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The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered
For another variant, see MP9.
For other uses, see MP.

The Steyr TMP is a machine pistol featured in Call of Duty: Modern Warfare 2 and Call of Duty Online.

Call of Duty: Modern Warfare 2[]

Campaign[]

The TMP is first available during "Team Player" in both Akimbo and single variants. The TMP is available in "No Russian" from dead security guards, and can be found with Akimbo and Red Dot Sight. It is also found in "Loose Ends" on dead Inner Circle members and in the Armory in the basement, where it has a Red Dot Sight. It can also be found in the missions "The Enemy of My Enemy" and "Just Like Old Times" being carried by some members of Shadow Company where it can also be found as Akimbo with Red Dot Sight. However, when the player reaches to Endgame, The TMP will start out with a single one with a red dot sight instead of two TMPs with red dots. The TMP is also available in the Special Ops missions Estate Takedown, Overwatch and Hidden.

Multiplayer[]

The TMP is unlocked at rank 58.

The TMP's damage profile is poor for a machine pistol. At any range short of 12.5 meters, the TMP will deal thirty damage per bullet, needing four shots to kill. Damage decreases linearly until 18.75 meters. At any range past 18.75 meters, the TMP will deal twenty damage per bullet, needing five shots to kill. The TMP has a four shot kill range of 15.6 meters. The TMP does forty percent extra damage on a headshot. A headshot at close range will guarantee a three shot kill, but at medium and long range, multiple headshots will be needed to reduce the number of shots needed to kill. Damage is one of the TMP's weaknesses, as it will need a fair amount of shots to kill enemies. The TMP has low penetration power, making it unsuitable for shooting through objects.

The TMP's damage profile improves when using Stopping Power. At any range short of 12.5 meters, the TMP will deal 42 damage per bullet, needing three shots to kill. Damage decreases linearly until 18.75 meters. At any range past 18.75 meters, the TMP will deal 28 damage per bullet, needing four shots to kill. The TMP has a three shot kill range of 16.5 meters. A single headshot guarantees a two shot kill at close range, and at medium range, a headshot is still valuable. When doing minimum damage, or close to minimum damage, multiple headshots will be needed to reduce the number of shots needed to kill. Stopping Power is of little use to the TMP in Hardcore since it does not give a guaranteed one shot kill to the body, but in Core game types, Stopping Power is extremely valuable. The TMP badly needs Stopping Power, and it is unwise to equip the TMP without Stopping Power on one's class.

The TMP's rate of fire is bog standard for a machine pistol, firing at 895 RPM. This fire rate is decent, and makes the TMP somewhat forgiving in close range combat. However, the combination of a pedestrian fire rate and poor damage gives the TMP one of the worst damage outputs of any fully automatic weapon in Modern Warfare 2 multiplayer.

By far the TMP's biggest strength is its accuracy. The iron sights are extremely clear and simple to use, although they sit rather flush to the base of the weapon. The TMP's recoil profile is also very forgiving. The TMP has recoil values of 50 to the left, 50 to the right, 45 upwards, and 25 downwards. The TMP has the softest vertical recoil of any machine pistol, and has some of the softest horizontal recoil of any machine pistol, only bested by the PP2000 in this aspect. The TMP also has the best centerspeed value of any machine pistol, at 1700. The combination of soft recoil and high centerspeed makes the TMP one of the more accurate fully automatic weapons in Modern Warfare 2 multiplayer, and users can feel comfortable shooting fully automatically out to surprisingly long distances.

The TMP's handling characteristics are standard for a machine pistol. The TMP allows users to move at 100% of the base movement speed, or strafe at 80% of the base movement speed. The TMP allows users to aim down the sights in 200 milliseconds, and the TMP has good hip-fire accuracy, equal to an SMG. The TMP's reload speeds are standard for a machine pistol. The TMP's reload animation is 2.1 seconds long, or 2.9 seconds long on an empty magazine. The user can Reload Cancel the TMP after 1.33 seconds. These reload speeds are good, and standard for a machine pistol.

