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The UMP-45 is the second available SMG, and is unlocked from the start.
It is a fully automatic weapon.
As with the USP 45, and the MP5K, the UMP is a German weapon, manufactured by Heckler and Koch.
It was designed in 1999, as a larger calibre counterpart to the MP5.
It also uses modern polymers to save weight over the older HK designs.
It fires the .45 ACP cartridge, at a cyclic rate lower than most submachine guns to counteract the increased recoil of the .45 calibre bullet.
Iron sights are a rear notch and front hooded post type.
In-game, the UMP is a powerful weapon that combines some of the best aspects from the Assault Rifle and SMG categories.
Even at long range, the UMP will deal very high damage - enough for a 3 hit kill with or without stopping power.
It's not as controllable at long range as some of the assault rifles, but with burst firing can still be very effective.
Up-close the slower rate of fire means other SMGs will beat it, but with stopping power the UMP becomes a 2-hit kill within effective range, which can be very deadly against unsuspecting groups of enemies.
For your blue perks, you're best using sleight of hand or scavenger, unless you need bling for the 'silenced-scope' approach.
SMGs are quick to aim even without sleight of hand pro, but it will give you a slight advantage in a straight firefight - although you will need a good secondary to fall back on when you're out of ammo.
Scavenger eliminates this issue, and scavenger pro will ensure you have plenty of ammunition for the UMP. This frees up your secondary slot for a launcher, such as the thumper or stinger.
For your red perk I'd recommend stopping power if you're unsilenced - and plan to get close to the enemy - or cold-blooded if you're silenced.
Stopping power isn't as effective as it is with some other guns, but you'll definitely notice the difference close up.
With a silencer it's not so important, as you will be able to take more enemies by surprise. Cold blooded is a great perk when silenced as you'll be undetectable on the radar, but you can elect to use another red perk if you have a particular strategy.
The best yellow perk is probably Nin-ja, whether you're silenced or not. Nin-ja Pro further adds to your stealth both through quieter footsteps and the ability to remain unseen on heartbeat sensors.
Steady aim might also work if you prefer to hip-fire, or if you're using akimbo.
The UMP is probably the most versatile SMG, capable of competing up close and at longer range. It is let down by a slower rate of fire, and by some recoil at longer ranges, but this is more than made up for by the very high damage it deals at all ranges.
The silencer is the logical attachement for the UMP, and is also one of the few configurations that doesn't need stopping power to be effective in core.
Unsilenced the additional close-up power means stopping power is effective, as long as you can get close to your opponents.
A 30 round magazine with a 2-hit kill means you can tear through the entire team without reloading - get close and take them by surprise, they won't stand a chance.
Deadly as a silenced weapon and as a close-quarters assault weapon, the UMP is as popular in Modern Warfare as it is effective.
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