News - The New Hrm-9 Smg Is Pretty Great Warzone 2. Best Attachment Setups
This is the series where I go into great detail with all of the stats as well as some excellent attachment combinations for every gun in Modern Warfare 3, and in today's episode we're going to be moving into the brand new SMG.
Damage & multipliers
This is the HRM 9 , and starting off as always let's have a look at our damage profile and this gun is going to be a 5 to eight shot kill at longer ranges so you definitely don't want to use it in the longer ranges but it's pretty decent up close when we look at the time to kill potential in a bit, it's also worth noting it's quite a forgiving gun in the first two damage ranges it doesn't matter where in the body you're shooting them it's still going to take the same number of shots to kill as for head shot though unfortunately they're just not very good for this gun and generally speaking I wouldn't bother trying to aim for the head, after that let's get into our rate of fire which is quite fast at 882, rounds per minute and what this means for our time to kill potential is with a five shot kill we're killing in 272, milliseconds, which is quite a fast time to kill it's a little bit better than average for SMGs.
Rate of fire & time to kill
And you're definitely going to be dominating most of the other types of guns in the game up close, and saying that though, like I said, we don't want to end up in an eight-shot kill range because this will take us 476 milliseconds to kill, which is quite a slow time to kill , as for our range values, we actually have a very impressive maximum damage range that five-shot kill range is 16 1 12 M, which is great for an SMG.
Ranges & velocity
However, the ranges following that aren't so good, so it does fall off pretty quickly, especially once you get beyond 30 m. That's where I'd consider this gun to be practically useless, and you really want to avoid any fight beyond 30 meters. Right up close and personal, though, this is great. Additionally, our bullet velocity is 480 m/s, which is pretty standard for an SMG, and it's not amazing, but honestly, with this gun, once you get to the ranges where 480 m/s isn't going to be a good enough bullet velocity for you, you have far bigger issues with recoil as well as your time to kill potential, to the point where I wouldn't really consider bullet velocity to be a limiting factor with this. As for hardcore, well, of course, everything is usable in hardcore, but I don't consider this to be a good gun at all for hardcore game modes because our one-shot kill potential is only 162 M, and beyond that, it's always going to be a two-shot kill to the body.
Hipfire
Next, let's get into our hipfire, which is actually incredible; it's the best in the SMG category while moving, which is really saying something because the SMGs are quite good at hit firing, and this is the best out of all of them.
Recoil
Now let's get into our recoil, and this is where this gun starts to fall apart a little bit, as you can see here. While the total magnitude isn't too crazy, it's mainly the initial recoil that you have to worry about, and those are the most important shots that you're going to be making. There are often some pretty wild jumps and a lot of inconsistency.
With those first several bullets that you fire, and on top of that, while the stats state that it doesn't have much horizontal recoil, sometimes that horizontal recoil can get you so recoil is something you really have to be aware of with this gun, and this combined with a really slow time to kill potential at longer ranges means that this gun is strictly going to excel in close to somewhat medium-range engagements, and anything beyond that you're going to run into trouble.
Handling & reload add time
As for handling, our aim down sight time is pretty much just average for SMGs, which is a good thing; it's 208 milliseconds, and our sprint fire time is actually a bit better than average for SMGs at 94 milliseconds; that's quite fast. Then, when it comes to our reload ad time, this is also right in the realm of average for SMGs, which is great at 1.4 seconds.
Mobility
And finally, for the base stats, let's get into our mobility stats, and we have excellent mobility with this gun across the board. Well, the Sprint speed is slightly below average for SMGs, but it's still great at 5.7 m per second; it's also got a great aim walking speed; and it actually has the best base movement speed out of all of the SMGs.
Hrm-9 - accuracy build
And with that, that's finally going to wrap it up for all of the base stats of HRM 9. Now let's get into some excellent attachment combinations I've got for you guys. The first one I'm going to share is my accuracy build, and with this one, we're using the Princeps long barrel lock shot KT 85. That's the muzzle that I found to be best with this.
I played around with a bunch of them, and that's just the one that really stuck for me. We also have the SL skeletal vertical underbarrel grip, the Mark II reflector optic, and finally the folding stock. And while this isn't an insanely accurate gun, it is significant and significantly more accurate than the base version of this gun, so that's why I still call it my accuracy build.
Also, our aim-down sight speed is noticeably slower than the base, but it's still incredible at 240 milliseconds. You can still rush around like crazy with this, especially because our sprint out time basically didn't change; it changed by like 1 mill, which you'll never be able to notice, and at the top of all of this, our range was increased by 25% due to the barrel, which means we have a guaranteed five-shot kill within 20.6.
M now, so it's incredibly consistent within 20 m, and then add is an added benefit that you probably won't really take advantage of, our bullet velocity is also improved at 624 m/s. So that one's actually a pretty great all-around build that will allow you to stretch the effectiveness of this gun a bit, but you still shouldn't be using it at, like, really long ranges.
Hrm-9 - stealth build
Next, let's get into my stealth build. This is a good all-arounder. And with this one we're using the shadow strike suppressor once again, that SL skeletal vertical grip, and the folding stock, but then I'm using a 50-round drum on this since we do burn through magazines pretty quickly and I like dealing with multiple enemies, and then finally we have the PCS 90 assault rear grip, which is going to help a bit with recoil.
And when we look at our recoil here, well, it's certainly not as accurate as the previous build I shared, and you're still going to get some weird random jumps with it. It's still going to be very noticeably better than just using this gun with no attachments, and within its effective range, you should be able to make this work just fine.