Prima Games eGuides
primagames.com Browse Redeem a code Help
Battlefield Bad Company 2 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Maps
    • The Maps
      • The Maps
      • Operation Aurora
      • Cold War
      • Heart Of Darkness
      • Upriver
      • Crack The Sky
      • Snowblind
      • Heavy Metal
      • High Value Target
      • Sangre Del Toro
      • No One Gets Left Behind
      • Zero Dark Thirty
      • Force Multiplier
      • Panama Canal - Conquest
      • Panama Canal – Squad Rush
      • Valparaiso - Rush
      • Valparaiso – Squad Rush
      • Laguna Alta - Conquest
      • Isla Inocentes – Rush & Squad Dm
      • Atacama Desert - Conquest
      • Atacama Desert – Squad Rush
      • Arica Harbor - Rush
      • Arica Harbor – Conquest & Squad Dm
      • White Pass – Conquest & Squad Dm
      • Nelson Bay – Rush
      • Laguna Presa – Conquest
      • Laguna Presa – Rush & Squad Dm
      • Port Valdez – Rush
      • Port Valdez – Squad Rush
  • Essentials
    • Introduction
      • Introduction
      • The Battlefield Legacy
    • Basic Training
      • Basic Training
      • Welcome Back to B-Company
      • Interface
      • Movement
      • Combat
      • Vehicles
      • Mission Information
      • Tactics
    • Weapons
      • Weapons
      • Assault Rifles
      • Submachine Guns
      • Light Machine Guns
      • Sniper Rifles
      • Shotguns
      • Pistols
      • Rocket Launchers
      • Gadgets
      • Weapon Specializations
      • Infantry Specializations
      • Stationary Weapons
    • Vehicles
      • Vehicles
      • Light Vehicles
      • Heavy Vehicles
      • Air Vehicles
      • Water Vehicles
      • Vehicle Specializations
    • Appendix
      • Multiplayer Scoring
      • Multiplayer Unlocks
      • Multiplayer Awards
      • Multiplayer Ranks
      • Xbox 360 Achievements/PS3 Trophies
  • Walkthrough
    • Campaign
      • Operation Aurora
      • Cold War
      • Heart of Darkness
      • Upriver
      • Crack the Sky
      • Snowblind
      • Heavy Metal
      • High Value Target
      • Sangre del Toro
      • No One Gets Left Behind
      • Zero Dark Thirty
      • Force Multiplier
      • Airborne
      • Epilogue
  • Multiplayer
    • Multiplayer
      • What’s New?
      • Game Modes
      • Troop Kits
      • Squad Play
      • Persistence System
      • Community
      • Multiplayer Maps
      • Panama Canal
      • Valparaiso
      • Laguna Alta
      • Isla Inocentes
      • Atacama Desert
      • Arica Harbor
      • White Pass
      • Nelson Bay
      • Laguna Presa
      • Port Valdez

Battlefield Bad Company 2 Guide › Essentials › Weapons

Submachine Guns

These compact and lightweight weapons are best deployed in close quarters due to their short range. What they lack in accuracy and damage output, they make up for in rate of fire. In multiplayer, the SMGs are the realm of the engineer kit. Keep playing as an engineer to unlock new weapons and specializations including sights, scopes, and accuracy bonuses.

Submachine Gun Specializations:

Red Dot Sight

4X Rifle Scope

Marksman SMG Training

9A-91 Avtomat

Magazine Capacity: 20

Fire Mode: Automatic

MP Unlock: Engineer Kit Start

Performance Summary:

600 rounds per minute

High Accuracy

Short Range

Medium Power

High Mobility

Silenced

This Russian compact carbine assault rifle is designed for high-caliber ammunition, inflicting lethal damage in close-quarter battles. High Mobility and silence capabilties make it popular among the Russian police.

Field Notes

The 9A-91 is the default primary weapon for the engineer kit, but that doesn’t mean it’s easy to use. The SMG suffers from rather anemic performance due in large part to its short range and small 20-round magazine. Still, it can be rather effective in close quarters, such as defending an M-COM station, but you’re often better off with a shotgun than this pea shooter.

SCAR-L Carbine

Magazine Capacity: 30

Fire Mode: Automatic

MP Unlock: 2,510 Engineer Score

Per formance Summary:

600 rounds per minute

Medium Accuracy

Short Range

Medium Power

High Mobility

Silenced

This SCAR-Light model is designed for various barrel size modifications and is compatible with a bevy of ammunition types. The SMG’s stealthy silencer and frame has made it the weapon of choice of the SOCOM forces.

