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{{game|bo2|z}}
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{{game|bo2|z}}{{For|a similarly named sniper rifle|MSR}}
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{{Infobox/weapon
 
{{Infobox/weapon
 
|image = [[File:SMR Menu Icon BOII.png|300px]]
 
|image = [[File:SMR Menu Icon BOII.png|300px]]
 
|class = [[Assault Rifle]]
 
|class = [[Assault Rifle]]
|fire = · Semi-automatic ''(SP [[Select Fire]], MP Standard, Zombies)'' <br> · Automatic ''(SP Standard, MP Select Fire)''
+
|fire = Semi-automatic ''(SP [[Select Fire]], MP standard and Zombies)'' <br> Automatic ''(SP standard, MP Select Fire)''
 
|magazine = Standard: 20 rounds<br>[[Extended Clip]]: 27 (SP), 26 (MP)
 
|magazine = Standard: 20 rounds<br>[[Extended Clip]]: 27 (SP), 26 (MP)
 
|level = Completing [[Pyrrhic Victory]] (SP)<br>Level 46 (MP)
 
|level = Completing [[Pyrrhic Victory]] (SP)<br>Level 46 (MP)
 
|name = SMR
 
|name = SMR
|range = [[File:SMR Range BOII.png]]
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|range = [[File:SMR Range BOII.png|245px]]
 
|damage = 59-49 (MP)
 
|damage = 59-49 (MP)
 
|startammo = 20+120 (SP), 20+60 (MP)
 
|startammo = 20+120 (SP), 20+60 (MP)
|recoil = High
+
|recoil = Moderate
 
|reload = 2.69 normal, 2.75 empty
 
|reload = 2.69 normal, 2.75 empty
 
|rof = Semi-auto: 535 RPM <br> Automatic: 468 RPM (SP), 416 RPM (MP)
 
|rof = Semi-auto: 535 RPM <br> Automatic: 468 RPM (SP), 416 RPM (MP)
|mult = [[File:Headshot ICON Symbol.png|26px]]<br>1.2x|used = [[SDC]], [[Mercs]]
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|mult = [[File:Headshot ICON Symbol.png|26px]]<br>1.2x
  +
|used = [[SDC]], [[Mercs]]
|HUD= [[File:SMR Side View BOII.png|128px]]|maxammo = 20+260 (SP), 20+160 (MP)<br>20+140 (ZM)|tier = 11|pen = High}}
 
  +
|HUD= [[File:SMR Side View BOII.png|128px]]
 
|maxammo = 20+260 (SP), 20+160 (MP)<br>20+140 (ZM)
  +
|tier = 11
  +
|pen = High
  +
|console = <tt>saritch</tt><br><tt>saritch_mp</tt><br><tt>saritch_zm</tt><br><tt>saritch_upgraded_zm</tt>
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|zombiecost = 950 ([[Mystery Box]])}}
   
 
The '''[https://guns.fandom.com/wiki/Saritch SMR]''', referred to as '''Saritch''' in the game files, is a semi-automatic (fully-automatic in the campaign), bullpup [[assault rifle]] featured in ''[[Call of Duty: Black Ops II]]''. It has the highest damage per shot of all assault rifles in multiplayer.
{{For|the similarly named weapon|MSR}}{{For|a similar weapon|M14}}
 
 
{{Quote|Semi-automatic assault rifle. Highest damage per round in class.|[[Create-A-Class]] Description}}
 
 
The '''[http://guns.wikia.com/wiki/Saritch_308 SMR]''', or '''Saritch''' as referred to in the game files, is a semi-automatic (fully-automatic in the campaign), bullpup [[assault rifle]] featured in ''[[Call of Duty: Black Ops II]]''. It has the highest damage per shot of all assault rifles in multiplayer.
 
   
 
==Campaign==
 
==Campaign==
  +
{{Quote|Fully automatic assault rifle. High damage with a low rate of fire.|Campaign Description}}
The SMR is available at the start of the future missions.
+
The SMR is available at the start of the future missions. It is fully-automatic by default, unlike its multiplayer and Zombies counterpart.
   
 
==Multiplayer==
 
==Multiplayer==
 
{{Quote|Semi-automatic assault rifle. Highest damage per round in class.|[[Create-A-Class]] Description}}
 
The SMR is unlocked at level 46, along with the [[Skorpion EVO]].
 
The SMR is unlocked at level 46, along with the [[Skorpion EVO]].
   
