Submachine guns are a category that appears in many shooting games, and the same is true for the game Far Light 84, being one of the five major types of firearms, with multiple different weapons. Today, I will introduce how to play with submachine guns in Far Light 84. Since the game places great emphasis on the coordination between characters and weapons, it's essential to understand the characteristics of each weapon, so you can make the right choices in combat.

Many players believe that submachine guns and shotguns have the same power, but this is not the case; there are significant differences in their specific uses and characteristics. Submachine guns can be equipped with up to a 2x scope, which limits their usage scenarios. In medium to long-range combat, submachine guns cannot achieve precise shooting. The single-shot damage of submachine guns is the opposite of that of shotguns, being the lowest among all types of weapons. It requires frequent hits to deal damage, mainly relying on high fire rate and mobility to gain an advantage, and also performs well in close combat.

The first is the UMP submachine gun, a classic firearm known worldwide. This weapon's feature is its low recoil. Even when firing in bursts, it's easy to control, making it very suitable for beginners who are just starting the game, as there's no difficulty in getting started. It can also be equipped with many attachments, offering good expandability. It can maintain continuous fire while moving, so it's recommended not to stop during shooting, fully utilizing the gun's low-recoil characteristic to inflict continuous damage on the enemy. The second is the Uzi-9 submachine gun, another classic in the submachine gun category, known for its fast fire rate and higher damage, with relatively low recoil. In close quarters, it can provide sustained suppressive fire. However, it's suggested to use it in scoped mode as much as possible and try to shorten the engagement distance to maximize its advantages.

The third is the VECTOR submachine gun, which has a very unique design. Its special structure makes it very easy for new players to master, with very little recoil, making it a good weapon to control. When firing from the hip, the spread decreases over time, and the essence of using this weapon is to fire from the hip while moving. The fourth is the PDW submachine gun, a weapon suitable for assault use. Its recoil is not as stable compared to other submachine guns, but this also brings higher damage. When facing enemies at a distance, using a 2x scope for aimed shots can also produce decent burst damage. When using this weapon, it's important to avoid firing from the hip, as the spread is quite high, and it cannot be equipped with a muzzle device, so pay attention to recoil control techniques during shooting.

The fifth is the Wild Hunt submachine gun, featuring a unique 4-round burst design, ideal for precise strikes. It can deliver good damage at medium range, making it one of the few submachine guns capable of long-range shooting. Utilizing the high accuracy of the 4-round burst, it can even deal damage comparable to that of an assault rifle. It can also be used in close combat, but attention should be paid to the output rhythm.

The above content is my introduction today on how to play with submachine guns in Far Light 84. After reading, I believe everyone will have a clear understanding of the characteristics of submachine gun weapons and the advantages of specific weapon types. This way, you can make better choices in combat and coordinate with your character to maximize their strengths.