Field Notes

The SCAR-L is a welcome improvement over the 9A-91, despite its nearly identical performance characteristics. This SMG benefits from a spghtly larger 30-round magazine, requiring fewer reloads. Still, it’ll take nearly half of a full magazine to drop an opponent with this silent weapon.

XM8 Compact

Magazine Capacity: 30

Fire Mode: Automatic

MP Unlock: 6,500 Engineer Score

Performance Summary:

750 rounds per minute

Medium Accuracy

Short Range

Medium Power

Very High Mobility

Silenced

This compact variation of the XM8 was designed in Germany for personal defense during close-quarter battles. It also boasts modularity options allowing for repairs and barrel changes.

Field Notes

Although this SMG is based on the XM8 assault rifle, it has a much shorter barrel, negatively impacting accuracy. However, its relatively high rate of fire is a nice trade-off when engaging targets at close range.

AKS-74U Krinkov

Magazine Capacity: 30

Fire Mode: Automatic

MP Unlock: 16,000 Engineer Score

Performance Summary:

750 rounds per minute

Medium Accuracy

Short Range

Medium Power

High Mobility

Silenced

Adopted by the Red Army, this fully automatic carbine rifle was designed primarily for use with special forces, such as the airborne infantry and rear echelon support groups because of its considerable maneuverabilty.

Field Notes

The AKS-74U is one of the most well-rounded SMGs available thanks to its high rate of fire and dampened recoil. Compared to the other weapons in its class, this SMG is easy to keep on target, even during long automatic bursts. It also has decent stopping power, making it a good choice for any engineer.

Uzi

Magazine Capacity: 32

Fire Mode: Automatic

MP Unlock: 25,600 Engineer Score

Performance Summary:

900 rounds per minute

Low Accuracy

Short Range

Low Power

Very High Mobility

Silenced

This legendary Israeli submachine gun was designed for personal defense, proving to be very effective in securing confined areas. It’s a reliable choice among countless ground forces.

Field Notes

If you’re wiiling to sacrifice power and accuracy for a very high rate of fire, the Uzi isn’t a bad choice. This is little more than an automatic pistol, which makes it great for maneuvering in tight quarters. But it is hard to control when firing more than a 2- or 3-round burst, so go easy on the trigger when engaging targets beyond point-blank range.

PP-2000 Avtomat

Magazine Capacity: 40

Fire Mode: Automatic

MP Unlock: 32,000 Engineer Score

Performance Summary:

1,000 rounds per minute

Low Accuracy

Short Range

Very Low Power

Very High Mobility

Silenced

This modern submachine gun has the unique ability to store a 40-round magazine at the rear where it also functions as a stock. Designed for personal defense and close-quarter combat, it is often used by SWAT teams.

Field Notes

The PP-2000 performs similar to the Uzi, but with an even higher rate of fire and improved accuracy. This more than offsets the low damage output, allowing the weapon to spit out a steady stream of bullets with minimal recoil. The SMG also has the largest magazine capacity in its class. Overall, this is a very nice weapon.

UMP-45

Magazine Capacity: 25

Fire Mode: Automatic

MP Unlock: 42,600 Engineer Score

Performance Summary:

600 rounds per minute

Medium Accuracy

Short Range

Medium Power

Very High Mobility

Silenced

This German-built 25-round fully automatic submachine gun is noted for its versatipty, optimal Mobility, and silencer, making it a suitable choice for ground forces engaged in close-quarters combat.

Field Notes

If you’re looking for balance, the UMP-45 is hard to beat. It doesn’t have a blazing rate of fire, but it is very accurate with impressive stopping power. However, this comes at a price. Due to the weapon’s large .45 caliber rounds, only 25 rounds fit in the magazine. So keep an eye on the ammo count and make a habit of reloading after each engagement.

WWII M1A1 Thompson

Magazine Capacity: 30

Fire Mode: Automatic

MP Unlock: 118,500 Global Score

Performance Summary:

600 rounds per minute

Medium Accuracy

Short Range

Medium Power

High Mobility

The new installment of the Tommy Gun, this 30-round fully automatic submachine gun was adopted by the U.S. Army and the alpes in WWII. It possesses a .45 caliber stopping power complimented by firing 600 rounds per minute and a notably mobile frame.

Field Notes

This is the only SMG available to all kits, and it’s not a bad choice for recon or medic players seeking a bit more versatility in close combat. However, the weapon suffers from rather harsh recoil, making it difficult to keep on-target during prolonged automatic bursts. Unlike the other SMGs, it can’t be fitted with the red dot sight or 4X rifle scopes.

Keep reading with a free account

The first 3 sections of Battlefield Bad Company 2 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousAssault Rifles NextLight Machine Guns