Post: Tmp Guide
08-08-2010, 05:44 AM #1
NeedaMilfSoon
In my man cave
(adsbygoogle = window.adsbygoogle || []).push({}); I know it's really long but I put a lot of time and thought into making this, I think it'll be worth your time to read it. Comments appreciated

The TMP is not for everyone. It has a ton of drawbacks, certainly the most of which is the tiny 15 round magazine, and for most players it's simply outclassed by Akimbo G18's, PP2000 and M93 Raffica. For this alone, nevermind the other cons (listed below), it is the least-often used of all machine pistols and may even be the least used weapon in the game (I think Vector and Shotgun Attachment are used less but I have no way of verifying it.) Like the SCAR-H however, once you rectify its biggest weakness via Extended Mags it becomes many times more deadly. Unlike the Scar, the TMP takes a lot of getting used to. Believe you me however, it can be deadly.

{The following is about my Thistory with the TMP; it's self centered, skip if you want.}
When I first unlocked the TMP I had been using the Raffica, and much like everybody else when they first hit level 56 I wasn't impressed with the thing and found the tiny mags insufferable. Some point later on though, I saw someone using akimbo TMP's and doing pretty good, and to be honest I kinda wanted to try them just 'cause they look sick. I ended up sucking it up and getting the 75 kills for akimbo and ended up really liking them with SP and SA in CQC. Before long I had unlocked extended mags and found it eliminated situations where I only needed a few more bullets when I used bling to have akimbo and Xmags.

I was 1st prestige at that time, and ended up prestiging twice more for the class spot. Upon hitting level 56 again I restarted using TMP to get the akimbo back and, now more experienced, found that I liked the ACR-like accuracy and recoil-less-ness of the TMP. About the same time I was thinking of picking a gun and going for the 1000 headshot, gold skull prestige title for something unusual (.50 cal and M16 were closest, but tons of people have those titles.) I decided to try for the gold TMP title, which I'm 99% sure nobody on any platform has yet. I've been working on it since, incorporating it on 3 of my 7 classes, and ended up extremely proficient with the TMP. At the time of this posting I'm a bit past 1/3 of the way there and moving fast.

Anyway, this guide is about helping you get good with the TMP, so let's get started with some good background info:
_Cons_
-Very small magazine
-Little reserve ammo without scavenger
-view impeding ironsights
-weak from the hip
-Even extended mag isn't particularly big
-Must use Steady Aim with akimbo
-Extended mags is a must, sighted/silenced/akimbo/FMJ or not.
_Pros_
-High accuracy
-Almost no recoil
-Good killspeed even without stopping power
-Accurate even at far ranges (if you can see it clearly, you can usually kill it)
-As useful as a primary; good for protection when going snipespot-to-snipespot
-Unique (not an actual advantage, but does make it a lot more
satisfying than an UMP or G18's)

Now for technique, the actual use of the TMP. Be warned, most people who haven't used a TMP extensively will, until they get good with it, find they'd be better served by a Raffica, PP2000, or the G18s. Patience is a must.

