|“||An American PDW based on the standard AR-15 platform. Very high fire rate with a slightly larger magazine and strong recoil.|
Colt SMG 635
|Weapon Type||Primary Weapon|
|Weapon Class||Personal Defense Weapon|
|Rank Prerequisites||Rank 49|
|Damage||34 → 18|
|Range||55 max → 120 min|
|Hip Accuracy|| |
|Sight Accuracy|| |
|Magazine Size||32, 33|
|Fire Modes||Auto & Semi|
|Rate of Fire||1000 RPM|
The Colt 9mm SMG is a closed-bolt, blowback operated submachine chambered in the 9×19mm Parabellum round. It was designed by Colt in 1982 and produced up to present day. The Colt 9mm SMG is based on the AR-15 platform.
The Colt 9mm SMG differs significantly from its M16 parent design, as it does not use the the direct gas impingement system used in the M16, but a blowback system instead, which is typical for submachine guns. It also differs from the typical M16 rifle in its receiver, which was adapted for the smaller 9×19mm Parabellum round and the subsequent smaller magazines, which are the same ones used by the UZI.
The model used in Phantom Forces is the discontinued RO633 variant, however, the weapon in-game is designated as the RO635 variant. Both variants are similar, having the Safe/Semi/Auto fire modes, but the RO633 variant uses a shorter seven-inch barrel, a different handguard and flippable front sights. The RO635 instead uses a 10 inch barrel and has a compensator. 
The Colt 9mm SMG is currently being offered to military and law enforcement use in the United States of America. It is used by law enforcement agencies, U.S Department of Energy for nuclear plant protection, the U.S Drug Enforcement Administration and the U.S Marines.
The Colt SMG 635 is a powerful, close range PDW. The Colt SMG 635 can kill a full health enemy in three shots to any part of the body up until 55 studs when the damage drop-off begins and lasts until 120 studs, where it will require six shots to kill (STK) excluding headshots. With headshots, the Colt SMG 635 only requires four shots to the head to kill an opponent. It has a very high rate of fire (RoF), only beaten by the M231, Kriss Vector, TEC-9 and the MAC10 in this respect when not including the AN-94's burst mode.
The Colt SMG 635 has very harsh first-shot vertical recoil, and medium gun and camera recoil, making target tracking a hard task, but it has low horizontal recoil. The Colt SMG also has the second highest first-shot recoil of any automatic primary in-game, beaten only by the M231. Despite this, the Colt SMG has rather controllable hipfire recoil. The Colt SMG 635's reload time is fairly fast, which compensates for the very low time before the magazine runs out for the weapon.
Usage & Tactics
Thanks to the high maximum damage and RoF, the Colt SMG 635 will easily shred through many targets in close-quarters-combat (CQC). It is almost always recommended to use the Colt SMG 635 in CQC. It is not recommended to use the Colt SMG 635 at any distance past medium range.
The recoil can be mitigated using attachments. Using a Muzzle Brake is recommended instead of a Compensator, as the compensator decreases horizontal recoil, while the muzzle brake will decrease vertical recoil which is obviously noticeable. Using a Vertical Grip is recommended to increase the weapon's hipfire capabilities, instead of using the other grips, which would harm its already great hipfire stability. One could also use a Muzzle Booster if they wish to increase the already blisteringly high RPM. An alternative option is to use a suppressor instead of a muzzle brake, but it should be noted that Suppressors will hinder the Colt SMG 635's damage and range statistics, which will reduce the already short effective range of the Colt SMG 635 even further.
It is nearly impossible to tap-fire with the Colt SMG, due to the high RoF. Even switching to semi-automatic cannot circumvent this, as the high vertical recoil and muzzle flash will make keeping track of your target a hard task for more inexperienced players. The recommended solution is to simply switch to a long-range capable secondary. Due to the high RoF and recoil, inexperienced players will find themselves expending an entire magazine onto a single enemy despite the Colt SMG's magazine capacity of 32(+1) rounds, higher than most in class. Fortunately, the Colt SMG has a large ammunition pool, being able to pick up ammunition from most weapons.
The Colt SMG is an excellent hit and run weapon. The low time to kill (TTK) will give enemies little time to react, especially if the user is mobile and prefers to strafe, lie down, or dolphin dive in the middle of an encounter. However, for the aforementioned reasons, it is recommended to frequently reload, be near cover, and look for 9x19mm secondaries to replenish ammunition from, giving the Colt SMG yet another reason to be used in CQC.
The Colt SMG 635 is a CQC focused PDW, which takes practice to wield at medium range. It is a high risk-reward scenario where if the user practices thoroughly enough with the weapon, they can kill multiple players in one magazine. It possesses a high RoF and TTK, though only in close range, but firing in short bursts can help to fire the weapon with more stability. In conclusion, The Colt SMG 635 is a good weapon choice for close range maps, and prepares the user to handle the harsh recoil of other SMGs.
Pros & Cons
- Fourth fastest TTK in-class.
- Low horizontal recoil.
- Unobtrusive Iron Sights.
- High optic mounting position - less visible muzzle flash.
- Slightly larger magazine size (32+1) for its class.
- High RoF.
- Good hipfire stability.
- Fast reload time.
- Good damage drop-off for a PDW.
- Harsh vertical camera recoil.
- High ammunition consumption rate.
- Low minimum damage.
- High amount of muzzle flash.
- Headshots do not reduce STK requirement in CQC.
- The Colt 9mm SMG uses magazines copied from the IMI Uzi, with an identical 32 round capacity.
- When the Colt SMG 635 was first released, its ammunition was mistakenly coded to be 5.56×45mm NATO, as used by the majority of AR-15 rifles. This also allowed this weapon to pick up ammunition from Assault Rifles as well as other PDWs. This was apparently due to lead Stylis Studios developer Litozinnamon making gun-script changes during testing, then undoing said changes and forgetting to change them back.
- The magazine on the Colt 9mm SMG is smaller than the magazine well, due to the Colt SMG firing the smaller 9×19mm round but using a modified M16 receiver, so visually the magazine well looks too big for the magazine, or magazine looks too small for the weapon respectively.
- ↑ https://en.wikipedia.org/wiki/Colt_9mm_SMG#Variants
- ↑ https://en.wikipedia.org/wiki/Colt_9mm_SMG#Users
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