The PC release of PlayerUnknown’s Battlegrounds made huge changes to the game’s ballistics system. All guns are set apart from each other thanks to individual weapon class modifiers. They also added Hit Area Damage modifiers on top of this so that each specific part of the body will take different amounts of damage. The new formula for damage calculation is now more complex than ever before. Because of this, we will revisit our favourite weapons and check out how the PC release has changed them. Today, we are going to look at the sub machine guns and we will compare them side by side. I will show you all the important stats and values to help you pick the right SMG for every situation. The primary stats of all of the SMGs were mostly untouched when the PC update came out, but that doesn’t mean that we shouldn’t change the way we use these weapons because many other things did change and that has a significant effect on all the SMG’s available today.

Weapon Class Modifiers changed the amount of damage that each weapon class causes. Submachine guns now cause 180% of damage to the head, 100% damage to the body, and 100% damage to the limbs. If we compare that with the assault rifles, then you can see that those weapons deal far more damage to the torso, and slightly less damage to the limbs. This is likely because SMGs are typically fired in Full Auto, so they kept the damage more even throughout the whole body. With Assault Rifles, you will also be firing individual shots at range.

They have high modifiers at specific parts of the body so that your aim is rewarded well. Keep in mind that these modifiers are only there when those weapons deal actual damage, and they pertain to general parts of the body. Hit area modifiers then make the distinction for specific parts of the body. It separates the lower chest from the upper chest, and the belly button area from the rest of the abdomen.

It separates the head from the neck so that when you hit precise weak points of the body, you will be rewarded with more damage. Unlike the rest of the Weapon Class Modifiers for Primary Weapons, the SMGs are by far the class that produces the most consistent damage output. The other primary weapons slightly lose effectiveness when you are not hitting the head or the torso. The downside is that it has the second lowest modifier for headshots. Only shotguns and melee attacks have weaker modifiers for headshots, 150% to be precise. To make matters more complicated, different parts of the body now take specific amounts of damage thanks to the Hit Area Modifiers, so our aim matters more than ever before. For example, the torso will generally take 100% damage. If you hit the upper chest area then you will deal more damage at 110%, and if you hit the belly button area you will deal less damage at 90%.

For this video, I will show you the amount of damage a gun will deal to each Hit Area, including how many shots you will need to make a kill. These things will come in handy if you are dealing with armored targets, because the biceps and thighs usually take more damage than a torso wearing a Level 3 vest, so aim for those areas if you can’t hit the head. Since vests don’t protect the limbs, these values will be consistent at all times. Unlike the Assault Rifles, each SMG has its own unique damage rating, so they will not share the same damage per shot if they fire the same kind of bullet. We will have to talk about each gun individually, starting with the Tommy Gun. This gun fires .45 ACP cartridges and it has a base magazine capacity of 30. Each shot causes 40 damage points. You will usually deal 40 damage points per shot to an unprotected torso but the belly button area will take slightly less damage with only 38 damage points.

The upper chest will also take more damage at 44 points. You will need three shots to the torso in order to kill an enemy without a vest, four shots if he has a level 1 vest, 5 shots if he has a level two vest, and six shots if he is wearing a Level 3 Vest. Regardless of what armor the enemy is wearing, aiming for the upper chest will have its rewards. For example, your enemy might take 5 shots before dying if he has a level two vest, but you can reduce this to 4 if you keep hitting the upper chest. Aiming for the head will yield even more rewards than aiming for the upper chest. You will deal 72 damage points if you shoot your target in the head. But you will only deal 54 damage per shot to the neck, and this is crucial because helmets now protect the neck as well. You will need two headshots or neck shots to kill an enemy without a helmet, but if he has a level 3 helmet, then you will need 4 shots to the head or 5 shots to the neck to make a kill.

The Tommy Gun will cause 24 damage points per shot to bicep and thighs, 20 damage per shot to the forearms and shins, and 12 per shot to hands and feet. You will need nine shots to the hands and feet so that you can kill your enemy, but you will only need five shots if you hit the other limbs. The Vector is a weapon uses the same type of ammo as the tommy gun, the vector only has a magazine capacity of 13. Each shot causes 33 damage points and that is also the damage output to an unprotected torso. The belly button area will take less damage at damage per shot, while the upper chest will take more damage at points per shot.

