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Modernized version of the AK47 rifle with various improvements to handling and functionality. Slgithly reduced damage compared to the AK47 with a preference for recoil control.
–In-game description
AKM

AKM angled

Akmgun

Overview
Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 94
Damage 39 → 28
Range 80 max → 160 min
AKMgraph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 600 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.10 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (80 studs) Min (160 studs)
(x1.4) Head 54.6 39.2
(x1) Torso 39 28
(x1) Arms and Legs 39 28
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 39 -> 25.2 80 max -> 144 min
R2 Suppressor 37.05 -> 26.6 76 max -> 152 min
PBS-1 Suppressor 37.05 -> 26.6 76 max -> 152 min
PBS-4 Suppressor 37.05 -> 26.6 76 max -> 152 min
Suppressor 35.1 -> 28 72 max -> 160 min
Armor Piercing 39 -> 23.33333 0 max -> 160 min
Hollow Point 32.5 -> 33.6 80 max -> 160 min
Muzzle Velocity 2000 studs/s
Penetration Depth 1.8 studs
Suppression 0.8

ACCURACY 29

Hipfire Camera Recovery Speed 16
Sight Camera Recovery Speed 20
Weapon Recovery Speed 20
Weapon Recoil Damping 0.8

HIP ACCURACY 16

Min Camera Kick (2.00, -0.50, -0.21)
Max Camera Kick (2.79, 0.50, 0.20)
Min Recoil Displacement (-0.50, 0.60, 14.19)
Max Recoil Displacement (0.80, 1.10, 16.79)
Min Recoil Rotation (1.10, -0.50, -0.50)
Max Recoil Rotation (2.50, 0.50, 0.50)
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 7
Hipfire Spread Damping 0.75

SIGHT ACCURACY 7

Min Camera Kick (1.79, -0.90, -0.50)
Max Camera Kick (2.59, 0.89, 0.50)
Min Recoil Displacement (-0.11, 0.10, 8.19)
Weapon Shot Displacement (0.10, 0.20, 10.80)
Min Recoil Rotation (0.50, 0.30, -0.21)
Max Recoil Rotation (1.10, -0.31, 0.40)
Sight Magnification 2.0x

WEAPON HANDLING

Reload Time 2.5 seconds
Empty Reload Time 3.3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 650
Crosshair Recover Rate 20

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62x39mm
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
Coyote Sight 380 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills


Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 Kills


Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills


Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills


The AKM is a Russian Assault Rifle variant of the AK47. It is unlocked at rank 94, or it can be purchased with credits.

History

The AKM (Russian: Aвтомат Kалашникова модернизированный, or Kalashnikov's Modernized Assault Rifle) is an upgraded version of the AK-47. Most of the improvements were on the production side, utilizing detail improvements to create a better and cheaper (preferably disposable) product overall, following common Soviet military doctrine.

The AKM uses a U-shaped stamping over the AK-47's milled receiver, shaving off about a kilogram of weight. Simplified manufacturing methods addressed reliability problems and improved accuracy during automatic fire. In order to retain structural strength due to the use of thinner gauge metal, the AKM employs latitudinal and longitudinal reinforcing ribs, increasing the durability of the weapon. Despite all of these changes, the AK-47's chrome barrel was retained, which was common for most Soviet weapons for better wear and corrosion resistance. It was also fitted with a slant-cut muzzle brake for improved recoil handling.

It replaced the AK-47 in 1959, and was later replaced by the AK74 in 1974.

In-Game

General Information

The AKM is a very powerful weapon with harsh vertical recoil, kicking upwards very high. In contrast, it has fairly low horizontal recoil and surprisingly, very low camera recoil, making it easier for a user to track a target after the first shot or tap-firing for long range engagements.

The AKM's base damage makes it capable of a two-shot-headshot and a normal three-shot-kill (3SK) under 80 studs. At over 160 studs, it's capable of a 3SK with two headshots mixed in at any range. Four shots to the body at 160+ studs will be the most it will take to kill a player, having a very similar shots-to-kill (STK) model to its older sibling, the AK47.

