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Alpha Protocol Skills Database: Search Results
RANK 1: Improved SMG Critical Hit (Basic)

Damage Multiplier: 15%
Maximum Time Allowed Between Hits to Maintain Streak: 6 seconds

Successive hits with a submachine gun start a Critical Hit Streak. As more hits pile up, a growing damage multiplier adds some extra kick to successive shots. This damage bonus remains until Mike reloads or too much time passes since the last hit. The Improved SMG Critical Hit ability increases the damage multiplier and the time allowed to keep a Critical Hit Streak going.


RANK 2: SMG Proficiency (Basic)

Recoil Control: +2
Accuracy: +2

This level of SMG Proficiency provides bonuses to Recoil Control and Accuracy.


RANK 3: Bullet Storm (Basic)

Duration: 4 seconds
Cooldown: 60 seconds

Bullet Storm temporarily removes the need to reload - effectively setting the Magazine Size to an infinite value for the ability's duration. When Bullet Storm expires, the Submachine Guns are emptied - regardless of how much ammo was in them previously. This ability can only be used with the SMGs equipped.


RANK 4: SMG Proficiency (Trained)

Damage: +3

This level of SMG Proficiency provides a bonus to Damage.


RANK 5: Improved SMG Critical Hit (Advanced)

Damage Multiplier: 15% (Total)
Maximum Time Allowed Between Hits to Maintain Streak: 12 seconds

Successive hits with a submachine gun start a Critical Hit Streak. As more hits pile up, a growing damage multiplier adds some extra kick to successive shots. This damage bonus remains until Mike reloads or too much time passes since the last hit. The Improved SMG Critical Hit ability increases the damage multiplier and the time allowed to keep a Critical Hit Streak going.


RANK 6: Armed and Dangerous (SMG)

The Armed and Dangerous ability allows Mike to carry twice his normal allotment of submachine gun ammunition into the field.


RANK 7: Bullet Storm (Advanced)

Duration: 8 seconds
Cooldown: 45 seconds

Bullet Storm temporarily removes the need to reload - effectively setting the Magazine Size to an infinite value for the ability's duration. When Bullet Storm expires, the Submachine Guns are emptied - regardless of how much ammo was in them previously. This ability can only be used with the SMGs equipped.


RANK 8: SMG Proficiency (Advanced)

Recoil Control: +4 (Total)
Accuracy: +4 (Total)

This level of SMG Proficiency provides bonuses to Recoil Control and Accuracy.


RANK 9: Rapid Reload (SMG)

With the Rapid Reload ability, Mike can swap out submachine gun clips (whether to switch ammo types or reload more of the same) in a fraction of the time it would normally take.


RANK 10: Bullet Storm (Expert)

Duration: 12 seconds
Cooldown: 45 seconds

Bullet Storm temporarily removes the need to reload - effectively setting the Magazine Size to an infinite value for the ability's duration. When Bullet Storm expires, the Submachine Guns are emptied - regardless of how much ammo was in them previously. This ability can only be used with the SMGs equipped.


RANK 11: SMG Proficiency (Expert)

Recoil Control: +6 (Total)
Accuracy: +6 (Total)

This level of SMG Proficiency provides bonuses to Recoil Control and Accuracy.


RANK 12: Improved SMG Critical Hit (Expert)

Damage Multiplier: 15%
Maximum Time Allowed Between Hits to Maintain Streak: 16 seconds

Successive hits with a submachine gun start a Critical Hit Streak. As more hits pile up, a growing damage multiplier adds some extra kick to successive shots. This damage bonus remains until Mike reloads or too much time passes since the last hit. The Improved SMG Critical Hit ability increases the damage multiplier and the time allowed to keep a Critical Hit Streak going.


RANK 13: SMG Proficiency (Master)

Damage: +6

This level of SMG Proficiency provides a bonus to Damage.


RANK 14: Improved SMG Critical Hit (Master)

Damage Multiplier: 20%
Maximum Time Allowed Between Hits to Maintain Streak: 16

Successive hits with a submachine gun start a Critical Hit Streak. As more hits pile up, a growing damage multiplier adds some extra kick to successive shots. This damage bonus remains until Mike reloads or too much time passes since the last hit. The Improved SMG Critical Hit ability increases the damage multiplier and the time allowed to keep a Critical Hit Streak going.


RANK 15: Bullet Storm (Master)

Duration: 16 seconds
Cooldown: 45 seconds

Bullet Storm temporarily removes the need to reload - effectively setting the Magazine Size to an infinite value for the ability's duration. When Bullet Storm expires, the Submachine Guns are emptied - regardless of how much ammo was in them previously. This ability can only be used with the SMGs equipped.