There are multiple ways to win a battle: either through superior firepower, covert strikes
- or flanking your opponent.
Sometimes though, you just gotta go fast.
This time, we're covering the CAR SMG.
The CAR, or Combat Advanced Round SMG, is a modern weapon designed for roles which demand
a compact, lightweight weapon without compromising on lethality.
It's an attractive package: its diminutive size stylishly adorned with orange highlights
- but it's what's within that counts.
It is derived from the familiar R101 platform, but with extensive modifications to the internals
to support its advanced high-velocity, armour piercing round.
The 6.19mm Advanced Round is designed to pack as large a punch into as small a package as
possible, retaining the weapon's compact profile while still delivering rifle-grade performance.
Compared to the R97, the CAR's damage is good - you'll kill with one fewer shot at all ranges.
Up close, you'll need 4 shots to kill - although a single headshot will reduce this to just
3.
At a distance, performance is less impressive - with up to 6 shots needed to tackle a uninjured
foe.
Versus titans, damage is sufficient but not particularly impressive: the smaller magazine
and lower rate of fire means it will take slightly longer to doom a chassis than the
R97.
Nevertheless, it will seldom take more than a couple of reloads - and the CAR's automatic
fire will do most of the work.
Effective range is relatively short, as you'd expect for an SMG - and the damage drops off
about as quickly as the R97.
Of course, you'll perform much better at a mid-range courtesy of the higher damage - and
the slower rate of fire makes for a more stable weapon at such ranges, too.
Recoil is definitely present, however - with automatic fire becoming quite ineffective
against distant targets.
So while the CAR is definitely more manageable at a distance than its rival, it's still very
much a close range weapon - and it has the excellent hipfire performance needed to back
that up.
Rate of fire is healthy enough, too - not quite on the same bullet-hose tier as the
R97, but 846 rounds per minute is certainly enough to make most rifle users panic.
Magazine capacity is slightly lower too, at just 30 rounds instead of 40 - so you will
spend more time reloading despite the slower fire rate.
Reloads are pretty quick, however - in a similar class to its peers.
It takes under two seconds for a tactical reload, with a little over 2 and a half seconds
needed when empty.
Handling is very swift all-round: you'll be able to aim down your sights in just 200 milliseconds,
and switch times are faster than most alternatives.
Perhaps most importantly - your mobility is entirely unhindered, meaning you'll move at
100 percent of the base speed.
The CAR is the more versatile of the two SMGs on offer, meaning you can be slightly more
reckless with regards to your own positioning: there's no need to shy away from mid-range
combat.
This makes it ideal for an all-out aggressive build, where you can push into enemy territory
and make them work for their objective.
The iron sights are relatively open, with a holographic dot projected within the front
ring.
For the ranges you'll be using this weapon at, they're more than sufficient - but there
is one optional alternative.
The HCOG behaves as with all other weapons, providing the same level of zoom as the iron
sights with a standardised sight picture.
It is slightly more open than the default, so it is worth equipping when you have the
option available - but either way, it won't make much of a difference.
The available mods will have a more pronounced effect, however - with 3 choices available.
First, the Extended Mags behave as usual - granting 40 rounds between reloads instead of 30.
This is useful in cases where you're tackling groups of enemies - or should you be surprised
by more than one enemy pilot at once.
The suppressor will keep you hidden from your enemy's radar when you fire - avoiding detection
and supporting stealth tactics.
Unfortunately, it does cut damage quite significantly - meaning you'll need an extra shot to kill
at all ranges.
Given that damage is a key trait, this might not be the best idea - and the faster fire
rate of the R97 makes it a far better candidate for suppressed use instead.
Finally, the Counterweight helps to keep the weapon steady when firing from the hip, granting
superior unaimed performance when on the move.
This is a good complement to any aggressive tactics, as you retain full movement speed
while hipfiring, which can make it difficult for your opponent to track you.
Overall, the Counterweight is a very worthy consideration if you find yourself hipfiring
often: a more concentrated spray of bullets will mean you'll land more shots on target,
leading to quicker kills in close quarter combat.
Otherwise, if you prefer to rely on aimed fire: you can seldom go wrong with Extended
Mags.
For the rest of your build, your mobility should be your prime concern: and the Run
n' Gun Kit can be useful in conjunction with the counterweight, permitting hipfire while
sprinting - allowing you to start landing shots on a threat immediately.
There are some tempting alternatives in the same slot, however - Enhanced Parkour is worth
equipping if you find yourself making heavy use of the environment to move, and the quick
reload kit is another beneficial choice for those who don't like to be caught mid-resupply.
For your tactical ability, however - there's only really one obvious choice.
Stim lets you up the tempo of combat at a time of your choosing: either evading an unwinnable
fight, and regenerating health at the same time - or making an impossibly quick push
on an enemy position.
Stay aggressive and the lack of a silencer won't be a problem - by the time your opponent
sees the blip on radar, you'll be long gone.
Forcing your opponent's hand is a good way to catch them on the back foot - so aggressive
tactics can work very well against a complacent enemy.
So if you want to find yourself at an advantage more often - push your opponent hard, and
make 'em think fast.
The CAR SMG is a potent close-quarter weapon that boasts slightly higher damage and effective
range than its closest alternative, the R97.
With excellent handling and high mobility, it's ideal for those seeking a versatile option
that doesn't compromise your ability to manoeuvre.
It remains easy to handle and is an effective choice in close quarters, too - granting an
edge against any pilots who've chosen a more cumbersome weapon.
However, there are some compromises made to this performance when compared to its faster-firing
alternative: and when facing the R97 head-on you may find the CAR inadequate.
Its versatility is its own undoing, then - by occupying a mid-tier role it is neither king
of close quarters, nor able to compete at a distance.
Still, the ability to remain reactive over a wide variety of firefights is a useful one
- and as long as you don't overreach with the weapon, this SMG will prove an able part
of your arsenal.
So, if you're in need of a vehicle for success...
...the CAR will drive you home.
Thank you very much for your presence - and do join me next time, for the final instalment:
the Kraber.
Until then, farewell.