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Micro SMG

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"Combines compact design with a high rate of fire at approximately 700-900 rounds per minute."
―GTA V description on the Rockstar Games Social Club.

The Shrewsbury Micro SMG is a submachine gun featured in every game in the series since Grand Theft Auto III. It is known as simply Uzi in GTA III; in Grand Theft Auto: Vice City it is called Uzi 9mm on the original PlayStation 2 version and Uz-I on all other versions, and Grand Theft Auto Advance. In all other games, it is referred to as Micro SMG.

Description

In Grand Theft Auto: Vice City, Grand Theft Auto: Liberty City Stories and Grand Theft Auto: Vice City Stories, the Micro SMG takes the appearance of the full-sized IMI Uzi. In Grand Theft Auto V, a smaller variant appears, the Mini Uzi. In Grand Theft Auto III, Grand Theft Auto Advance, Grand Theft Auto: San Andreas, Grand Theft Auto IV and Grand Theft Auto: Chinatown Wars, the Micro Uzi appears instead, an even smaller version that lacks a stock.

The GTA III version of the weapon features an orange tip on the muzzle, a feature usually reserved for toy weapons. This might imply that Ammu-Nation paints the muzzles of its Micro Uzis before selling them. Since real life criminals often disguise their weapons by painting the muzzle orange, that explanation might be legitimate. It is a weapon of choice for the Yakuza, Southside Hoods and Colombian Cartel.

"Extremely popular on the streets."
— GTA Vice City Website.

In Vice City, Vercetti Gang members carry Micro SMGs after the end of the game's storyline. The Micro SMG is also the starting weapon for the players after the regular pistol when advancing from the first points of the games.

In San Andreas, the model has two magazines taped together for easier reloads. The Micro SMG shares the same skill slot as the Tec-9. When Hitman skill level is reached, it can be dual wielded, doubling the player's round count to 100. This sub-machine gun is more commonly used by the Ballas, Varrios Los Aztecas and Da Nang Boys gang members in San Andreas.

In Grand Theft Auto IV, the Micro SMG has a 50-round magazine capacity (even though the model shows the dimensions of a 32-round magazine). The weapon has a very limited range, about equal to the Pistol, and will kill multiplayer enemies with about 5 headshots or 10-15 bodyshots. It is one of the weakest weapons in the game, and is only used because of
Micro-SMG-weapon-disassembly-GTAV

Micro-SMG stripped apart poster at Ammu-Nation in GTA V.

its incredible rate of fire, which makes it a lethal weapon in close quarter combat and the best weapon available for drive-bys.
"Legendary design classic, darling of special forces the world over, or simple entry-level sub-machine gun? ... Let your target decide."
— Description in Chinatown Wars

In Chinatown Wars the Micro SMG has a 50-round magazine capacity and deals a good amound of damage, but it also has a very poor, limited range. The MP5 outclasses it at range and damage but the 50-round magazine might make a difference.

In Grand Theft Auto V, the Micro SMG only has a magazine capacity of 16 rounds (which can be extended to 30 rounds). Unlike previous models, its stock is always extended.

GTA V Overview

The Micro-SMG has the lowest damage of its class, dealing only 21 damage per shot. This low damage profile is a large drawback, making the Micro-SMG easily outclassable by other weapons. However, the fire rate helps improving the damage per second: it fires at 600 rounds per minute, one of the highest fire rates of the game.

The Micro-SMG has a mediocre accuracy: viewkick is high in first-person view and so is spread in third-person view. It is advised not to use the weapon at long range, as the player will likely miss more shots than actually hitting the target.

The mag capacity is an average 16 rounds: combined with the high fire rate, this will make reloading frequent. Extended Clip is a recommended attachment to reduce the risk of reloading in combat.

The Micro-SMG has the same attachments selection as most other submachine guns. As mentioned above, Extended Clip gives a boost to mag size by increasing it to 30 rounds, making reloads less frequent. The Silencer is an effective attachment due to the already low damage per shot, making the damage nerf less noticeable. The Scope is a good replacement for the iron sights in first person view, but is generally ineffective due to the already clear sights and the lack of effectiveness at long range. Finaly, the Flashlight can help the player illuminate areas at night.

