H&K's MP5N is the version of the ubiquitous "machinepistol 5" developed for the United States Navy. It cannot be used with any SMG or PDW that has more than 30 rounds by default, such as the MP7A1, P90, or Type 05.īoth computer allies Jung and Michael will use this weapon in silenced mode when asked to go quiet. However, the laser sight will give you away (red line in the distance), so learn to aim it towards the ground snap the gun back up to get in your licks.Ī useful option to increase the ammunition in the clip of an SMG by ten rounds. This is a continuing favorite of adversarial players. Firing while moving with an SMG is possible thanks to their inherently high accuracy. Handy to have if you want the extra zoom afforded by the scope. In fine-aim mode, your character moves slower than normal.Ī decent 4X zoom option that lets you snipe enemies with the SMG. The down side to using this option is that you must be in fine-aim (R3 or right click) to use. Good for SMGs if you do not mind the 1.5X zoom. The Skorpion, MAC11, and UMP45 are considered too small to use the ACOG effectively.Ī red dot sight that's great for close-range, target acquisition. This option cannot be used on the smaller weapons.
This is a good option for PDWs if you plan on peppering a target from afar or using the PDW as an assault rifle. SMGs can use the following options:Ī rugged 2X scope used by various military entities world-wide. Most have more ammunition than assault rifles, hence combining the attributes of the hi-cap mag with the ability to use a scope. SMGs/PDWs are less powerful than assault rifles when firing at armored opponents, but make up for it in accuracy.
They have plenty of ammunition, good accuracy, and are effectively sidearms capable of fully automatic fire. Submachineguns are excellent close-range weapons.