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Colt SMG 635
ColtSMG635Slim
Overview
Weapon Type Primary Weapon
Weapon Class Personal Defense Weapon
Rank Prerequisites Rank 49
Damage 34 -> 18
Range 55 max -> 120 min
Colt SMG 635graph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 32, 33 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 1000 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.12 s
Head & Body Multiplier
Hitbox Range
Max (55 studs) Min (120 studs)
(x1.4) Head 47.6 25.2
(x1) Torso 34 18
(x1) Arms and Legs 34 18
Red color signifies a fatal hit. And all damage value are rounded down.
Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.
Suppressed Stats
Suppressor Suppressed Damage Suppressed Range
ARS Suppressor 34 -> 16.2 55 max -> 108 min
R2 Suppressor 32.3 -> 17.1 52.25 max -> 114 min
PBS-4 Suppressor 31.28 -> 17.64 52.25 max -> 120 min
PBS-1 Suppressor 34 -> 16.56 52.25 max -> 102 min
Suppressor 30.6 -> 18 49.5 max -> 120 min
Muzzle Velocity 1500 studs/s
Penetration Depth 0.5 studs
Suppression 0.5

ACCURACY 22

Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 16
Weapon Recovery Speed 24
Weapon Recoil Damping 0.8

HIP ACCURACY 45

Min Camera Kick 1.29, -0.61, -0.31
Max Camera Kick 1.89, -0.11, 0.30
Min Recoil Displacement -0.50, 0.60, 7.19
Max Recoil Displacement 0.80, 1.10, 8.50
Min Recoil Rotation -0.21, 0.50, -0.31
Max Recoil Rotation 1.20, 1.20, 0.30
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 10
Hipfire Spread Damping 0.80

SIGHT ACCURACY 25

Min Camera Kick 1.50, -0.41, -0.50
Max Camera Kick 2.90, 0.30, 0.50
Min Recoil Displacement -0.11, 0.20, 6.19
Weapon Shot Displacement 0.10, 0.40, 7.80
Min Recoil Rotation 0.20, -0.25, -0.31
Max Recoil Rotation 0.80, 0.30, 0.30
Sight Magnification 1.5x

WEAPON HANDLING

Reload Time 2.3 seconds
Empty Reload Time 2.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 9x19mm
Round in Chamber One
Shot Suppression Range None


 

The Colt SMG 635 is an American Personal Defense Weapon. It is unlocked at Rank 49 or can be purchased with credits (CR).

History

The Colt 9mm SMG is a 9x19mm Parabellum submachine gun designed by Colt in 1982 and produced to the present day. The weapon is based on the proven AR-15 platform.

The Colt 9mm SMG is a closed-bolt, blowback operated, submachine gun. This differs significantly from the direct gas impingement system used in full-size M16 rifles but is typical for submachine guns. The Colt 9mm SMG differs from the typical M16 rifle mainly in its receiver, which was adapted for the smaller 9x19mm Parabellum round and the subsequent smaller magazines, the same ones used by the UZI.

The specific model used in Phantom Forces is the discontinued RO633 variant, which features a shorter 7-inch barrel, different handguard, and flippable front sights. It is otherwise similar to the RO635, which features a Safe/Semi/Auto trigger group. Oddly, the weapon seems to have a designation referring to the latter model but its model is based on the former.[1]

Colt currently offers the 9mm SMG for military and law enforcement use. It is used by numerous law enforcement agencies in the USA, as well as by the US Dept. of Energy for nuclear plant protection, the US DEA and the US Marines.[2]

In-Game

General Information

The Colt SMG 635 is a powerful, close range PDW. The Colt SMG 635 can kill a full health enemy in 3 shots to any part of the body until 55 studs when the damage drop-off begins and lasts until 120 studs, where it will kill in 6 shots to the torso/limbs and 4 shots to the head. It has a very high Rate of Fire, only beaten by the M231, Kriss Vector, TEC-9, ZIP 22, and the MAC-10 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 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, similar to that of the AR-15 family, which compensates for the very low time before the magazine runs out for the weapon.