The Micro-SMG is the only submachine gun available for drive-by shooting. It is, however, outclassed by the AP Pistol which has better damage, accuracy and higher ag capacity after upgrade.

In conclusion, the Micro-SMG is an average weapon, with low damage but effective fire rate. It is mostly effective for short-range drive-by's and combat, though it is easily outclassed by various weapons.

Rate of fire

(Rounds per minute)

Reload speed

(Time taken to reload)

Damage per shot Effective range

600 RPM

1.67 seconds

21

Average

Customization (GTA V)

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Requiring improvement: Next-Gen and Online Prices
Rounds & magazine GTA V GTA Online (Unlock)
Rounds (32) $20 (Rank 5)
Default clip (16 rounds) Default Default
Extended clip (30 rounds) $342
Attachments
Flashlight (provides ilumination when aiming) $475
Scope (expands field of view) $1372
Suppressor (silences but slightly reduces damage and range) $1937
Tints
Black Default Default
Army $100 $5000 (Kill 100 players)
Green (Collector's and Enhanced Edition) $7500 (Kill 200 players)
Orange (Collector's and Enhanced Edition) (Kill 400 players)
LSPD $600 $5750 (Kill 600 players)
Pink (Collector's and Enhanced Edition) $7500 (Rank 50)
Gold (Collector's and Enhanced Edition) $10000 (Rank 75)
Platinum (Collector's and Enhanced Edition) $12500 (Rank 100)

Locations

GTA III

GTA Vice City

GTA Advance

  • Available to purchase from Ammu-Nation for $800.
  • Spawns near every safehouses after collecting 20 Hidden Packages.
MicroUzi-LocationsMap-GTASA

Micro Uzi's locations map

GTA San Andreas

GTA Liberty City Stories

GTA Vice City Stories

GTA IV

The Micro Uzi can be purchased from the back-alley gun shops after the mission Do You Have Protection? for $1,200 and each additional magazine costs $100. It can be purchased from Little Jacob for $840 and each additional magazine will cost $20. The Uzi has minimal range and poor stopping power, but it has an extremely fast rate of fire and a 50 round magazine, making it the best weapon in the game for drive-bys or car chases because you can just spray without having to reload.

GTA: Chinatown Wars

  • Can be bought from AmmuNation.net for $350 after the mission Pimp His Ride.
  • Can be found in numerous red dumpsters around the city.
  • Receivable from any gang member.

GTA V

Gallery

In-game model

FPS Gallery

Screenshots

HUD icons

Trivia

  • UziGTASA

    A full-sized Uzi in Big Smoke's hand as seen on an artwork

    The full-sized Uzi was originally intended to be featured in Grand Theft Auto: San Andreas. Beta screenshots of the game show the Grove Street Families gang members perform a drive-by with the beta appearance of Big Smoke, Sweet and Ryder without his hat and his sunglasses. The gun was left out for unknown reasons although the animation for it from GTA Vice City was used for the MP5, when fired. The final version of the game features a Micro Uzi instead. As seen on certain screenshots, CJ can be seen dual-wielding the gun, suggesting that it would share its skill level with the TEC-9.
  • The GTA V rendition of the Micro SMG is actually a Mini Uzi and not the Micro Uzi featured in previous GTA's
    • The Mini Uzi also appears in Max Payne 3, another Rockstar Games title.
  • The GTA San Andreas HUD icon resemble the MAC-10 from GTA Vice City instead of the SMG in-game model.
  • In GTA V, one of the artworks shows Trevor firing with a beta Micro SMG. This one uses a semi-curved stock, rather than the actual version.
  • In GTA V, Trevor and Franklin will always fire the Micro-SMG from the hip unless the Scope attachment is bought. Michael, however, will always properly shoulder the gun, even without the scope.
    • If the player aims from cover, the stock will be unfolded and the character will shoulder the gun. After firing the first bullet, though, the stock will get folded by itself, but the character will keep firing the gun from eye-level (only happens without the scope attachment).

See also

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