Goal: Win room-to-room, FOB, and trench fights fast without burning a mid-range rifle kit, and not get farmed the second the fight spills into the open. Cash persists. The SMG decision is almost never "which gun is fun." It is "how much TTK do I buy, and how far can I still fight if the wall disappears."

Pick the Gun by Cash and Fight Distance

GunPriceWhy Players Pick It
Super-45$2,600Fastest non-shotgun kill: .45 ACP, 1200 RPM, 4 chest shots / ~0.15s unarmored. Building gun only (~50 m effective).
AMP-9$900Budget CQC. Light (1.4 kg). 900 RPM. Starter SMG still fries people, including some armored targets. Shroud: "best gun in the game, and it's the starter."
PP-19 Vityaz$1,200Same 9mm problem as AMP-9/MP5 (5 chest shots) without AMP-9's price or Super-45's TTK.
MP5$1,500Loved for feel. On paper loses TTK to cheaper AMP-9 and loses hard to Super-45.
Decision rule: Clearing interiors or pushing a FOB door: Super-45 if you can afford the rebuy. First lives or broke: AMP-9. Standing in the open building a FOB with snipers already up: do not buy an SMG as your only gun.
If the room is really a room (one doorway, no 40 m hallway), the $400 MP43 shotgun is what people keep reminding SMG buyers exists: one pellet-pattern to an unarmored chest beats every SMG.

1Buy It Like a CQC Kit, Not a Main

2How to Fight With It

Common Mistakes to Avoid

Video Walkthroughs