  +
The SMR has the highest damage in its class, being able to kill with two shots at medium range and three shots at long range. Two headshots are also enough to kill at any range, making the damage quite consistent. However, it was somewhat poor handling. Its hip-fire prowess is very lacking, due to the wide spread and low rate of fire. As well, this low rate of fire proves to be a strong liability in close quarters combat, as faster-firing weapons will easily dispatch of the user. Shooting faster than the firecap allows tends to result in the gun pausing between shots, which can hamper players with fast trigger fingers. The recoil per shot is also rather high. The reload time is mediocre as well, though provided the player doesn't waste too many shots, the 20-round magazine can last longer than usual due to the semi-automatic fire and high damage. Still, the high damage and carbine-like behavior makes it quite an effective weapon at medium range engagements.
The SMR acts as the slower firing, semi-automatic assault rifle in ''Black Ops II''. Unmodified, it can deal two-shot kills up close. However, it'll need three shots at a distance. However, for the playstyle of this weapon, that difference is fairly minimal. To add on to that, the SMR has a two-headshot kill at all ranges, making the time to kill extremely consistent.
 
   
  +
Compared to the [[FAL OSW]], the SMR has higher damage at range as well as a longer two-hit kill area, at the cost of reduced handling such as lower firecap and hipfire as well as higher recoil.
Handling of it is quite poor. Its hip-fire prowess is very lacking, due to the wide spread and low rate of fire. As well, this low rate of fire proves to be a strong liability in close quarters combat, as faster-firing weapons will easily dispatch of the user. The recoil per shot is also rather high. This, combined with the lower firecap, will strongly discourage players from using their trigger fingers with this weapon. The reload time is very slow; and due to the small 20 round magazine, this causes the gun to have extremely long amounts of down time.
 
   
  +
Many players will prefer attachments that can boost their personal handling of the weapon. Optical attachments such as [[Reflex Sight]] are helpful due to the cumbersome iron sights, as accurate fire is the SMR's main merit. For trigger happy players, [[Fast Mag]] and [[Extended Mags|Extended Clip]] can also prove useful to combat the slow reload time. [[Select Fire]] is somewhat popular as it allows the weapon to be used in fully automatic mode, though this has its drawbacks: the two-hit kill range is reduced, recoil is increased and the fire rate is also much lower than the firecap of the semi-automatic version, making it less effective than the semi-automatic mode if the player's trigger finger is up to par. [[Silencer|Suppressor]] can give the player a stealth advantage, at the cost of reduced two-hit kill range, though depending on the playstyle this may not have a huge negative impact to overcome the advantages it has. [[FMJ]] can boost the already high penetration making shooting through walls easier, and likewise the [[Millimeter Scanner]] can be equipped to use the penetration effectively, though the two attachments cannot be used together.
Many players will prefer attachments that can boost their personal handling of the weapon. For an example, using [[Fast Mag]] or [[Extended Mags]] can be extremely beneficial to many. As well, the iron sights on this weapon are not pinpoint accurate for many players. As such, optical attachments are often a good choice when using this weapon, as at medium ranges, not being able to see the target clearly can be an Achilles Heel to a long range weapon.
 
   
  +
Overall, the SMR is greatly focused on range capabilities, rewarding trigger discipline and accurate fire.
Overall, this weapon finds a great niche at medium range, as it can kill a player in two shots up to about 35 meters, which is an extremely long distance. Using this range to your advantage will allow many players to plow through their opponents, even from a distance away.
 
   
===Attachments===
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==Attachments==
 
*[[Reflex Sight]] (unlocked weapon level 2)
 
*[[Reflex Sight]] (unlocked weapon level 2)
 
*[[Quickdraw]] (unlocked weapon level 3)
 
*[[Quickdraw]] (unlocked weapon level 3)
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==Zombies==
 
==Zombies==
  +
{{quote|Naming such an ineffective weapon after an animal noted for its teeth seems somewhat misleading.|[[Marlton Johnson]], when obtaining the weapon from the [[Mystery Box]] in [[Die Rise]].}}
The SMR appears in the [[Zombies (Mode)|Zombies]] game mode and can be acquired from the [[Mystery Box]] for 950 points and is semi-automatic. The SMR has horrible accuracy, as the bullets spread horribly even when aiming the sights. To compound this liability, it has very low damage, needing many headshots to dispatch a single zombie in the early rounds. The magazine size is small, and the reload times are beyond horrible. The fire rate is rather slow.
 
  +
The SMR appears in the [[Zombies (Mode)|Zombies]] game mode and can be acquired from the [[Mystery Box]] for 950 points and is semi-automatic. The SMR has bad accuracy, as the bullets spread even when aiming down the sights; for this reason, it is mostly better to just hip-fire, as the accuracy loss is almost negligible, and it allows the player to have a wider field of view (due to the lack of ADS zoom) and move more quickly. The SMR also has low damage; combined with the SMR's accuracy deficiency, this usually makes the SMR require many shots to dispatch a few zombies. However, the SMR has a decent amount of ammunition, holding a total of 160 rounds, making it so the SMR can be used somewhat effectively in the early rounds to get points.
  +
 
