Update 1.8 brings along with it 4 new exotic weapons. One new light machine gun, two new marksman rifles and one new submachine gun. In this video we are taking a look at the last one, the house. We will take a look at all the statistics from the damage to the handling and recommend the best modifications for the weapon. The house is modeled after the MPX and resembles the MP5 in a lot of ways. One of those ways that it holds a 30 round magazine which can of course be increased with the extended magazine's mod. Once you run out of bullets you are able to reload it in just under 2.5 seconds, which is faster than any assault rifle like machine gun, markman rifle and even shotguns. Since it categorizes as a submachine gun it is equipped with a critical hit chance bonus which can range between 18 to 24%. Seeing as the house is an exotic weapon it gets one unique weapon talent. It's called card counter. Half of the magazine will deal 25% increased weapon damage but there's a catch. Every 10 seconds or when its magazine is empty the half that gives the increased damage will switch. This is a good talent but it's completely random meaning it's hard to combine with any builds. The weapon deals around 18,000 damage per bullet, after which the damage will decline. Both the damage and the range are average for the submachine gun class. It's neither the highest nor the lowest but it's right there in the middle. Shooting your opponent in the head is never a bad idea, though submachine guns benefit the least out of all the weapons with only a 50% increase in damage. The rate of fire however is excellent with it firing 850 rounds per minute which is faster than the MP5. This means that you want to be up close and personal otherwise your target will last as of at your accuracy. The accuracy is pretty average as well for this weapon, we tested the accuracy and stability or spread and recoil whatever you want to call it. The result you see on screen is the result of 5 magazine words of rear coil. As you see it's mostly vertical with pretty low horizontal kick. Close range shouldn't be a problem at all though you don't want to go much further than the optimal range. The vertical kick is 3 times as high and horizontal kick is twice as wide as opposed to close range. Keep in mind that when testing we didn't counter recoil. Meaning in a firefight your spread and recoil will be better than what you see on screen now. Moving on to the weapon mods. The weapon allows 4 mod slots. Besides the magazine mod slot all of them are small mod slots similar to the other submachine guns. Since submachine guns have a high critical hit chance built in and a low headshot damage it's only natural to focus on the critical hit chance and hit damage when selecting any mods. Pretty optic you want to select the pro red dot side. It naturally comes with critical hit damage and besides that you want to roll it with critical hit chance and headshot damage. Without any doubt the extended magazine is what you want for the magazine slot. Next to the increased magazine capacity critical hit chance and rate of fire are recommended. For the under barrel you are wise to equip the small grip since it always comes with critical hit damage. Next to this reload speed and either accuracy or stability are recommended. And finally on the muzzle you want a loud fan break since this is the only one that gives you critical hit damage for small mods. Besides this we recommend critical hit chance and headshot damage for the secondary bonuses. The reason we mainly went for critical hit damage instead of critical hit chance is that you are able to get a lot of critical hit chance from your gear and weapon damage. You always can go for more critical hit chance on your mods but this is the way you recommend it. If you want a more detailed explanation of why you want these mods on your submachine gun check out Marcos style's SMG weapon modding guide. He explains it very well. To conclude we can say that the house is another mid tier submachine gun. The decent handling combined with a medium damage and high fire rate make it an excellent weapon for ranges up to 25 meters or so maybe a little bit more. And even though the exotic talent is a nice talent the randomness doesn't make it harder to implement it in a build. The weapon mods remain similar as for any SMG. Anyways we want to thank you for watching. We would appreciate it if you could leave a rating, good or bad doesn't matter leave a like if you liked the video leave a dislike if you didn't. Simple as that. In either case leave us some constructive feedback on the video, arch style commentary and content. In case you want to stay updated consider subscribing and clicking the notification bell for instant pop ups when we upload. Also if you have any questions, if you want to share your ideas or if you want to start a discussion you can let us know in the comment section below and we'll get back to you as soon as we can. Hopefully we'll see you in another video. Once again thank you for watching and have an awesome day. Bye bye.