Fire rate and magazine capacity are identical to the AK47, at 600 RPM and 30+1 rounds respectively. Ammunition type is also quite common, replenishing ammunition from carbines, assault rifles and weapons chambered in the 7.62x39mm round. This results in the ammunition consumption rate of the weapon being lower than most assault rifles.

Usage & Tactics

The AKM is essentially an AK47 but with slightly lower maximum and minimum damage which has no major effect on the weapon's performance compared to the AK47. The main difference is in the recoil patterns of the weapon. The AKM's recoil is less choppy than the AK47, being more predictable to compensate and ultimately easier to control. It is comparable to the SCAR-H, but the AKM has greater recoil variety and more importantly, greater horizontal recoil.

When firing in full-auto while aiming, a user will need expert recoil control in order to stay on target, as the high vertical recoil means remaining on target can be difficult. At longer ranges, tap-firing is often recommended, as it allows the recoil to settle after every shot, greatly increasing the likelihood of landing sequential shots. Tap-firing is also well suited to the AKM, as its per-shot recoil is quite mild. Nevertheless, a grip attachment is recommended to lower the recoil and make the weapon easier to control overall.

The AKM is surprisingly very effective at all ranges. It is feasible to outgun a personal defense weapon user at close range due to its high maximum damage, requiring only two to three shots to down an opponent. The high damage and low per-shot recoil of the AKM help the user to stop snipers easily at long range engagements, using precise aim and knowledge of the lower muzzle velocity of the AKM and its bullet drop. At the same time, the user is easily able to win a mid-range firefight using the weapon in fully-automatic mode.

Suppressors are generally not recommended due to them harming the well-rounded capabilities of the AKM. However, it can still be used effectively with a suppressor, simply specializing the AKM for stealth at either longer ranges or as a close quarters weapon of mass destruction.

Conclusion

The AKM is a versatile assault rifle that is similar to the AK47 in damage but has easier recoil. However, the recoil is still higher than other assault rifles, and the rate of fire (RoF) is slower than most. Nonetheless, the AKM is a useful and reliable weapon. In conjunction with the right attachments, it is able to take out any target with ease, in both CQC and at longer ranges.

Pros & Cons

Pros:

  • Very high damage at all ranges.
  • Capable of a 2SK with headshots out to 80 studs.
  • Good penetration.
  • Low ammunition consumption rate.
  • Suppressors do not increase STK.
  • Good range.

Cons:

  • Below-average muzzle velocity for its class.
  • Moderate horizontal recoil.
  • High vertical recoil.
  • Slowest RoF in-class, tied with the AN-94 (full-auto), AK47 and the AK103.
  • Poor body-only TTK.

Trivia

  • The AKM is technically an AK47 with a Type 4 receiver, which later was obviously designated as the AKM, so it is technically not a mistake to call the AKM an AK47. However, the opposite does not apply.
  • The AKM is often generalized as AK47, mainly in visual media, such as video games, television, movies, etc.
    • This is because they are different version of the same design.
  • The AKM in Phantom Forces is the AKMN variant with a dovetail mount to support optical attachments.
  • The AKM and the AK74 both received new models, making them more detailed and more accurate depictions of the real-life weapon.
  • The lower handguard is a bulged version, made to increase the grip for the user.
  • In the CTE, a Banana attachment was exclusively available to the AKM, located in the "Other" attachments tab. This was a spoof attachment, replacing the original magazine model with a banana. The joke stems from the AK's magazine being 'banana' shaped, and 'banana' magazines in general, which are commonly associated with an AK rifle.
    • The attachment could also be a direct reference to this video animation by hyper who is best known for his work on the reload animations in the popular campaign FPS, Titanfall 2.


WeaponryBanner
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40
Tommy Gun - Uzi

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - SCAR HAMR - RPK74 - MG3KWS

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000

Carbines

M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR
SA58 SPR - SCAR SSR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00

Shotguns

KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - MP1911 - Micro Uzi

Revolvers

MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner

Other

Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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