they can "break" or push your timings off even if its an upgrade just because of its small mag and longer reload compared to the tec9.

2. The visual recoil sucks - i want to emphasise that it is purely visual but its still annoying.

Not the Tec9 or Auto glock

The rest of the side arms are all pretty comparable after these 2, they're all great for commons and general horde clear but lack the burst for specials. If you are stuck with any of these go for magsize to get fill em full of lead value to make them shoot faster.

IMPORTANT: in your gameplay settings you should have auto fire on to ensure that fill em full of lead is constantly proccing - if you have a deagle and its not shooting fast enough you wont get full stacks.

The Belgian

Unfortunately the belgian just doesnt work here. We arent building for shotguns, we dont have an loads of reload speed and need our secondary to be up for over a second to give our primary time to reload.

Attachments

For stocks once again its swap speed.

For magazines its really a question of does your primary reload intime to swap back to it, if not then magsize so you spend more time shooting your secondary but if it all works out then you can grab a damage or penetration mag.

For muzzles you cant go wrong with lasers/compensators

Footage


Figured most people would want to see this in action:

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2892456163					

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