When Pack-a-Punched, it becomes the '''SM1L3R'''. It has a 30-round magazine, 420 rounds in reserve (390 starting ammo when taking it from the PaP machine, but the 420 limit is attained with [[Max Ammo]]), increased damage, and has a [[Hybrid Optic]] with a smiley face by default. Like most 2025 weapons, it can be Pack-a-Punched multiple times, to cycle through a Target Finder, a Millimeter Scanner, and a Reflex Sight; each of these attachments reduce the reserve ammo to 210. The SM1L3R still has a bullet spread while aiming down the sights (although it isn't as big of a spread), and its damage is still quite shallow compared to other weapons. For this reason, many players generally avoid Pack-a-Punching the SMR into the SM1L3R, and due to the SMR's weaknesses, many players detest and generally avoid the SMR altogether.
   
  +
===SMR vs SM1L3R===
When Pack-a-Punched, it becomes the '''SM1L3R'''. It has a 30-round magazine, 420 rounds in reserve, increased damage, and has a [[Hybrid Optic]] with a smiley face by default. Like all 2025 weapons, it can be Pack-a-Punched multiple times, to cycle through a Target Finder, a Millimeter Scanner, and a Reflex sight (each of these attachments reduce the reserve ammo to 210). It is still semi-automatic, low damage, and suffers large recoil, as well as ammo capacity. Until round 19, three headshots are required to eliminate zombies, and accurate line-ups become more important, but the hindrance of the bullet spread is less noticeable, but precision is still bad. Because of these reasons, players usually avoid Pack-a-Punching the SMR, and usually trade the SMR off for a better weapon.
 
  +
{{PaPComparison
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|regimage = [[File:SMR BOII.png|200px]]
  +
|papimage = [[File:SM1L3R First Person BO2.png|200px]]
  +
|regname = SMR
  +
|papname = SM1L3R
  +
|regdamage=80-60
  +
|papdamage=120-110
  +
|papfire =Semi-automatic
  +
|regfire = Semi-automatic
  +
|papmag = 30
  +
|regmag = 20
  +
|papammo = 420+30 (210+30 when upgraded the second and following times)
  +
|regammo = 140+20
  +
|papreload =
  +
|papmobility = Medium
  +
|regmobility = Medium
  +
|extras = More ammo, larger magazine, much better accuracy, higher damage
  +
|paprof = 535 RPM
  +
|regrof = 535 RPM
  +
|Possible Attachments = [[Hybrid Optic]] (first time only), [[Target Finder]], [[Reflex Sight]], [[Millimeter Scanner]].}}
   
 
==Gallery==
 
==Gallery==
 
{{For|camouflage images|SMR/Camouflage}}
 
{{For|camouflage images|SMR/Camouflage}}
 
{{For|attachments images|SMR/Attachments}}<gallery widths="120">
 
{{For|attachments images|SMR/Attachments}}<gallery widths="120">
SMR BOII.png|The SMR in first person.
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SMR BOII.png|The SMR in first person
SMR Iron Sights BOII.png|Aiming down the sights.
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SMR Iron Sights BOII.png|Aiming down the sights
SMR Reloading BOII.png|Reloading the SMR.
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SMR Reloading BOII.png|Reloading the SMR
SMR Cocking BOII.png|Cocking the SMR.
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SMR Cocking BOII.png|Cocking the SMR
 
</gallery>
 
</gallery>
   
 
==Trivia==
 
==Trivia==
* The SM1L3R will always have a Hybrid Optic with a Smiley face (hence the name "SMILER") for both the Reflex Sight and the zoomed optics.
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*The SM1L3R will always have a Hybrid Optic with a Smiley face (hence the name "SMILER") for both the Reflex Sight and the zoomed optics.
* When aimed into an ACOG with the [[Grip]] attached, there is visual recoil 'bounce', but without the Grip attached, there is not.
+
*When aimed into an ACOG with the [[Grip]] attached, there is visual recoil 'bounce', but without the Grip attached, there is not.
* An "SMI" logo can be seen when reloading.
+
*An "SMI" logo can be seen when reloading.
   
==Videos==
 
[[File:BLACK OPS 2 FAL OSW vs SMR-1|thumb|left|335px]]
 
 
{{CoD9 Weapons}}
 
{{CoD9 Weapons}}
 
{{ZombiesWeapons}}
 
{{ZombiesWeapons}}

Revision as of 04:12, 19 May 2020

The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appeared in Zombies mode
For a similarly named sniper rifle, see MSR.

The SMR, referred to as Saritch in the game files, is a semi-automatic (fully-automatic in the campaign), bullpup assault rifle featured in Call of Duty: Black Ops II. It has the highest damage per shot of all assault rifles in multiplayer.

