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Colt LMG
COLT LMG angled
Overview
Weapon Type Primary Weapon
Weapon Class Light Machine Gun
Rank Prerequisites Rank 0
Damage 35 → 20
Range 75 max → 145 min
Colt LMGgraph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 60
Ammo Reserve 180
Fire Modes Auto
Rate of Fire 700 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.171 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (75 studs) Min (145 studs)
(x1.4) Head 49 28
(x1.1) Torso 38.5 22
(x1) Arms and Legs 35 20
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 35 -> 18 75 max -> 130.5 min
R2 Suppressor 33.25 -> 19 71.25 max -> 137.75 min
PBS-1 Suppressor 33.25 -> 19 71.25 max -> 137.75 min
PBS-4 Suppressor 33.25 -> 19 71.25 max -> 137.75 min
Suppressor 31.5 -> 20 67.5 max -> 145 min
Hollow Point 29.16667 → 24 75 max → 145 min
Muzzle Velocity 2500 studs/s
Penetration Depth 2.5 studs
Suppression 1.4

ACCURACY 30

Hipfire Camera Recovery Speed 19
Sight Camera Recovery Speed 17.5
Weapon Recovery Speed 18
Weapon Recoil Damping 0.8

HIP ACCURACY 19

Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.50, -0.11, 0.30)
Min Recoil Displacement (-0.61, 0.80, 10.19)
Max Recoil Displacement (0.80, 1.10, 9.50)
Min Recoil Rotation (-0.90, 0.69, -0.70)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 6
Hipfire Spread Damping 0.75

SIGHT ACCURACY 42

Min Camera Kick (1.10, -0.31, -0.50)
Max Camera Kick (2.50, 0.60, 0.50)
Min Recoil Displacement (-0.50, 0.30, 9.50)
Weapon Shot Displacement (0.50, 0.60, 10.80)
Min Recoil Rotation (0.20, -0.11, -0.21)
Max Recoil Rotation (0.50, 0.10, 0.20)
Sight Magnification 1.8x

WEAPON HANDLING

Reload Time 2.9 seconds
Empty Reload Time 4.2 seconds
Equip Speed 10
Aiming Speed 14
Crosshair Size 40
Crosshair Spread Rate 400
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 13 stud/s
Aiming Walk Speed 7.8 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
C79 125 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 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


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


The Colt LMG is an American Light Machine Gun member of the AR-15 Family. It is unlocked by default.

History

The Colt Automatic Rifle or the Colt Light Machine Gun (Colt LMG) is an open-bolt, fully-automatic firearm developed by Colt Defense that chambers the 5.56×45mm NATO round. The design is based on the M16A2/A4 and the handguard has a distinct squared-off shape, a vertical grip and a carrying handle alongside an integrated bipod.

The Colt LMG is one of many squad automatic weapon-type firearms developed from the AR-15. The overall name of the weapon family was a derivative of the AR-15 by adding Colt to the name, which resulted in the CAR-15 where the name stood for Colt Automatic Rifle-15. Other names include the Colt CMG-1 Machine Gun and the CAR-15 Heavy Assault Rifle.

In-Game

General Information

The Colt LMG is one of the faster-firing LMGs available in Phantom Forces, firing at 700 RPM and falling just behind the rate-of-fire (RoF) of the MG36 (750 RPM). As compensation for its fast RoF, the Colt LMG has somewhat high vertical recoil and low minimum damage in comparison to other LMGs, sporting 20 damage, which is much below par compared to other LMGs, which are typically higher. This means the Colt LMG at long range cannot kill in less than five shots unless some are headshots. But it makes up for this by being a three-shot-kill (3SK) at close range. When excluding headshot multipliers, it has the fastest time-to-kill (TTK) of all LMGs.

The Colt LMG's magazine capacity is slightly higher than average for its class, at 60 rounds. In fact, it has the third-highest magazine capacity in the game, only bested by the aforementioned MG36 and M60 (both of which have a magazine capacity of 100 rounds). 

