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Page Contents Current As of Patch: 2022-04-05
AC-X11
The powerful AC-X11 was released shortly before Auraxis' global war yet still remains in common use due to its famed reliability and high stopping power.
Costs
Cert Cost: 650 Certification Points
DC Cost: 499 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Carbines
Fire Rate: 500 RPM
Muzzle Velocity: 520m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 650 ms
Damage[?]
Max Damage: 200 before 10m
Min Damage: 143 after 80m
Reload Speed
Short Reload: 2.045s
Long Reload: 2.75s
Ammunition
Magazine Size: 24
Ammunition Pool: 144
Accuracy[?]
Hip Aim
Crouch Still: 1.75 0
Move: 2.25 0.17
Stand Still: 2.25 0
Move: 2.75 0.32
Bloom per Shot: 0.14 0.07
Sprint: 5
Jump/Airborne: 2.75
Recoil[?]
Vertical: 0.45
Horizontal, Min/Max: 0.175/0.2
Horizontal Tolerance: 0.4
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 15
First Shot Recoil Multiplier: 1.5x
Data Sources?
Census DBG API source:

AC-X11 API Data

Census LF API source: AC-X11 API Data

The AC-X11 is a carbine available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.

The AC-X11 takes the New Conglomerate's design philosophy to its logical conclusion, with the carbine dealing the highest damage-per-shot of any such weapon in its class, giving the weapon a surprisingly lethal bite while needing only few shots to do so. In exchange, the gun's vertical kick is rather extreme and the magazine size is abnormally small.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)

49 OR 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
TekLyte Reflex (1x)

49 OR 30
TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights.
More reticles for this sight available, see full article.
GD RefleXR (2x)

49 OR 30
The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios.
More reticles for this sight available, see full article.
LX Tacti-Eye (3.4x)

49 OR 30
Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use.
LACO (3.4x)

49 OR 30
Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes.
TrueShot (4x)

49 OR 30
The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class.
LX Mark IV (4x)

49 OR 30
OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop.
BDS (6x)

49 OR 30
The New Conglomerate's versatile Bold Driver Standard uses a mil-dot reticle and 6x magnification.
Barrel
Compensator

49 OR 100
A compensator redirects gases upward, reducing vertical recoil by 30%, and increasing hipfire cone of fire by 15%. The added sound pressure causes the player to show on the minimap 35m farther away.
Heavy Barrel

49 OR 100
A heavy barrel reduces cone of fire bloom by 20% while aiming down sights, but reduces aim down sights movement speed by 20%.
Short Barrel

49 OR 100
This shortened barrel reduces cone of fire bloom by 40% when firing from the hip, and increases vertical recoil by 20% while aiming down sights.
Suppressor

49 OR 100
The weapon's muzzle flash and noise generation is reduced, and the player no longer appears on the minimap when firing. In exchange, the weapon's damage falls off 20 meters sooner and bullet velocity is reduced by 15%.
Rail
Angled Forward Grip

49 OR 100
An angled forward grip reduces the vertical recoil of the first shot in a burst by 60%, but increase the side to side recoil of a weapon by 10%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Forward Grip

49 OR 100
A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec.
Grenade Launcher

49 OR 100
A single-shot grenade launcher attachment; increases the equip time of the attached weapon by 0.25 seconds.
Pressing Gear Slot 1 hotkey will toggle the attachment.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
Smoke Launcher

49 OR 100
Underbarrel smoke grenade launcher attachment; increases the equip time of the attached weapon by 0.25 seconds.
Pressing Gear Slot 1 hotkey will toggle the attachment.
Ammo
High Velocity Ammunition

49 OR 100
High Velocity Ammunition increases the weapon's projectile velocity by 10% and minimum damage range by 20 meters, but reduces the weapon's maximum damage range by 2 meters.

Damage Fall-off[]

Stats in orange are with High Velocity Ammunition.

  • 200 before 10 meters (8 meters)
  • 167 at 50 meters (61 meters)
  • 143 after 80 meters (100 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-50m50-80m
Infantry Head 334
Torso 5(5)6(6)7(7)
Legs 6(6)7(7)8(8)
Infiltrator Head 334
Torso 5(5)6(6)7(7)
Legs 5(5)6(6)7(7)
Heavy Assault Overshield Head 456
Torso 8(8)9(9)11(11)
Legs 9(9)10(10)12(12)
MAX Head 253035
Torso 50(63)60(75)70(88)
Legs 56(70)67(84)78(98)
Theoretical Time To Kill
Infantry Body part 0m 10m 50m 80m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.24s 0.259s - 0.336s - 0.514s -
Torso 0.48s 0.499s - 0.696s - 0.874s -
Infiltrator Head 0.24s 0.259s - 0.336s - 0.514s -
Torso 0.48s 0.499s - 0.696s - 0.874s -
Heavy Assault Head 0.36s 0.379s - 0.576s - 0.754s -
Torso 0.84s 0.859s - 1.056s - 1.354s -
MAX Head 2.88s 2.899s - 3.576s - 4.234s -
Torso 5.88s 5.899s 7.459s 7.176s 8.976s 8.434s 10.594s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 80m
Link=FlashFlash - 38 (on fire @ 30) 53 (on fire @ 42)
Composite Armor 4 - 49 (on fire @ 39) 69 (on fire @ 55)
Link=HarasserHarasser - 97 (on fire @ 77) 135 (on fire @ 108)
Composite Armor 4 - 116 (on fire @ 93) 162 (on fire @ 130)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 60 (on fire @ 48) 84 (on fire @ 68)
Composite Armor 4 - 66 (on fire @ 53) 93 (on fire @ 74)
Valkyrie Front/Side/Top/Rear 150 (on fire @ 120) 210 (on fire @ 168)
Bottom 300 (on fire @ 240) 420 (on fire @ 336)
Composite Armor 4 Front/Side/Top/Rear 173 (on fire @ 138) 242 (on fire @ 194)
Bottom 345 (on fire @ 276) 483 (on fire @ 387)
Dervish - 117 (on fire @ 94) 164 (on fire @ 131)
Composite Armor 4 - 129 (on fire @ 103) 180 (on fire @ 144)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the AC-X11. Each ribbon is a standard reward for achieving a set amount of kills with the carbine. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
AC-X11
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points
Medals earned with the AC-X11 contribute towards the Carbines directive tree.

History[]

  • December 1, 2016 Update
    • Hipfire minimum cone of fire while airborne now uses the same minimum hipfire cone of fire as a player who is walking.

Trivia[]

  • Prior to the release of PlanetSide 2, the AC-X11 was known as the Stiletto EM9. It was renamed during the interim between the end of the Beta and the release of the game.

Image Gallery[]

Videos[]

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