Usage & Tactics

Thanks to the very high close range damage and RoF, the Colt SMG 635 will easily shred through many targets at close range. It is almost exclusively recommended to use the Colt SMG 635 in Close Quarter Combat (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 Muzzle Break will reduce the vertical recoil, while the Compensator will increase it. 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. Another 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's 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 expelling an entire magazine onto a single enemy despite the Colt SMG's magazine capacity of 32(+1) rounds, higher than most in-game. Fortunately, the Colt SMG has a large ammo pool, being able to pick up ammunition from most weapons. And the reload time is very fast, allowing players to quickly get back into battle.

The Colt SMG is an excellent stealth 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.

Conclusion

The Colt SMG 635 is a CQC focused PDW, not being very long-range capable, but can teach players to handle recoil. It possesses a high RoF and TTK, though only in close range. Still, the high hipfire stability makes it even better to use in CQC, and rewards users for doing so, especially if one equips a Vertical Grip or Laser to assist in hipfire. The fast reload speed and large ammo pool will allow the Colt SMG to go on for a large amount of time, and quickly eliminate enemies. Overall, this weapon is a great hipfire weapon and can prepare the user for the usage of other weapons that specialize in hipfire, such as the M231.

Available Attachments

List of Optic Attachments
Optics Kills Required Or Buy With
Coyote Sight 380 Kills 580 CR
EOTech 552 85 Kills 285 CR
Acog Scope 430 Kills 630 CR
Reflex Sight 285 Kills 485 CR
Kobra Sight 330 Kills 530 CR
Vcog 6x Scope 455 Kills 655 CR
PKA-S 225 Kills 425 CR
PK-A 165 Kills 365 CR
EOTech XPS2 55 Kills 255 CR
The Credits (CR) will decrease everytime you get a kill.
List of Underbarrel Attachments
Underbarrel Kills Required Or Buy With
Angled Grip 115 Kills 315 CR
Vertical Grip 45 Kills 245 CR
Stubby Grip 355 Kills 555 CR
Folding Grip 265 Kills 465 CR
Laser 75 Kills 275 CR
The Credits (CR) will decrease everytime you get a kill.
List of Barrel Attachments
Barrel Kills Required Or Buy With
ARS Suppressor 150 Kills 350 CR
R2 Suppressor 40 Kills 240 CR
Flash Hider 100 Kills 300 CR
Muzzle Brake 175 Kills 375 CR
Compensator 120 Kills 320 CR
PBS-4 Suppressor 245 Kills 445 CR
PBS-1 Suppressor 205 Kills 405 CR
Suppressor 30 Kills 230 CR
The Credits (CR) will decrease everytime you get a kill.
List of "Other" Attachments
Other Accessories Kills Required Or Buy it with
Laser 20 Kills 220 Kills
Green Laser 110 Kills 310 CR
Canted Delta Sight 405 Kills 605 CR
Canted Iron Sight 310 Kills 510 CR
Ballistics Tracker 1500 Kills 1700 CR
The Credits (CR) will decrease everytime you get a kill.

Pros & Cons

Pros:

  • 3SK in CQC.
  • Fourth fastest TTK in its class.
  • Low horizontal recoil.
  • Has good Iron Sights
  • Adding an optic does not remove the carrying handle but instead attaches on rail, so muzzle flash is more hidden.
  • Has a larger magazine size (32+1) compared to other similar weapons.
  • High RoF
  • Good hip stability.
  • Fast reload.

Cons:

  • Harsh vertical camera recoil that is amplified because of high RoF.
  • High ammo consumption.
  • Aimed recoil is higher than hipfire recoil.
  • Attachments cannot effectively eliminate recoil.
  • Bad minimum damage

Trivia

  • 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 ammo was mistakenly coded to be 5.56x45mm NATO, as used by the majority of M4-series 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 9x19mm round but using a modified M16 receiver which makes the magazine well look too big or magazine look too small respectively.

References

  1. https://en.wikipedia.org/wiki/Colt_9mm_SMG#Variants
  2. https://en.wikipedia.org/wiki/Colt_9mm_SMG#Users
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