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Tom Sheldon
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SMG-2
JC4 riot shielder near El Abismo
Wielded by a riot shielder.
Weapon in Just Cause 4
Type Submachine gun
Usage Two handed
Maximum ammunition carried 234
Maximum ammunition in the weapon 78
To unlock Secure the Altoyaku region
List of owners Black Hand
Army of Chaos
Mira Morales


The SMG-2 is a weapon in Just Cause 4.

Appearance[]

This weapon is (apparently) an open-bolt submachine gun with a telescoping bolt design. In reality this weapon is actually more of a machine pistol than a submachine gun, considering its size and characteristics.

This SMG does not appear to be based on any particular weapon.

Performance[]

The SMG-2 has pretty weak firepower compared to most other fully-automatic weapons in the game. As a trade off, the gun has a very fast firing rate that allows the player to use spray-and-pray, hit-and-run tactics due to the sheer volume of bullets that can be dispersed. While the gun looks small, it can hold an incredible 78 rounds, which would have to be minuscule to fit into such a tiny magazine. This explains the low damage per bullet.

Bullet spread is wide and rapidly increases over continuous fire. Recoil, however, is fairly low. Muzzle drift is significant. It is advised to always ADS (shift on PC by default) when shooting at targets anywhere more than 10 meters away. Tap fire/short bursts is more effective at hitting targets at medium range, but due to the weapon's low damage per shot, it may take quite a while to take down targets this way.

As one might expect from an SMG, bullet velocity is low, even for the standards of Just Cause 4. This, however, is not a problem as bullets despawn at even medium-long range, which means they despawn before they reach the distance where muzzle velocity and bullet drop affects anything.

With it's low damage and poor accuracy, average damage per second with accuracy taken into consideration is lower than that of the SW9 Assault Rifle. At close range, however, the SMG-2 can kill soft targets quicker than the SW9, since SMGs are specialized for close quarters combat.

Secondary Fire makes the gun fire a "charged" shot which damage is similar to that of the grenade launcher used on the SW9. The "charged" shot upon hitting an opponent will deal significant damage to soft targets if not outright killing them. It should be noted that the splash damage radius isn't as wide as the grenade launcher so precise shots from this feature is recommended.

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