You will need four shots to the torso so that you can kill an enemy, but you can bring the shot-to-kill requirement down to three if all your shots hit the upper chest. If your enemy has a level 1 vest on, you will usually need 5 shots, but you can lower the shot-to-kill requirement to 4 if you keep hitting the upper chest. You will need 5 shots to the upper chest or 6 shots to the rest of the torso if your enemy has a level 2 vest. You will need seven shots with your Vector if your enemy is wearing a Level 3 Vest, but you will need an extra shot if you shoot him in the belly button area. You will cause damage points with a single headshot, and you will deal damage per shot to the neck. This means that you will need 2 headshots or 3 neck shots to kill. If your enemy has a Level 3 helmet, you will need 4 shots to the head and 5 shots to the neck for a kill.

With the Vector, you will cause damage points per shot to the bicep and thigh areas so you will need 6 shots to kill, you will deal damage per shot to the forearms and shins which means that you will need 7 shots to kill, and you will cause damage per shot to hands and feet for 11 shots to kill. The Uzi fires 9mm rounds and it has a base magazine capacity of 25 bullets. Each shot causes 25 damage points. The belly button area will take slightly less damage at points and the upper chest will also take slightly more damage at points. You will usually need four shots to the torso so that you can kill an enemy who isn’t wearing a vest, but you will need five shots if you constantly hit the belly button area.

If your enemy has a level 1 vest, you will need 7 shots to the belly button area, and 6 shots to any other part of the torso. If your enemy has a Level 2 vest, then you will generally need 7 shots to most of the torso, but you will need 1 extra shot if you keep hitting the belly button area. If your enemy has a level 3 vest then you will need 9 shots to the torso for a kill, but you will need 10 shots if you shoot him in the belly button area. 45 damage points for a headshot and for a neck shot. This means that you will need 3 shots to the head or neck in order to kill an enemy. If he happens to be wearing alevel 3 helmet, then you will need 5 shots to the head or 7 shots to the neck. You will cause 15 damage points per shot to the bicep and thigh areas and that requires 7 shots to kill, you will deal damage per shot to the forearms and shins and so you will need 8 shots and you will deal damage per shot to the hands and feet which means that you will need 14 shots to kill.This is a lot for a weapon that has a 25 round magazine.

The UMP9 is arguably the most popular SMG in playerunknown’s battlegrounds. It also use the 9mm rounds and it has a magazine capacity of 30. Each shot deals 38 damage points. The belly button area will take less damage at points per shot, while the upper chest takes more damage of course at points per shot. You will need 3 body shots to kill an enemy who isn’t wearing a vest. You will need 4 body shots if he has a level 1 vest, and you will need 1 extra shot if he has a level 2 vest unless you keep hitting the upper chest. If he managed to find the best vest in battlegrounds then you will need 6 body shots to kill, but you will need 7 if you shoot him in the belly button area. You will cause damage with a single headshot if your enemy doesn’t have a helmet, and you will deal damage per shot to the neck. This means that you will need 2 shots for a kill. If your enemy has a Level 3 helmet, you will need 4 shots to the head and 5 shots to the neck for a kill.

The ump will cause damage per shot to the bicep and thighs which means that you will need 5 shots to kill, you will deal 19 damage per shot to the forearms and shins and this results in 6 shots for kill, and finally you will cause damage per shot to the hands and feet for 9 shots to kill. The Uzi has a very low damage output, 25 damage points per bullet isn’t that great in a game like this but there are many other stats that can tell us how lethal this SMG truly is. If we take each weapon’s rate of fire and if we combine that with the single shot damage output, then we can determine how much damage per second a gun can cause. To measure DPS, we have to assume that all shots land on the same part of the body. On top of that, we will also have to look at how long it takes for a gun to reload.

Taking the DPS and the reload time into account will determine the gun’s sustained DPS rating, or SDPS. The Tommy gun’s rate of fire is the second slowest among all SMGs at 0.086 seconds per shot, so around 11 shots per second. Combined with the gun’s 40 damage rating, it can cause 467 damage per second. This is the second lowest DPS rating for SMGs, on top of that it has the slowest reload speed with seconds. That being said, it still has the highest SDPS rating for sub-machine guns at 199. This is because the 30 round magazine allows you to fire a lot more bullet at your enemy before you have to reload, and this means that the gun can keep causing damage for a longer period of time. The Vector’s rate of fire is the second fastest for SMGs at 0.055 seconds per shot, or about 18 shots per second.

