|Weapon Type||Primary Weapon|
|Weapon Class||Personal Defense Weapon|
|Rank Prerequisites||Rank 23|
|Damage||36 -> 19|
|Range||20 max -> 70 min|
|Fire Modes||Auto & Semi|
|Rate of Fire||1090 RPM|
The MAC-10 (Military Armament Corporation Model 10) is a compact, blowback-operated machine pistol/SMG developed by Gordon B. Ingram in 1964 and manufactured by Military Armament Corporation from 1970-1973. It is chambered in the 9x19mm Parabellum or the .45 ACP. A smaller variant called the MAC-11 is chambered in .380 ACP or the 9x17mm.
A two-stage suppressor was created for this weapon. It significantly reduces the noise and makes the weapon easier to control. However, the weapon is also harder to conceal as a result. 
While it is commonly known as the MAC-10, the name wasn’t given by MAC. MAC officially designated the weapon the Model 10, or M10.
The MAC-10 possess a high RoF of 1090 RPM, just above the Colt SMG 635's 1000 RPM. Much like the Colt, it has a 3 to 6 Shot-Kill (6SK). Its maximum damage value is the second highest out of all the PDWs, being able to achieve a 2SK to the head, like the UMP 45. When combined, the TTK for the MAC-10 up close is extremely low, the lowest of any automatic weapon in-game.
However, even at a short range, the MAC-10 will suffer a lot more than most PDWs. Its low minimum damage of 19 already makes long range engagements difficult, but this is exacerbated by its range. Its maximum damage is only dealt out until 20 studs, being very poor for its class. It has one of the shortest effective ranges in-game.
The MAC-10 also suffers from the inability to put on underbarrel attachments like the L22, and by default has high recoil. This makes controlling the recoil harder to deal with as only barrel attachments and certain optics will lower the recoil, making an individual's ability to control recoil more paramount. The higher recoil hampers the MAC-10 when in ADS and subsequently its usage beyond close range. The good hipfire stability makes up for this however, as the MAC-10 is geared towards close quarters, so hip-firing is a viable alternative to ADS.
A unique ability of the MAC-10 is its alternative aiming mode. Pressing the T key will rotate the weapon 45 degress when ADS. This makes aiming less accurate without the aid from a laser, but this mode has less visual recoil, which is useful in some situations. It acts as a balance between hipfire and full ADS, the spread being somewhere in the middle of the two. It functions similarly to the alternative aiming mode featured on LMGs.
Usage & Tactics
The MAC-10 performs similarly to the Colt and Vector, being more CQC orientated. Its range and recoil limit its ability to perform outside of short range as the low minimum damage, and high recoil severely hinders its usage beyond CQC.
Due to the high rate of fire, the MAC-10 has a high rate of ammunition consumption, which means reloads are often frequent. This is somewhat compensated for by the MAC-10's above-average reserve ammunition amount, at 150 rounds, the highest within the PDW category, tied with the P90 and Kriss Vector.
Flanking is an ideal strategy for the MAC-10, as the weapon performs worse when compared to other guns in mid-range fights, including PDWs such as the UMP 45. At a close range, the 2HKO to the head is what separates it from any other PDWs, as it allows the weapon to outperform the Vector or the TEC-9, so staying close to the enemy is key to using the MAC-10 effectively. Staying in close range fights also limits recoil being a factor. One main disadvantage is the MAC-10's inability to attach grips, whereas similar CQC weapons like the Vector and Colt can.
The good hipfiring ability of the weapon highlights its intended usage in close quarters. When hipfiring, the user will be rarely engaging beyond close his range. Not having to aim in close quarters can be the difference between a kill or death, as ADS can take up precious reaction time.
The laser attachment (or Green Laser) is highly recommended for the MAC-10. Due to the high recoil and poor range capabilities, either laser attachments are helpful, both when you are aiming normally and in its alternative mode. It gives a better indication of where shots land, making mid-range encounters much easier.
