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The TMP, or Tactical Machine Pistol, is a fully automatic weapon, unlocked at level 58.
The TMP was designed by Austrian company, Steyr, in the early 90s.
It fires the NATO standard pistol cartridge, the 9-by-19 millimetre parabellum round.
The TMP is no longer produced - in 2001 the design was sold to Swiss company Br:uger and Thomet, who since developed the TMP into their MP9 design.
The TMP is renowned for its controllability, allowing for accurate automatic fire, unusual for a typical machine pistol.
In-game, The TMP reflects its real-life stability, as it has practically no recoil. Although damage is low it has a fast rate of fire, at 900 rounds per minute.
Unfortunately the fast rate of fire exacerbates the TMP's primary weakness; The magazine capacity of 15 means you will burn through ammunition very quickly.
Accuracy is of the utmost importance - even with stopping power, at long range you'll need 4 hits to kill. With a clear shot this is relatively easy, but with a moving target or one behind cover you may struggle to kill your opponent before your expend your entire magazine.
The TMP is extremely controllable when fired full auto, even at long range - so if engaging a stationary target don't be afraid to pin the trigger once you've lined up your shot.
The near zero recoil means that the TMP is essentially analogous to the ACR as far as handling is concerned.
The low ammo count and fast rate of fire means Scavenger is essential for the TMP if you plan on getting more than a few kills with it; You'll run dry very quickly otherwise.
I tend to use the TMP as more of a temporary fallback when I'm out of primary ammunition; The 45 rounds you get without scavenger is more than ample to secure at least three kills, and by that point it should be possible to pick up an enemy weapon.
There's no shortage of effective weaponry lying about - UMP45s and ACRs are very common drops and serve as a good replacement for the TMP once you're in need of a new weapon.
For that reason, I'd suggest you run with Sleight of Hand or Marathon instead of Scavenger with the TMP, particularly if you're playing a mobile class. Enemy weapons are plentiful enough and the TMP coupled with your primary will normally give you enough ammunition for a longer streak if your accuracy is any good.
Stopping Power is, as ever, the best choice for any aggressive role utilising the TMP. The fast rate of fire means time to kill isn't affected much, but under duress it can be difficult to get all your shots on target so the assistance of Stopping Power can make the difference.
Ninja was my usual third perk of choice, being the most effective all-round tier three perk for aggressive tactics.
Even if you don't have a headset you can be sure some of your opponents do, so without Ninja you'll find your footsteps give you away time and time again.
The TMP is remarkably controllable, and might be the best secondary for long range engagements. It's the perfect complement to any assault rifle or SMG when you're not using Scavenger, giving you an able backup when you've expended your primary ammunition.
It's not a weapon you can run riot with, but you can be confident of securing a kill or two - which is often all you need. A versatile secondary, the TMP will compete up close as well as at middle range. If you're out of primary ammunition, the TMP will reliably carry you over until you can find another weapon.
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