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I feel like not many people have noticed or care, but it is actually impossible to do a critical headshot with the sub-machineguns. Specifically, I mean the MQ11 and LE5. The stock game is coded to allow the pistol, minigun, and other weapons, perform them, but the lines of code have been taken out for the sub-machineguns. This was probably intentional to prevent them from being overpowered.
I have added the function back in and they will do what the minigun will do to heads. The critical stat for SMG's will now work and heads will explode, consistent with other weapons. It has always bothered me that pistol rounds shot by a pistol will do it, but those shot by the SMG's will not. (By definition, SMG's shoot pistol calibre rounds (in general, without nit-picking)).
If you increase your own critical rate on your guns through mods, then the SMG's can be overpowered. For example, at stock crit chance the LE5 will not always explode the head before the zombie dies, but with 50% crit chance, a 6-10 round burst will almost guarantee a head explosion.
For those who are interested, the edits are in this file: natives\stm\sectionroot\userdata\character\enemy\em0000\em0000weaponreactionuserdata.user.2
This mod is for the Ray-Tracing version of RE2 Remake and please use Fluffy Mod Manager to install it.
May I recommend this other great mod for extra fun Deadly Weapons by SkebbZ, and help you get some revenge back on those bullet-sponge zombies. This mod seems to only give 50% crit minimum on the current ray tracing version, but the variable can be edited in a hex-editor. I really liked that mod and it served as inspiration for this one.