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AF-19 Mercenary
The AF-19 Mercenary became the standard issue carbine for the NC due to its low production costs. It features controllable recoil that makes it effective at close to medium ranges.
Costs
Auto Granted
General Info
Empire:
Can Use:
Weapon Type: Carbines
Fire Rate: 600 RPM
Muzzle Velocity: 500m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 550 ms
Damage[?]
Max Damage: 167 before 10m
Min Damage: 125 after 70m
Reload Speed
Short Reload: 1.8s
Long Reload: 2.75s
Ammunition
Magazine Size: 30
Ammunition Pool: 180
Accuracy[?]
Hip Aim
Crouch Still: 1 0.03
Move: 1.5 0.15
Stand Still: 1.5 0.03
Move: 2 0.3
Bloom per Shot: 0.12 0.06
Sprint: 5
Jump/Airborne: 2
Recoil[?]
Vertical: 0.4
Horizontal, Min/Max: 0.175/0.175
Horizontal Tolerance: 0.45
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 18
First Shot Recoil Multiplier: 1.75x
Data Sources?
Census DBG API source:

AF-19 Mercenary API Data

Census LF API source: AF-19 Mercenary API Data

The AF-19 Mercenary is a carbine available to the New Conglomerate. It is unlocked by default.

The Auraxis Firearms - 19 Mercenary, not unlike the Solstice VE3 and TRAC-5, is designed to serve as a standard all-round weapon, with no exceptionally high stats in exchange for no particularly punishing stats, allowing it to function as a solid starting or jack-of-all-trades carbine.

The scope of attachments available for the AF-19 Mercenary is limited compared to the NC2 Gauss Compact,however, the AF-19 Mercenary starts with the red dot variant of the TekLyte Reflex unlocked, as well as the Laser Sight, serving as a suitable all-round starter carbine for a fresh Light Assault or Engineer.

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)

Auto Granted
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)

9 OR 5 (Red Dot)
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.
Barrel
Flash Suppressor

49 OR 100
A flash suppressor makes the shooter less visible to the enemy, but increases the range at which you appear on enemy minimaps by 15 meters.
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.
Extended Magazine

49 OR 100
Increases the amount of ammunition in each magazine by 5 rounds, and the weapon takes 15% longer to equip and unequip.
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.
Laser Sight

Auto Granted
A laser sight increases the user's hipfire accuracy by 33%.
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.
Soft Point Ammunition

49 OR 100
Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%.

Damage Fall-off[]

Stats in yellow are with Soft Point Ammunition, and stats in orange are with High Velocity Ammunition.

  • 167 at 10 meters (15 meters) (8 meters)
  • 143 at 44 meters (46 meters) (54 meters)
  • 125 at 70 meters (60 meters) (90 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-44m44-70m
Infantry Head 344
Torso 6(6)7(7)8(8)
Legs 7(7)8(8)9(9)
Infiltrator Head 344
Torso 6(6)7(7)8(8)
Legs 6(6)7(7)8(8)
Heavy Assault Overshield Head 566
Torso 9(9)11(11)12(12)
Legs 10(10)12(12)13(13)
MAX Head 303540
Torso 60(75)70(88)80(100)
Legs 67(84)78(98)89(112)
Theoretical Time To Kill
Infantry Body part 0m 10m 44m 70m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.2s 0.22s - 0.388s - 0.44s -
Torso 0.5s 0.52s - 0.688s - 0.84s -
Infiltrator Head 0.2s 0.22s - 0.388s - 0.44s -
Torso 0.5s 0.52s - 0.688s - 0.84s -
Heavy Assault Head 0.4s 0.42s - 0.588s - 0.64s -
Torso 0.8s 0.82s - 1.088s - 1.24s -
MAX Head 2.9s 2.92s - 3.488s - 4.04s -
Torso 5.9s 5.92s 7.42s 6.988s 8.788s 8.04s 10.04s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 70m
Link=FlashFlash - 45 (on fire @ 36) 60 (on fire @ 48)
Composite Armor 4 - 59 (on fire @ 47) 78 (on fire @ 63)
Link=HarasserHarasser - 116 (on fire @ 93) 154 (on fire @ 124)
Composite Armor 4 - 139 (on fire @ 111) 185 (on fire @ 148)
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 - 72 (on fire @ 58) 96 (on fire @ 77)
Composite Armor 4 - 80 (on fire @ 64) 106 (on fire @ 85)
Valkyrie Front/Side/Top/Rear 180 (on fire @ 144) 240 (on fire @ 192)
Bottom 360 (on fire @ 288) 480 (on fire @ 384)
Composite Armor 4 Front/Side/Top/Rear 207 (on fire @ 166) 276 (on fire @ 221)
Bottom 414 (on fire @ 331) 552 (on fire @ 442)
Dervish - 140 (on fire @ 112) 187 (on fire @ 150)
Composite Armor 4 - 154 (on fire @ 123) 206 (on fire @ 165)
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 AF-19 Mercenary. 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
AF-19 Mercenary
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 AF-19 Mercenary contribute towards the Carbines directive tree.

History[]

Gallery[]