Hello, this is XboxAhoy and this is the thirty-fourth episode of my Black Ops 2 Weapon Guide.
This time, we're covering the SMR.
A new addition to Call of Duty's arsenal, this single shot assault rifle is unlocked
for use at level 46.
The SMR is a fictional bullpup battle rifle, modelled after the Russian Tula Saritch .308
rifle.
Currently only a prototype design, the Saritch is intended to be a modular weapon system
intended to fulfil a variety of roles.
It fires the powerful .308 Winchester cartridge - essentially the NATO rifle round - and the
bullpup design keeps overall dimensions short while preserving barrel length.
This gives the weapon a blend of manoeuvrability, accuracy and power - although comes at the
cost of higher recoil and a more complex internal mechanism.
In-game, the damage reflects the powerful cartridge - as the SMR is the highest damage
assault rifle on offer.
Like the FAL, the SMR will kill in two shots anywhere to the body at a close range - but
will retain this high level of damage out to a longer distance, only requiring 3 body
shots over the longer sightlines.
This makes for very consistent performance - and the high damage is able to pierce cover
effectively too, with excellent penetration characteristics.
Fire cap is adequate for most trigger fingers, but otherwise low by most automatic weapon
standards: by default, the weapon will fire semi-automatically at a rate of up to 535
rounds per minute.
Paired with select fire, the weapon will become fully-automatic: although your fire rate will
be reduced to just 416 rounds per minute.
Hipfire performance is poor, the same as the FAL OSW, and some degree worse than average
for the assault rifle class.
Recoil is high, much more significant than the FAL - although it can be moderated by
slowing your rate of fire down to ensure accuracy.
Aim time is a little slower than average for the assault rifle class, at 275 milliseconds
- but these additional 25 milliseconds will seldom make any real difference.
Other handling traits are comparable to the SMR's peers, and you'll move at the assault
rifle default of 95% of the base speed.
Magazine capacity is the lowest in class, at 20 rounds - although with careful fire
control this will prove sufficient for most gunfights, even in cases where you find yourself
tackling multiple foes.
Extended clip bumps this up to 26 rounds instead.
Reloads are slowest in class too, although at just 2.75 seconds, such resupplies are
far from inconvenient.
Our build with the SMR is all about precision: a marksman build, designed to preserve accuracy
wherever possible and place powerful shots precisely where they need to be.
First of our pick-ten choices is an optic of your choice - there are a multitude of
options available, with each providing benefits on certain maps and with certain playstyles.
For a pure long-range role, the ACOG provides the highest level of magnification: permitting
greater precision along the longest sightlines - but with a narrower field of view which
can give you tunnel vision while aiming at a closer range.
The Hybrid Optic is worth considering, granting two zoom levels for greater flexibility - although
you do lose the recoil-reducing benefits of the ACOG.
A good all-round option is the EOTech sight: a mid-level zoom that functions well on most
maps.
The target finder offers the same level of zoom, with the added bonus of highlighting
enemies - although you do lose a significant portion of your peripheral vision while aiming.
The reflex sight is perhaps best for smaller maps: affording a perfectly clear sight picture,
while preserving your awareness while aiming.
Whichever you choose, the addition of an optic helps you to tune the SMR to any situation:
and the clearer sight picture will help you to more accurately direct your shots.
Next, we open up our perk selection with the defensive stalwart Flak Jacket: never a bad
choice, this option will serve you well in a defensive role, blunting the effectiveness
of your enemy's explosive arsenal.
As such, this will make it much harder to dislodge you from a good firing position:
and it is from good cover where the SMR will perform best.
We elect two similarly useful perks from the second tier, courtesy of the Perk 2 Greed
Wildcard.
The first choice is nearly essential for any class reliant on aimed accuracy: Toughness
will help ensure that you can remain on target as much as possible under incoming enemy fire,
further adding to your defensive resilience.
Ideally you shouldn't give an opponent a chance to get a bead on you, but in the cases where
you're spotted first, Toughness can help to swing the situation back in your favour.
Next is an option that will prove useful in tackling opponents with electronic aiming
assistance: Cold Blooded.
This option will thwart any enemy over reliant on their target finder, dual band, or MMS:
in addition to keeping you invisible to player-controlled scorestreaks and sensor grenades.
This can buy valuable time in long-range gunfights: you'll be more likely to remain unnoticed
if you aren't illuminated bright yellow or marked by a red diamond.
Our final perk selection rounds out our defensive set, and ensures that your sights will be
kept clear under enemy assault.
Tactical Mask renders you all but immune to enemy flashbangs, concussions and shock charges:
giving you the time you need to prepare yourself for an attack.
A claymore in your lethal equipment slot forms a major part of this defence: with it, you
can cover a doorway or entrance to your firing position while you focus your sights forward
- the enemy's arrival will either award a free kill or serve at least some notice that
they're about to crash your party.
Similarly, a shock charge extends your ability to blindly guard a second avenue of attack:
and while not lethal, can afford you enough time to repel the stunned attacker.
We equip a secondary pistol to help in closer quarters, with their faster handling traits
proving useful in faster-pace gunfights.
The TAC-45 mirrors the SMR's 2-shot power, and is a worthy backup - able to repel multiple
opponents quickly if you can swiftly double-tap a close range target.
In any case, it's nice to have a secondary to fall back on in cases where you need a
reload: and any of the pistols will offer better close-range performance than your rifle.
That's our build: a defensive set designed for a marksman's role, favouring accurately
placed shots fired from a good position.
This is where the SMR performs best: with slower handling traits it's not necessarily
wise to take an aggressive tack with the weapon.
Instead, hang back and take the time to anticipate your enemy's movements, so that they might
wander into your killzone and succumb quickly to accurate fire.
The SMR is the highest damage weapon within the assault rifle category, with similar traits
to the FAL OSW - with enhanced damage at the cost of heavier recoil and a reduced magazine
size.
Within its intended marksman role these downsides are not a major factor - with such consistent
2-shot damage out to a considerable range, you can do much more with 20 rounds than most
automatic rifles will do with 30.
Even the heavier recoil can be tamed with good fire control - and with a superb ability
to pierce cover, you'll never be left wanting for stopping power with this rifle.
However, to truly take advantage of this hard-hitting ability you will need to mould your playstyle
to the weapon: a more conservative approach is needed to ensure accuracy and to keep the
slower handling traits from leaving you at a disadvantage.
Ultimately it is the slower semi-automatic fire, larger hipfire spread and slower aim
time and reload that will prove your downfall with this weapon: faster-firing, more nimble
weapons will often have the advantage, despite your two-shot power.
Still, as long as you position yourself well and prepare your defenses, the SMR remains
versatile enough to cope with a wide variety of situations.
So, if high power and marksman-grade precision arouse your interest...
...perhaps it's time to get a semi.
Thanks for watching, this has been XboxAhoy.
Join me next week, when I'll be covering the Skorpion EVO.
Until then, farewell.