The TMP's biggest weakness is its magazine capacity. It has the smallest magazine capacity of any machine pistol, holding just fifteen rounds per magazine. The lacking magazine capacity, coupled with the poor damage profile, makes the TMP have immense difficulty in taking on groups of enemies, as the TMP simply won't have enough bullets to take on more than one or two enemies. It's also not unheard of to waste an entire magazine while in the process of attacking an enemy. The TMP's starting ammo loadout is similarly poor, at 45 rounds. Not only is the TMP's sustained combat capability severely lacking, but the TMP cannot be used for long stretches of time, as it just doesn't have the ammo loadout to do this. Scavenger is a necessity for any user that wants to use the TMP for extended periods of time.

The TMP has the standard assortment of machine pistol attachments available to it. The optical attachments are both available, and although they don't do anything particularly interesting, both should likely be ignored. Although the TMP is an accurate weapon, the iron sights are perfectly usable. The only reason to use an optical attachment is for the additional zoom on target.

The Silencer reduces muzzle flash, makes the TMP quieter when firing, and prevents the TMP from revealing the user on radar, in exchange for a significant range reduction. Damage starts to drop off at five meters and the damage reaches its minimum at 12.5 meters. On paper, the TMP seems like a great fit for the Silencer, as it's not particularly reliant on damage, and has good enough accuracy and rate of fire to make it work. In practice, the Silencer makes the TMP too weak. The TMP doesn't leave the users much margin for error when it comes to securing kills, and the Silencer reduces the margin for error even further. The attachment is a risky pick.

FMJ increases the TMP's penetration power. It's an attachment without penalty, but the TMP has low penetration, poor damage, and a small magazine, so users will often not try shooting through walls with the TMP. The attachment can be ignored with no major consequence.

Akimbo is another disappointing attachment option for the TMP. Akimbo allows the user to fire two TMPs at the expense of being available to aim. Unfortunately, the TMP's hip-fire accuracy in Akimbo form is atrocious, having a larger hip-fire spread than an LMG. Frankly, the TMP is the absolute worst machine pistol to use in Akimbo form, and the user would be better off using any other machine pistol for Akimbo purposes.

Extended Mags is not only the only attachment that provides a relevant benefit to the TMP, but a benefit that is sorely needed. Extended Mags increases the TMP's magazine capacity to 25 rounds, and spreads the ammo across two magazines instead of three. The second magazine will only have twenty rounds by default. This attachment directly fixes what is by far the TMP's biggest weakness, highly improving the TMP's sustained fire capability. It increases the margin for error substantially when using the TMP, and considering that all the other attachments are either pointless or bring substantial weaknesses along with them, Extended Mags should be used on the TMP almost by default.

Overall, the TMP is a weapon that many struggle to justify using. The TMP specializes in accuracy stakes, making it more of a medium range offering, although it is lacking the damage and range for medium range competency. The TMP's lacking lethality and magazine capacity makes the TMP struggle compared to its competition up close, and the TMP's sustained combat capability is very poor, as not only will the TMP struggle against groups of enemies, but the TMP's small starting ammo loadout makes it a machine pistol that just doesn't last long unless using Scavenger. It's a weapon that is rife with problems, but with the proper class setup, the TMP can become a serviceable medium-range backup option for a player's class that can essentially be a miniature version of the ACR.

Weapon Attachments[]

Gallery[]

For attachment images, see TMP/Attachments.

Call of Duty Online[]

The TMP returns in Call of Duty Online as the Steyr TMP.

Attachments[]

Gallery[]

Trivia[]

Call of Duty: Modern Warfare 2[]

  • The TMP with Akimbo has a unique animation when breaching a door in the campaign.
  • The word "MP9" can be seen on the TMP. However, this is only noticeable when viewing the TMP's texture files.
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