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ASM1

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The ASM1 sports high damage for a submachine gun. The ASM1 deals 35 damage out of 12.8 meters, making the weapon a three-shot kill. Between 12.8 meters and 31.1 meters, each shot deals 22 damage, a five-shot and 18 damage at any further range, a six-hit kill. The ASM1 has the longest three-hit kill range of its class and this, combined with the high intro fire rate, makes the weapon effective for close-to-medium range engagements. The ASM1 is one of the two submachine guns able to score a three-hit kill range at close range, the other being the [[AMR9]]. As well, the [[KF5]]'s first five shots of each magazine can also score a three-hit kill, but not the other shots.
 
The ASM1 sports high damage for a submachine gun. The ASM1 deals 35 damage out of 12.8 meters, making the weapon a three-shot kill. Between 12.8 meters and 31.1 meters, each shot deals 22 damage, a five-shot and 18 damage at any further range, a six-hit kill. The ASM1 has the longest three-hit kill range of its class and this, combined with the high intro fire rate, makes the weapon effective for close-to-medium range engagements. The ASM1 is one of the two submachine guns able to score a three-hit kill range at close range, the other being the [[AMR9]]. As well, the [[KF5]]'s first five shots of each magazine can also score a three-hit kill, but not the other shots.
   
Recoil is somewhat low recoil for the submachine guns in this game, but the ASM1 has a fairly slow center-speed. As well, the intro fire rate has significantly more recoil, as the first eight rounds fires at the speed of 750 RPM. After sustained fire, the gun fires at 674 RPM and the recoil is very low at that time. With the basic iron sights, it can be difficult to stay on target at longer ranges. Using the '''Rigor''' variant and/or the [[Foregrip]] can counteract this.
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Recoil is somewhat low recoil for the submachine guns in this game, but the ASM1 has a fairly slow center-speed. As well, the intro fire rate has significantly more recoil, as the first eight rounds fires at the speed of 750 RPM. For the rest of the magzine the gun fires at 674 RPM and the recoil is very low at that time. With the basic iron sights, it can be difficult to stay on target at longer ranges. Using the '''Rigor''' variant and/or the [[Foregrip]] can counteract this.
   
 
The ASM1 has a variable fire rate. The weapon begins firing at 750 RPM (the "intro" fire rate) and gradually slows down at a constant rate over the next eight shots until settling at a rate of 674 RPM (the default fire rate). The intro fire rate is extremely fast, but the default fire rate is the slowest in-class (barring a single SAC3). It is recommended to stop firing the weapon after the first eight bullets and restart, restarting the intro fire rate. The intro fire rate applies to all ASM1 variants, the only difference in fire rate being the final rate of fire after the first eight shots have expired. Rapid Fire will boost the default fire rate to 842 RPM, which is very solid. However, it is recommended to use a Foregrip should the user have Rapid Fire in effect.
 
The ASM1 has a variable fire rate. The weapon begins firing at 750 RPM (the "intro" fire rate) and gradually slows down at a constant rate over the next eight shots until settling at a rate of 674 RPM (the default fire rate). The intro fire rate is extremely fast, but the default fire rate is the slowest in-class (barring a single SAC3). It is recommended to stop firing the weapon after the first eight bullets and restart, restarting the intro fire rate. The intro fire rate applies to all ASM1 variants, the only difference in fire rate being the final rate of fire after the first eight shots have expired. Rapid Fire will boost the default fire rate to 842 RPM, which is very solid. However, it is recommended to use a Foregrip should the user have Rapid Fire in effect.
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