In terms of reserve ammunition capacity, it is fourth highest out of all the LMGs at 180 rounds, being beaten by the L86 LSW, SCAR HAMR, MG36, and M60, but better than the AUG HBAR and both the RPK and RPK12. This is a decent reserve size for this class and works to help the user from running out of ammunition too quickly when using the Colt LMG, especially since it will require more shots at medium range and beyond compared to the other LMGs.

Usage & Tactics

This is a close-quarters-combat (CQC) focused LMG, having a good RoF and high damage. Because it is inferior to other LMGs at long range, this weapon should be treated more like a carbine or CQC focused assault rifle, which is where the Colt LMG will shine. Despite these shortcomings, the large magazine capacity of this gun will help greatly when facing multiple enemies, and the quicker reload for an LMG makes this weapon even better suited for combat against more than one foe, as the time the user will spend reloading is reduced, lowering the chance of an enemy spotting the user and eliminating them while they are reloading.

It is recommended that the Colt LMG be used with an optic, such as a red-dot-sight (RDS), due to the obtrusive iron sights. This can dramatically improve the weapon as the optic allows for better sight accuracy when spraying. It also means easier target acquisition both in CQC and at longer ranges due to the clearer sight picture, making the Colt LMG easier to use. It also makes it better against groups of enemies in conjunction with its 60-round magazine. Another solution is to equip a laser and use the alternate aim mode by pressing T, bypassing this entirely.

Conclusion

The Colt LMG is a CQC focused LMG, able to outperform some personal defense weapons and most assault rifle's normal TTK. With double the capacity of most ARs and a higher maximum damage, it can comfortably compete at close range with weapons such as the M4A1. However, the higher recoil of the weapon does make longer ranged engagements more difficult and compared to PDWs and ARs and the reload can be a detriment, especially at close range. The Colt is a good choice for players who like a high-capacity CQC weapon.

Pros & Cons

Pros:

  • Large magazine capacity.
  • Good RoF for its category.
  • Devastating suppression for its firerate.
  • 3SK at close range.
  • Good TTK at close range.
  • Unlocked by default.

Cons:

  • Low minimum damage for an LMG.
  • High muzzle flash.
  • Restricted to full-auto.
  • Moderate recoil.
  • Low mobility speed.
  • Front sight remains even when an optic is attached - can obstruct view on target.
  • Slow reload speed for an AR-15 based weapon.
  • Poor sight picture without attachments.
  • Unable to chamber an extra round.

Trivia

  • The model in-game is that of the M16A2 LMG as indicated by the bipod and fixed carrying handle.
  • Despite the fact that it has a fixed carrying handle, equipping an optic will remove the carrying handle.
  • Prior to the Halloween update, the magazine capacity in-game was 60+1.
    • This was despite the fact that the Colt LMG in real life is an open-bolt weapon, meaning it cannot have a round in the chamber,
  • The Colt LMG in-game is missing its distinctive ribbed vertical grip, a feature that makes the Colt LMG unique.
  • The Colt LMG like most other LMGs in game, has an unusable bipod.
  • Although the Colt LMG in-game is shown with a 60-round quad-stack magazine, in real life, it is typically used with either standard 30-round STANAG magazines or a 100 Beta-C drum.
  • It is one of the few automatic primary weapons in-game to only have one fire mode, the other three being the M60, MG3KWS and the M231.
  • The Colt LMG replaced the M60 as the starter LMG.
  • The Colt LMG's reload resembles other reloads of the AR-15 family, but is much slower when pushing in a new magazine.
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Primary Weapons

Assault Rifles

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

Personal Defense Weapons

M1921 - MP5K - UMP45 - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40

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
L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
Hecate II - M107 - Steyr Scout

Carbines

Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
Groza-1 - AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - 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 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911

Revolvers

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

Other

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

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