The alternative aiming mode is good for mid-range combat if the user equips any laser onto this gun, as the user will avoid the visual recoil when aiming normally while still being able to hit accurately using the laser they have equipped in lieu of an optic.
Overall, the MAC-10 is even more close quarters oriented than the Vector or even Colt SMG 635, trading the ability to put on underbarrel attachments to be able to achieve a 2HKO to the head, a feat only able to be achieved by one other PDW, the UMP 45, which has a higher TTK. In short, it is a dedicated close range shredder, with a lack of power beyond this range.
Pros & Cons
- Extremely high RoF (1090 RPM), beaten only by the Kriss Vector (1200 RPM), M231 (1225 RPM), the AN-94's burst fire mode (1800 RPM), TEC-9 (1500 RPM), and the ZIP 22 (2000 RPM).
- Second highest maximum damage for a PDW; only the UMP 45 beats it.
- High movement speed.
- Fastest TTK of all automatic weapons in Phantom Forces.
- High hip stability.
- Alternate aiming mode has much less recoil than aiming normally and is generally less obstructive.
- High ammo reserve.
- Unable to equip underbarrel attachments.
- Unable to leave a round in the chamber after a tactical reload.
- Extremely high RoF means ammo wastage is plentiful and reloads are often without incredible trigger control.
- Low damage-dropoff range, with the damage beginning to drop at 20 studs and the gun reaching minimum damage at 75 studs.
- Alternate aiming mode does not have a high zoom; makes it hard to engage enemies past medium-ish ranges.
- High recoil.
- Very short 2SK range.
- There was a grip strap created for the MAC-10 in real life in response to complaints about the MAC-10 lacking a place for the supporting hand. While the model in-game has the sling adapter for such strap, it lacks the strap in-game, with the character handling it as if it were a pistol.
- In-game, the the supporting hand is shown grabbing the wrist.
- The MAC-10 was the 4th weapon added to the game chambered in .45 ACP, after the UMP45, M1911 and the Kriss Vector.
- When it was first added, it was originally chambered in 9x19mm. The MAC-10 had a maximum damage of 24, making it a 5SK in close quarters. It also had a minimum damage of 14, but had a firerate of 1250 RPM, as well as still having an empty reload even though it can't load an extra round in the chamber (which is more than likely developer oversight.)
- The decision to chamber the MAC-10 in .45 ACP was made late in its testing and development cycle.
- The MAC-10 and the Colt LMG are the first open bolt weapons added to the game after the M60.
- In spite of being an open bolt and the game treating it as such, the model and animations portray it as if it has a closed bolt. This may be a limitation in the game's code.
- This was the first primary weapon to have an alternative aiming mode.
- This is the only primary in the game where the sprinting animation is the same as a pistol's.
- The alternative aiming mode of the MAC-10 is commonly referred to as "aiming like a gangster", referring to how gangsters hold weapons when shooting, typically seen in drive-by shootings.
- The MAC-10 is commonly seen in media as the weapon of choice for gang members alongside the TEC-9 for performing drive-by shootings.
- Mounting a VCOG x6 scope on the MAC-10 brings its rotational recoil all the way down to zero.
- Before v.3.0.0, the third person model of the MAC-10 was the MP5K.
- In real life, the MAC-10 is classified as a machine pistol.
- Many issues are visible with the MAC-10 when it comes to animations and function:
- The reload animation is wrong. In real life, when the action is cocked, it stays back until the trigger is pulled. The action in game goes back and then forward, acting like a closed bolt weapon.
- Mounting an optic on this gun obstructs the bolt, but it still functions normally.
- Normally, an optic would either have to be mounted higher on a specially designed rail, or the bolt adapted to work with lower height rails.
- The MAC-10 would be incapable of reloading safely unless the magazine was empty. This is because of how the MAC-10's internals work. Reloading with a bullet ready to be chambered would chamber and fire the bullet.
- The MAC-10 is unlocked alongside the Trench Mace at Rank 23.