Close Quarters Combat
When using the TMP up close in the open, you're pretty well armed. The ADS, no Sleight of Hand necessary, is as fast as an M93 and the vision problems with the ironsight aren't an issue here. Honestly in CQC, your familiarity with the TMP isn't as important as general skill; you know what to do here. You can usually stand up to even a shotgun if you shoot first even without stopping power (though if they're lame enough to use rangers you're admittedly ****ed). I don't recommend stopping power with TMP actually, you're better off practicing without it. As always, remember to be mindful of dropshooters, aim true and fill 'em with lead. If you're not in the open, but rather someplace with objects or walls between combatants, Steady Aim becomes very valuable. In this kind of situation, it's better to not be aiming down sight as you might need to move your reticle quickly. Like most full auto guns, once you have them in your reticle start firing and focus down the sight in that order.
Mid Range
As the TMP is a machine pistol, this is unsurprisingly the its most effective range. At this point, you can't simply unload like when up close. You don't, however, need to fire like it's a FAL the way you often must with the F2000. Since this gun has very low recoil, you'll kill a target if you yourself don't over-or-under compensate for a moving target's motion; the gun isn't going to run afoul of your aim (looking at you M240). Since we're all human though, we tend to lose the target a little some of the time. The somewhat poor view-at-distance through the ironsight makes this even more likely. Optics reduce the possibility of missing, but either way I recommend long burst firing at mid and long range, this is probably my biggest piece of advice for TMP use. Rather than 2-4 shots like with a TAR or AUG, go for 7 or 8. You'll get 2 chances for the kill without and 3 with the extended mags this way. If your aim is true (or the target isn't moving) this is gonna be all it takes (save painkiller/LS/FS). If not, go again but if it does move on to the next target. If you don't see one right away, duck and reload (and move if you're shooting from the open).
Long Range
You'd be surprised how far you can pick guys off with the TMP from. A good rule of thumb: if you can kill it with an AK you can kill it with the TMP. This is largely the same as medium range but you should use slightly smaller bursts here, 4 to 6 bullets. Still not as short as with an L86 or SMG, but close. If you're sure you have a headshot one will do, otherwise you should automatically fire two or 3 at your far target. With extended mags, an enemy one clip can't get enough hits to kill isn't one you'd get even with 10 more bullets, so it's on you in long range.
Akimbo
Akimbo TMPs look SICK. I love 'em. As actual use goes though, they're a lot like akimbo MP5K's or Uzis. If you're going akimbo, you're gonna need steady aim and you're gonna want bling (to add X-Mags) and stopping power (you're using these at close to near-mid, you're gonna want it.) As for technique, you know what to do here. These go best with a weapon that is both well served by bling/SP/SA and good at mid and far range but not great up close (for me this is M16), this way they're a true secondary. Use your primary, then when you're going through someplace indoors or outside where CQC is likely pull 'em out and annihilate anything in your way.

Conclusion
I'm not gonna lie and say the TMP is as user friendly as shotguns or other machine pistols, but in the right hands they can be truly deadly, no Stopping Power, and using single or akimbo is very rewarding. Plus you'll separate yourself from the hordes of UMPers and G18-slingers, which I like. Please, give 'em a shot. There's a lot only experience can teach you (as with nearly anything) but this guide should be a great starting point. It better be after the hours spent haha.

As far as I know, when I unlock the 1000hs title I''ll be the first to do it legitimately (correct me if I'm wrong). I can't thank you enough if you actually read this whole thing.

PEACE!

thanks to onlyindreams for this
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08-23-2010, 08:19 PM #29
is TMP good with akimbo
08-23-2010, 08:44 PM #30
NeedaMilfSoon
In my man cave
Originally posted by ll View Post
is TMP good with akimbo


I think so. Just make sure you have steady aim on.

I mean it has fast rate of fire so it is like the MP5K akimbo which is pretty beast.

The following user thanked NeedaMilfSoon for this useful post:

oHai My Name Is
08-23-2010, 09:20 PM #31
8======D----
< ^ > < ^ >
i have 1000 hs with tmp boosted though lol
08-23-2010, 09:24 PM #32
NeedaMilfSoon
In my man cave
Originally posted by Nick789 View Post
i have 1000 hs with tmp boosted though lol


Haha that does not count, I mean much more fun getting it legit. Winky Winky

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8======D----
08-23-2010, 09:26 PM #33
8======D----
< ^ > < ^ >
Originally posted by BOLT View Post
Haha that does not count, I mean much more fun getting it legit. Winky Winky


o i cant possibly see how u could. i mean without 150 days playedWinky Winkyor without boosting
08-23-2010, 09:28 PM #34
NeedaMilfSoon
In my man cave
Originally posted by Nick789 View Post
o i cant possibly see how u could. i mean without 150 days playedWinky Winkyor without boosting


I am close to having all titles and emblems for all guns. :dance:

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8======D----
08-23-2010, 09:29 PM #35
8======D----
< ^ > < ^ >
Originally posted by BOLT View Post
I am close to having all titles and emblems for all guns. :dance:


nice how may days played?
08-23-2010, 09:31 PM #36
i havnt used this gun 1 time in this game but after taking this into consideration i will defintetly try usin them
08-23-2010, 09:45 PM #37
NeedaMilfSoon
In my man cave
Originally posted by TWiiST View Post
i havnt used this gun 1 time in this game but after taking this into consideration i will defintetly try usin them


Yeah man you should, it is a good secondary.

Originally posted by Nick789 View Post
nice how may days played?


I think around 16.

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