The Counter‑Strike Schmidt Machine Pistol — often called the TMP — served as the Counter‑Terrorists’ only silenced submachine gun in early Counter‑Strike titles. The weapon is light, cheap, and fires quickly, which made it a popular pick during low‑economy rounds. Although Global Offensive replaced the TMP with the faster and stronger MP9, many veteran players still remember the distinct muffled report and erratic recoil. The TMP’s job was simple: let a defending team gain automatic fire on a budget while staying quiet enough to catch attackers by surprise.
Table of Contents
Core Characteristics
The TMP fills a narrow role. It was available only to Counter‑Terrorists and shared 9 mm ammunition with most CT sidearms in older games. A non‑removable suppressor sets it apart from every other SMG of its era. Because the silencer never came off, users could flank without flashing up on the radar the instant they pulled the trigger. When Global Offensive arrived, balance changes pushed the TMP out, and the MP9 took its slot.
Damage, Accuracy, and Movement
In Counter‑Strike and Condition Zero, an unarmored headshot deals 76 damage, dropping to 38 when the opponent wears a helmet. A chest or arm hit lands for 19 damage without Kevlar and only 9 through armor. Stomach hits register 23 unarmored or 10 armored, while leg shots deal a flat 14. Counter‑Strike: Source buffs these numbers. A clean headshot hits for 102 damage if no helmet is present and 51 through one. The chest and arms take 25 or 12, the stomach 32 or 16, and the legs 19 either way.
These figures mean the TMP rarely kills in a single bullet, yet its high rate of fire can compensate at close distance. Recoil blooms quickly, so players must end fights fast or lose control. Reload time is the fastest among SMGs except for the MP9, clocking in at just over two seconds. Movement remains agile at 250 hammer units per second while running, 130 when walking, and roughly 85 in a crouch.
A user who understands these constraints will aim for the head at point‑blank range, letting the first two shots finish the job before the spray widens. Attempting the same at medium distance nearly always costs extra bullets and sometimes the round.
When to Buy the Schmidt Machine Pistol
The TMP shines during pistol‑plus buys and eco rounds. If you earned two or more kills in the opening pistol phase and spent nothing else, the cost lets you wield fully automatic fire as early as round two. Silent flanks on corridor‑heavy maps such as Office, Nuke, or Vertigo reward its suppressor, while open spaces like Dust2 expose its weak damage and range. Once a player can afford a rifle or a stronger SMG, the TMP becomes a liability. Understanding that cut‑off point separates smart economy play from needless risk.
Effective Tactics
Close‑Quarters Assaults
Success with the TMP begins and ends with distance management. Push tight angles and hallways until you stand almost face‑to‑face with the enemy. Hold the trigger, trace the recoil toward the head, and strafe sideways after a burst to reset accuracy. At these ranges two headshots connect faster than most opponents can react.
Stealth Flanks
Rotating through ventilation shafts or unused ladders works well because the weapon masks sound. Move at walk speed to stay off microphones, peek corners slowly, and release controlled two‑ or three‑round bursts the instant a defender turns his back. Timing is everything: fire too late and you risk a trade; fire too early and you alert the rest of the team.
Ambush Setups
Instead of pushing, you can hide behind a doorframe, let an attacker pass, then empty the magazine into his back. If you face a duel at medium range, crouch first, aim at the torso, and let the recoil climb up. The initial spread is narrow enough to tag the chest, but landing a headshot is still possible if the first bullets rise correctly.
Burst‑Fire Discipline
Many players hold the trigger from start to finish. While that works at arm’s length, firing three bullets, pausing for half a second, and repeating keeps the cone small enough to reach farther targets. Use this method against opponents who are unaware or pinned by teammates; otherwise you give them time to adjust.
Common Mistakes
- Taking long‑range fights: The bullet cone blooms fast; you’ll waste magazines.
- Ignoring reload timing: The 30‑round mag empties in under two seconds. Reload whenever cover is near.
- Standing still after spraying: Strafe out, let recoil reset, then peek again.
- Sticking with the TMP too long: Switch to a rifle as soon as money allows.
Achievements and Appearances
The TMP appears in Counter‑Strike, Condition Zero, Deleted Scenes, and Source. In Source, killing five hundred enemies with the gun awards the “TMP Expert” achievement. It once featured in the cut Counter‑Terrorist Training Center map, where players practiced live‑fire drills with either the TMP or other SMGs. Although absent from official builds of Global Offensive, a complete TMP model lurks in beta files.
Trivia and Little‑Known Facts
- The TMP shares its cartridge pool with the Glock‑18 or Dual Elites in 1.6 and CZ, reducing total spare ammo.
- In Source, it joins the Dual Berettas and Desert Eagle as one of the few guns with an idle animation.
- Condition Zero’s model adds a Picatinny rail that earlier versions lack.
- Counter‑Strike Xbox’s buy menu lists no specialties, ignoring the built‑in suppressor.
- The reload in 1.6 clips the magazine through the grip, a quirk shared with the P228.
Final Thoughts on the Counter‑Strike Schmidt Machine Pistol
The Counter‑Strike Schmidt Machine Pistol rewards players who hit early, move fast, and exploit silence. Use it to pressure opponents before rifles dominate the server, then trade up as soon as the economy allows. Master that timing, and the TMP will repay its low price with clean, quiet eliminations that set the tone for the rest of the match.
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