The PM-9 is unlocked at level 56.
The PM-9 is a moderate-damage, low-range SMG. At any range short of ten meters, the PM-9 will deal 35 damage per bullet, needing three shots to kill. Damage linearly decreases until fifteen meters. At any range beyond fifteen meters, the PM-9 will deal twenty damage per bullet, needing five hits to kill. The PM-9 has a three hit kill range of 10.3 meters, and a four hit kill range of 13.3 meters. In Hardcore game types, the PM-9 has a one shot kill range of roughly twelve meters. The PM-9 has the shortest three and four hit kill ranges of all SMGs, making it the most likely to require five hits to kill. Users who value range may wish to keep away from this weapon. The PM-9 has low penetration power, making the PM-9 ineffective at shooting through most surfaces. Headshots with the PM-9 provide a 50% damage increase, which is sufficient in most circumstances to require one less shot to kill, and a headshot in Hardcore is a guaranteed one shot kill at any range.
What the PM-9 lacks in range, it makes up for it in rate of fire. The PM-9 has the fastest fully automatic rate of fire in the game from a single weapon, firing at a rate of 1111 RPM. This rate of fire can only be bested if certain weapons use Akimbo or Rapid Fire. This enormous rate of fire makes the PM-9 extremely competitve in CQC. If the user is in a range where the PM-9 can net a three hit kill, the PM-9 is one of the scariest and most effective weapons to use at such a distance.
The PM-9's accuracy characteristics are bizarre. The iron sights are an unusual shape, but not terribly obstructive. The PM-9's recoil per shot is moderately large, with recoil values of 65 to the left, 65 to the right, 70 upwards, and 30 downwards. The PM-9's recoil will pull upwards with moderate horizontal recoil. The PM-9 has a standard SMG centerspeed of 1650, which is rock solid. The PM-9's recoil values are fairly typical for an SMG, but the PM-9 has an uncomfortably large upwards recoil value, and the exorbitantly high rate of fire will amplify the effect of felt recoil. Kick will have a notable effect on the PM-9's accuracy. The PM-9's recoil values on paper aren't the worst, but in practice, the PM-9 won't feel very accurate.
The PM-9's handling characteristics are solid overall, but lag behind other SMGs somewhat. The PM-9 allows users to move at 100% of the base speed, strafe at 80% of the base speed, aim down the sight in 200 milliseconds, and the PM-9 has good hip-fire accuracy, which compliments the PM-9's close quarters dominance very well. The PM-9's reload speed is one of the worst in the game, however. The PM-9's reload animation is 3 seconds long, or 4.13 seconds long if the magazine is empty. In either case, the user can Reload Cancel the PM-9 after 2.2 seconds. A 2.2 second reload cancel is very bad overall, and is the worst of all SMGs, narrowly being longer than the MP7 and the PP90M1. Although said weapons have similarly slow reloads, they both fire slower and have superior magazine capacities to the PM-9, making reloads both safer and less common.
The PM-9's magazine capacity is an average size, holding 32 rounds. The PM-9 will provide users a starting ammo loadout of 96 rounds. Although this starting ammo loadout is fine normally, the PM-9's low damage and huge fire rate will ensure that the PM-9 can make those 96 rounds vanish quickly, and it will make the painfully long reload very common. Attachments and perks that can either make reloads quicker or less common, as well as perks or attachments that provide more ammo, will be very common and sensible choices for PM-9 users.
As far as weapon proficiencies go, there are some very effective ones. Range stands out, increasing the PM-9's abysmal three and four hit kill ranges by 25%, making the PM-9 more competitive at close-medium range. That being said, the PM-9's range values are small, so the increase in range isn't going to feel that large. Kick, as previously mentioned, will reduce the PM-9's recoil by a notable amount, as the PM-9 has some considerable upwards recoil that will be tempered well by the proficiency being in use. Attachments is a very attractive proficiency choice to combine some of the PM-9's better attachments together. If using the Specialist Strike Package, Attachments is by far the best proficiency to choose, as all proficiencies available to the PM-9 except Attachments can be acquired through the Specialist Bonus.
