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This time, we're covering the SMR.
A new addition to Call of Duty's arsenal, this single shot assault rifle is unlocked for use at level 46.
The SMR is a fictional bullpup battle rifle, modelled after the Russian Tula Saritch .308 rifle.
Currently only a prototype design, the Saritch is intended to be a modular weapon system intended to fulfil a variety of roles.
It fires the powerful .308 Winchester cartridge - essentially the NATO rifle round - and the bullpup design keeps overall dimensions short while preserving barrel length.
This gives the weapon a blend of manoeuvrability, accuracy and power - although comes at the cost of higher recoil and a more complex internal mechanism.
In-game, the damage reflects the powerful cartridge - as the SMR is the highest damage assault rifle on offer.
Like the FAL, the SMR will kill in two shots anywhere to the body at a close range - but will retain this high level of damage out to a longer distance, only requiring 3 body shots over the longer sightlines.
This makes for very consistent performance - and the high damage is able to pierce cover effectively too, with excellent penetration characteristics.
Fire cap is adequate for most trigger fingers, but otherwise low by most automatic weapon standards: by default, the weapon will fire semi-automatically at a rate of up to 535 rounds per minute.
Paired with select fire, the weapon will become fully-automatic: although your fire rate will be reduced to just 416 rounds per minute.
Hipfire performance is poor, the same as the FAL OSW, and some degree worse than average for the assault rifle class.
Recoil is high, much more significant than the FAL - although it can be moderated by slowing your rate of fire down to ensure accuracy.
Aim time is a little slower than average for the assault rifle class, at 275 milliseconds - but these additional 25 milliseconds will seldom make any real difference.
Other handling traits are comparable to the SMR's peers, and you'll move at the assault rifle default of 95% of the base speed.
Magazine capacity is the lowest in class, at 20 rounds - although with careful fire control this will prove sufficient for most gunfights, even in cases where you find yourself tackling multiple foes.
Extended clip bumps this up to 26 rounds instead.
Reloads are slowest in class too, although at just 2.75 seconds, such resupplies are far from inconvenient.
This is where the SMR performs best: with slower handling traits it's not necessarily wise to take an aggressive tack with the weapon.
Instead, hang back and take the time to anticipate your enemy's movements, so that they might wander into your killzone and succumb quickly to accurate fire.
The SMR is the highest damage weapon within the assault rifle category, with similar traits to the FAL OSW - with enhanced damage at the cost of heavier recoil and a reduced magazine size.
Within its intended marksman role these downsides are not a major factor - with such consistent 2-shot damage out to a considerable range, you can do much more with 20 rounds than most automatic rifles will do with 30.
Even the heavier recoil can be tamed with good fire control - and with a superb ability to pierce cover, you'll never be left wanting for stopping power with this rifle.
However, to truly take advantage of this hard-hitting ability you will need to mould your playstyle to the weapon: a more conservative approach is needed to ensure accuracy and to keep the slower handling traits from leaving you at a disadvantage.
Ultimately it is the slower semi-automatic fire, larger hipfire spread and slower aim time and reload that will prove your downfall with this weapon: faster-firing, more nimble weapons will often have the advantage, despite your two-shot power.
Still, as long as you position yourself well and prepare your defenses, the SMR remains versatile enough to cope with a wide variety of situations.
So, if high power and marksman-grade precision arouse your interest...
...perhaps it's time to get a semi.
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