Submachine guns in Delta Force‘s Warfare Mode function similarly to those in Battlefield, both in role and functionality. They’re used for close-range combat when mobility is key, and a high fire-rate is advantageous in catching fast-moving enemies. There’s a decent number of them, and they all feel quite distinct, so make sure to give them all a shake before settling.
Additionally, it should be noted that this order is subject to change as the meta solidifies over the coming months, as Delta Force is a live service title. That said, these are the best used far, as well as their best applications.
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Delta Force: 6 Best Assault Rifles For Warfare Mode, Ranked
These are the standout assault rifles in Delta Force’s Warfare Mode, along with key details about each one.
7 UZI
Good Hip-Fire and Fire-Rate
- Damage: 24
- Range: 15m
- Control: 50
- Handling: 68
- Stability: 43
- Accuracy: 66
- RPM: 780rpm
The UZI is one of the first submachine guns in the game that plays similarly to what one would expect out of a game like Battlefield or Call of Duty. It’s light and snappy, and has a fast enough fire-rate to keep up with the fast movements of close-range enemies.
While the SMG-45 and Bizon have fire-rates more in line with Assault Rifles, the UZI’s fire rate sits well above these, making the weapon more forgiving on misses without sacrificing any TTK (Time To Kill). The weapon also has incredibly good hip-fire, reducing the time it takes to engage close-range targets by removing the necessity to aim.
6 Bizon
High Magazine Capacity
- Damage: 25
- Range: 25m
- Control: 43
- Handling: 62
- Stability: 49
- Accuracy: 63
- RPM: 659rpm
The Bizon’s defining feature mimics its real-life counterpart: its helical magazine. While only starting out with a 32 round magazine, it’s only a few levels before players can upgrade to its 64 round magazine, which is where the weapon really begins to shinw. 64 rounds is a lot in Delta Force thanks to its low TTK, and the difference it makes in Warfare is immediately noticeable.
More rounds most obviously translate into more kills per reload, but there are more benefits to this as well. More rounds also mean better suppressing fire, which is extremely helpful when playing Support, as well as generally holding lanes and punishing re-peaks.
5 MP5
Great Base Stability
- Damage: 26
- Range: 15m
- Control: 53
- Handling: 66
- Stability: 45
- Accuracy: 68
- RPM: 820rpm
The MP5 makes yet another video game appearance in Delta Force, and its iteration in this game is familiar to how it performs in most other games. That is to say that it doesn’t suffer from the same recoil that most guns in the game do, performing more like a typical submachine gun from other games, and it does this even at level 1.
This lack of recoil allows it to perform well at mid-range on top of being good at close range, making it an incredibly versatile weapon. It’s a simple recommendation, and probably the easiest of the submachine guns to use.
4 P90
Firepower and Magazine Size
- Damage: 22
- Range: 15m
- Control: 48
- Handling: 58
- Stability: 45
- Accuracy: 60
- RPM: 898rpm
The P90’s intrinsic 50-round magazine gives it a big head start against other submachine guns, allowing the weapon to secure more kills in a single reload than most others. Where this weapon differs from something like the Bizon, however, is that it excels at close range, and is less punishing to hip-fire thanks to the higher fire-rate.
While the Bizon is easier to control mid-range, the P90 is able to outpace it at close-range without the need to aim. This allows the weapon to make quick work of proximal Assault Rifle users, where a Bizon may find these engagements to be more competitively equal.
3 MP7
Great Versatility
- Damage: 20
- Range: 20m
- Control: 55
- Handling: 67
- Stability: 44
- Accuracy: 68
- RPM: 950rpm
The MP7’s fire-rate, recoil, and damage make it an incredibly proficient weapon at close and mid-range without sacrificing its mobility. It’s a little harder to use at mid-range than the MP5, but incredibly easy to use at close range thanks to its good hip-fire and fire-rate.
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Using attachments to keep the recoil under control is key for most guns in Delta Force, but it’s really easy to see the benefits on the MP7, as the extremely high DPS output of the weapon bleeds into the mid-range the more its recoil is controlled. With some help, the weapon becomes extremely competitive against Assault Rifles at mid-range without losing any capability at close range, where it is among the best.
2 SR3-M
Longest Range Potential
- Damage: 27
- Range: 15m
- Control: 45
- Handling: 68
- Stability: 43
- Accuracy: 68
- RPM: 747rpm
The SR3-M is an interesting weapon in Delta Force. It is self-admittedly a compact assault rifle, but is designated under the Submachine gun category due to its size. What this means gameplay-wise is the range potential of an assault rifle, but the mobility of a submachine gun. The SR3-M has arguably the best range potential out of the submachine guns, with low recoil and a low rate of fire to make keeping picture easier.
Added attachments can make this easier to the point where it is essentially on par with assault rifles, but still mobile. The only downside is that this weapon can be difficult to use with other submachine guns at close range as its fire-rate is much lower, making each miss that much more punishing.
1 Vector
Bullet Hose
- Damage: 20
- Range: 15m
- Control: 38
- Handling: 69
- Stability: 42
- Accuracy: 68
- RPM: 1091rpm
At an astounding 1091rpm, the Vector is the fastest firing of all the submachine guns, and is extremely punishing to go against at close range. The gun hits like a truck because of this, and while it’s hard to use at mid-range, it’s extremely potent at close range.
The Vector is the definitive submachine gun experience, dominating close-range engagements with as many bullets as possible, and shredding through close-range engagements by killing people before they can react. It’s simple, strong, and hard to counter at close-range outside of shotguns.
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