With its damage rating at 33, this gives the Vector a DPS rating of 606, this is the highest DPS for SMGs. It also has the fastest reload speed for SMGs at seconds. Unfortunately, it does have a very low SDPS rating with 147, and that almost equal to the Uzi’s sdps rating of 145, which is the lowest sdps rating in battlegrounds. You will be spending a lot of time reloading the vector because of the 13 round magazine, and that is valuable time that you want to spend causing damage and killing opponents instead. It’s very usefull to attach an Extended or an Extended Quickdraw mag if you plan to use this weapon because it will have a huge impact on your ability to kill. The ROF of the Uzi is 0.048 seconds per shot or about 20 shots per second,and this is the fastest among SMGs.

Despite its very low single shot damage output at 25, the Uzi still has the second highest DPS rating for SMGs at 521. That being said, it ties with the UMP9 for having a very slow reload speed of seconds, it has a magazine capacity of 25 and that is why the Uzi has the lowest SDPS rating with 145. The UMP’s rate of fire is the lowest among the SMGs at 0.092 seconds per shot, or around 10 bullets per second. That’s why it has the lowest DPS of 412 despite having a very good single shot damage rating of 38. The slow reload speed of seconds and the 30 round magazine give the ump the second highest SDPS rating with 194, only 5 points shy of the Tommy Gun’s sdps rating of 199. I know that you are an amazing player and I also know that you will hit your enemy with every bullet that you fire, but you have to understand that there are players out there, most of the time they are the ones who are not subscribed to fog of gaming, and they will not be able to hit every bullet that they fire.

I know that this comes at a shock to you but yes, they are out there. These guys have to look at the recoil and at the spread rating of each weapon so that they can increase their chances of hitting an enemy. A high spread rating causes your bullets to deviate more from where you are aiming. The recoil makes it more difficult to keep your aiming point right between your enemy’s eyes. Both of these factors make it more difficult to hit your enemy. But that’s not the only thing that can influence your aim. Each gun also has its own effective range and bullet speed rating. SMGs that have faster bullet speeds don’t require you to lead your target by large amount, and the ones that have higher effective ranges have better chances shooting targets at further ranges. Both these factors will significantly influence how you should use these submachine guns. The Tommy Gun’s spread rating is 0.23, and it ranks in the middle for submachine guns.

It does have the highest effective range of 250 meters, while the rest of the weapons only have an effective range of 150. You could engage targets who are further away but you will definitely have to deal with its very slow bullet speed of only 280 meters per second, which is the slowest rating for SMGs. To make matters worse, the gun cannot accept scopes or sights making it slightly more challenging to take advantage of this gun’s effective range. The Vector’s spread rating is 0.18, and it ties with the UMP9 for the lowest spread rating among all SMGs. The difference is that the Vector is the only SMG capable of using a tactical stock. This means that a fully modded Vector will be much easier to control than a fully modded UMP9. It has the typical 150m effective range that most SMGs have and it also has the second slowest bullet speed of 300 meters per second, so you are better off using another weapon to fight enemies who are further away.

The Uzi has the highest spread rating of all the SMGs with and It has the same 150m effective range. There is a custom stock that only the Uzi can use, so make sure to take advantage of that. The Uzi has a slow reload speed, so try to avoid fighting and entire squad without having the chance to use cover to reload your weapon because you will need most of your magazine to kill the guys who are wearing the best vest in battlegrounds. It has the second fastest bullet speed among SMGs with 350 meters per second, but it will be slightly more challenging to take advantage of this because of the high spread rating and short effective range. The UMP9 has the same lowest spread rating as the vector with 0.18. While it does not have access to the Tactical Stock that the Vector can use, it can use foregrips and compensators. That means that this gun is still very easy to control, and it is also easy to lead your targets with its 400 meters per second bullet speed.

By the way, this is the fastest bullet speed among all SMGs. These were all the major changes of the pc release that affect the Submachine Guns in PUBG. Make sure to subscribe so that you will always be the first one to get access to all the info. This was Fog of Gaming, thanks for watching, and I will see you in Battlegrounds..

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