The PM-9 has the usual assortment of attachments on offer. The PM-9 is a very close-range weapon by nature, and as such, optical attachments will not be of much benefit to the PM-9. Still, it is wise to use optical attachments when they are made avaialble, as completing the attachment challenges associated with them will allow players to accrue weapon XP more quickly and increase the PM-9's weapon level more quickly, which in turn allows quicker access to desirable attachments and weapon proficiencies.
The Silencer reduces the PM-9's range, but makes the PM-9's firing signature quieter, removes muzzle flash, and keeps the user off-radar when firing. The PM-9's range is so short that some may not consider the 25% range loss to be of much consequence, whereas others will consier the lesser range to make the PM-9 less feasible. Opinions of the Silencer will vary wildly depending on how much one values range.
Rapid Fire is a fantastic attachment choice, further bolstering the PM-9's rate of fire to a jaw-dropping 1395 RPM, greater than the theoretical fire rate of non-firecapped semi-automatic weapons. This makes an already extremely effective CQC weapon even stronger. That being said, some will consider this attachment to be overkill, as the default fire rate of 1111 RPM is arleady extremely high. Rapid Fire will also deteriorate the PM-9's accuracy with sustained fire and will force users to stick to close range engagements more often.
Extended Mags is the most logical and sensible attachment choice on the PM-9, increasing the magazine capacity to 48 rounds and boosting the starting ammo loadout to 144 rounds. Extended Mags fixes multiple problems the PM-9 has. It provides the PM-9 much more sustained fire capability, which it lacked due to the monstrous rate of fire. Next, it makes reloads far less frequent, which is very helpful for a weapon with such a slow reload cancel speed. Finally, it lessens the need for Scavenger by providing more ammo on tap. Extended Mags is a solid attachment choice on almost any weapon in Modern Warfare 3 Multiplayer, but this is especially so on the PM-9, as Extended Mags directly counteracts some of the more severe downsides of using the PM-9.
Infinity Ward has released a hotfix that has decreased the recoil of the PM-9 drastically to make it much more on par with the PP90M1. The recoil profile after the update appears to be similar to the Mini Uzi from Call of Duty: Modern Warfare 2.
- Red Dot Sight - Unlocked at weapon level 2.
- Silencer - Unlocked at weapon level 5.
- Rapid Fire - Unlocked at weapon level 11.
- ACOG Scope - Unlocked at weapon level 16.
- Holographic Sight - Unlocked at weapon level 19.
- HAMR Scope - Unlocked at weapon level 22.
- Extended Mags - Unlocked at weapon level 24.
- Thermal Scope - Unlocked at weapon level 26.
- Kick - Unlocked at weapon level 4.
- Range - Unlocked at weapon level 9.
- Attachments - Unlocked at weapon level 12.
- Focus - Unlocked at weapon level 15.
- Melee - Unlocked at weapon level 21.
- Stability - Unlocked at weapon level 28.
The PM-9 is available in Survival Mode at level 23 and costs $2000. The PM-9 is also used by Claymore Experts. The PM-9 is highly effective in close quarters, but the recoil and the reload time lessens the weapon's potential, as well as the late availability of Sleight of Hand. Becuase of the very high RPM, it is capable of killing enemy Juggernauts almost instantly at close range. Dumping a full magazine at point-blank range into it's head will quickly dispatch it, though this is extremley risky unless the player does this as soon as the Juggernaut is dropping from the helicopter that transports it into the map, as otherwise the Juggernaut with easily kill the player in seconds.
- The PM-9 is held by one hand in first-person, but held with two hands in third-person.
- Attaching a sight will make the hand clip through it during an empty reload.
- The PM-9 has a partial fingerprint on the rear receiver. This is similar to the Mini-Uzi from Call of Duty 4: Modern Warfare, where that gun also had a large fingerprint smudge on the back of the reciever.