Campaign

"Fully automatic assault rifle. High damage with a low rate of fire."
— Campaign Description

The SMR is available at the start of the future missions. It is fully-automatic by default, unlike its multiplayer and Zombies counterpart.

Multiplayer

"Semi-automatic assault rifle. Highest damage per round in class."
Create-A-Class Description

The SMR is unlocked at level 46, along with the Skorpion EVO.

The SMR has the highest damage in its class, being able to kill with two shots at medium range and three shots at long range. Two headshots are also enough to kill at any range, making the damage quite consistent. However, it was somewhat poor handling. Its hip-fire prowess is very lacking, due to the wide spread and low rate of fire. As well, this low rate of fire proves to be a strong liability in close quarters combat, as faster-firing weapons will easily dispatch of the user. Shooting faster than the firecap allows tends to result in the gun pausing between shots, which can hamper players with fast trigger fingers. The recoil per shot is also rather high. The reload time is mediocre as well, though provided the player doesn't waste too many shots, the 20-round magazine can last longer than usual due to the semi-automatic fire and high damage. Still, the high damage and carbine-like behavior makes it quite an effective weapon at medium range engagements.

Compared to the FAL OSW, the SMR has higher damage at range as well as a longer two-hit kill area, at the cost of reduced handling such as lower firecap and hipfire as well as higher recoil.

Many players will prefer attachments that can boost their personal handling of the weapon. Optical attachments such as Reflex Sight are helpful due to the cumbersome iron sights, as accurate fire is the SMR's main merit. For trigger happy players, Fast Mag and Extended Clip can also prove useful to combat the slow reload time. Select Fire is somewhat popular as it allows the weapon to be used in fully automatic mode, though this has its drawbacks: the two-hit kill range is reduced, recoil is increased and the fire rate is also much lower than the firecap of the semi-automatic version, making it less effective than the semi-automatic mode if the player's trigger finger is up to par. Suppressor can give the player a stealth advantage, at the cost of reduced two-hit kill range, though depending on the playstyle this may not have a huge negative impact to overcome the advantages it has. FMJ can boost the already high penetration making shooting through walls easier, and likewise the Millimeter Scanner can be equipped to use the penetration effectively, though the two attachments cannot be used together.

Overall, the SMR is greatly focused on range capabilities, rewarding trigger discipline and accurate fire.

Attachments

Zombies

"Naming such an ineffective weapon after an animal noted for its teeth seems somewhat misleading."
Marlton Johnson, when obtaining the weapon from the Mystery Box in Die Rise.

The SMR appears in the Zombies game mode and can be acquired from the Mystery Box for 950 points and is semi-automatic. The SMR has bad accuracy, as the bullets spread even when aiming down the sights; for this reason, it is mostly better to just hip-fire, as the accuracy loss is almost negligible, and it allows the player to have a wider field of view (due to the lack of ADS zoom) and move more quickly. The SMR also has low damage; combined with the SMR's accuracy deficiency, this usually makes the SMR require many shots to dispatch a few zombies. However, the SMR has a decent amount of ammunition, holding a total of 160 rounds, making it so the SMR can be used somewhat effectively in the early rounds to get points.

When Pack-a-Punched, it becomes the SM1L3R. It has a 30-round magazine, 420 rounds in reserve (390 starting ammo when taking it from the PaP machine, but the 420 limit is attained with Max Ammo), increased damage, and has a Hybrid Optic with a smiley face by default. Like most 2025 weapons, it can be Pack-a-Punched multiple times, to cycle through a Target Finder, a Millimeter Scanner, and a Reflex Sight; each of these attachments reduce the reserve ammo to 210. The SM1L3R still has a bullet spread while aiming down the sights (although it isn't as big of a spread), and its damage is still quite shallow compared to other weapons. For this reason, many players generally avoid Pack-a-Punching the SMR into the SM1L3R, and due to the SMR's weaknesses, many players detest and generally avoid the SMR altogether.

SMR vs SM1L3R

SMR SM1L3R
SMR BOII SM1L3R First Person BO2
Damage 80-60 120-110
Fire mode Semi-automatic Semi-automatic
Rate of fire 535 RPM 535 RPM
Magazine size 20 30
Max ammo 140+20 420+30 (210+30 when upgraded the second and following times)
Mobility Medium Medium
Extras More ammo, larger magazine, much better accuracy, higher damage
Possible Attachments Hybrid Optic (first time only), Target Finder, Reflex Sight, Millimeter Scanner.


Gallery

For camouflage images, see SMR/Camouflage.
For attachments images, see SMR/Attachments.

Trivia

  • The SM1L3R will always have a Hybrid Optic with a Smiley face (hence the name "SMILER") for both the Reflex Sight and the zoomed optics.
  • When aimed into an ACOG with the Grip attached, there is visual recoil 'bounce', but without the Grip attached, there is not.
  • An "SMI" logo can be seen when reloading.