The Krinkov has incredibly high base damage for an SMG, on par with the Swedish K. It also has a good variety of mods, an ample magazine size, and good accuracy. However, it severely lacks in both total ammo and stability. With the right mods, it can make a useful "pocket AK.762", albeit with a much higher fire rate, and lower accuracy, stability, and modability. As a matter of fact, due to this high base damage and accuracy, but low ammo and stability, it is one of the few -- if not the only -- SMG where the single-fire mod is viable.
However, it has a major flaw in its low amount of total ammo; it only has three full magazines' worth of ammo before running out. It also has some of the worst recoil of all the submachine guns, only beaten out by the Mark 10.
To get the most out of the low reserve ammo, it is recommended that one increase the already high damage of the Krinkov and to always go for head shots, unless in an emergency. For longer ranges, one should try to burst fire to keep the recoil in check and save ammo, or use semi-auto mode.
It is a viable secondary weapon for Plan A, due to its high concealment, and its massive damage makes Plan B a good choice too.
The Krinkov is based on the AKMSU, as indicated by its internal name in the weapon asset files and the AKMS's ribbed cover. Being essentially an aftermarket-modified AKM(S), this would explain the weapon's high damage per shot and it's severe recoil.
"Krinkov" is a nickname of (presumable) Middle-Eastern origin used to call the AKS-74U in the United States. This term is now commonly used as a slang name to identify all shortened AK variants.
Barrel Extensions fitted onto the Krinkov will sit in front of the weapon's stock flash hider. This is actually a more realistic depiction of the AKMSU as the muzzle device contains an expansion chamber to correctly cycle the carbine, which makes it a requisite component rather than cosmetic.
Despite being a carbine, it is noted as a sub-machine gun in-game alongside the Para.