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|Forward Grip = Yes |
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|SP Ammo = Yes}} |
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+ | {{Clr}} |
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+ | == Effectiveness == |
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+ | {{TTK |
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+ | |Fire Rate = 632 |
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+ | |Velocity = 440 |
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+ | |Distance = 10/70 |
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+ | |Infantry HSTK = 3/5 |
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+ | |Infantry STK = 6/8/9/12 |
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+ | |Infiltrator HSTK = 3/5 |
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+ | |Infiltrator STK = 6/7/9/11 |
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+ | |MAX HSTK = 30/45 |
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+ | |MAX STK = 60/75/90/112 |
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+ | }} |
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+ | {{STKRange |
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+ | |DamageType = Small Arms |
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+ | |MaxDamage = 167/10 |
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+ | |MinDamage = 112/70 |
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+ | |Mod = 2/1/0.9 |
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+ | |Suit = Nanoweave |
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+ | |SuitMAX = Kinetic |
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+ | }} |
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{{Clr}} |
{{Clr}} |
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==Ribbons and Medals== |
==Ribbons and Medals== |
Revision as of 22:07, 22 November 2019
Page Contents Current As of Patch: | 2017-02-02 |
AF-4A Bandit | |||
Designed with mobility in mind, the lightweight alloys that make up Auraxis Firearm's AF-4A Bandit allows for faster movement while aiming without compromising on stopping power in close to medium ranges. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Carbines | ||
Fire Rate: | 632 RPM | ||
Muzzle Velocity: | 440m/s | ||
Effective Range: | Medium | ||
Fire Modes: | Automatic, Semi-Automatic | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Damage[?] | |||
Max Damage: | 167 before 10m | ||
Min Damage: | 112 after 70m | ||
Reload Speed | |||
Short Reload: | 2.68s | ||
Long Reload: | 3.075s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 180 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.03 |
Move: | 1.25 | 0.2 | |
Stand | Still: | 1.25 | 0.03 |
Move: | 1.75 | 0.35 | |
Bloom per Shot: | 0.12 | 0.06 | |
Sprint: | 5 | ||
Jump/Airborne: | 1.75 | ||
Recoil[?] | |||
Vertical: | 0.437 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.6 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 1.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | AF-4A Bandit API Data |
AF-4A Bandit AE | |||
Designed with mobility in mind, the lightweight alloys that make up Auraxis Firearm's AF-4A Bandit allows for faster movement while aiming without compromising on stopping power in close to medium ranges. | |||
Costs | |||
Cert Cost: | Unavailable | ||
DC Cost: | Unavailable | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Carbines | ||
Fire Rate: | 632 RPM | ||
Muzzle Velocity: | 440m/s | ||
Effective Range: | Medium | ||
Fire Modes: | Automatic, Semi-Automatic | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Damage[?] | |||
Max Damage: | 167 before 10m | ||
Min Damage: | 112 after 70m | ||
Reload Speed | |||
Short Reload: | 2.68s | ||
Long Reload: | 3.075s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 180 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.03 |
Move: | 1.25 | 0.2 | |
Stand | Still: | 1.25 | 0.03 |
Move: | 1.75 | 0.35 | |
Bloom per Shot: | 0.12 | 0.06 | |
Sprint: | 5 | ||
Jump/Airborne: | 1.75 | ||
Recoil[?] | |||
Vertical: | 0.437 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.6 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 1.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | AF-4A Bandit AE API Data | ||
Note: | Available as part of Fifth Anniversary Bundle. |
The New Conglomerate's AF-4A Bandit is a seemingly more close quarters oriented carbine over its standard issue predecessor the AF-19 Mercenary. It presents this by being more mobile when ADS (Aiming Down Sights, meaning your character moves around more quickly when ADS), having a higher RPM of 632 over the Mercenary's 600, whilst still retaining the New Conglomerate's hard hitting damage models. It also comes with slightly better hip-fire. But these desirable statistics come at the cost of low bullet velocity, lower accuracy and longer reloads.
Damage with Range:
167 @ 10 meters
143 @ 36 meters
125 @ 55 meters
112 @ 70 meters
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. | ||||||
DMO (3.4x) 49 OR 30 | Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges. | ||||||
HDS (3.4x) 49 OR 30 | Using a red dot reticle with 3.4x optical magnification, the TR's Holographic Dot Sight performs well in close and mid-range combat scenarios. | ||||||
TMS (4x) 49 OR 30 | Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency. | ||||||
ACS (4x) 49 OR 30 | The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use. |
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. | ||||||
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 | |||||||
---|---|---|---|---|---|---|---|
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. |
Ammo | |||||||
---|---|---|---|---|---|---|---|
Impact Ammunition 49 OR 100 | Increases the weapon's minimum damage from to , while reducing magazine size by . |
Effectiveness
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 70m | ||
Flash | - | 45 (on fire @ 36) | 67 (on fire @ 54) |
Composite Armor 4 | - | 59 (on fire @ 47) | 88 (on fire @ 70) |
Harasser | - | 116 (on fire @ 93) | 172 (on fire @ 138) |
Composite Armor 4 | - | 139 (on fire @ 111) | 207 (on fire @ 165) |
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) | 108 (on fire @ 86) |
Composite Armor 4 | - | 80 (on fire @ 64) | 118 (on fire @ 95) |
Valkyrie | Front/Side/Top/Rear | 180 (on fire @ 144) | 268 (on fire @ 215) |
Bottom | 360 (on fire @ 288) | 536 (on fire @ 429) | |
Composite Armor 4 | Front/Side/Top/Rear | 207 (on fire @ 166) | 309 (on fire @ 247) |
Bottom | 414 (on fire @ 331) | 617 (on fire @ 493) | |
Dervish | - | 140 (on fire @ 112) | 209 (on fire @ 167) |
Composite Armor 4 | - | 154 (on fire @ 123) | 230 (on fire @ 184) |
Liberator | - | Immune | |
Composite Armor 4 | - | Immune | |
Galaxy | - | Immune | |
Composite Armor 4 | - | Immune | |
Bastion Weak Point | - | Immune |
Ribbons and Medals
It is possible to get both Ribbons and Medals for using the AF-4A Bandit. Each Ribbon is a standard reward for achieving a set amount of kills with the AF-4A Bandit. Medals relate to how many overall kills you have with the AF-4A Bandit.
Ribbons
Ribbon | Icon | Requirements |
AF-4A Bandit Service Ribbon | 10 kills. |
Medals
Medal | Icon | Requirement | Award |
---|---|---|---|
No Medal | 0 kills | N/A | |
Copper Medal | 10 kills | 2 | |
Silver Medal | 60 kills | 10 | |
Gold Medal | 160 kills | 20 | |
Auraxium Medal | 1,160 kills | 200 |
History
- October 24, 2016 Update
- Min damage range from 60m to 70m
- 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.
- For the Serpent VE92, VX6-7, LC2 Lynx, LC3 Jaguar, GD-7F, and AF-4A Bandit, these values are slightly larger.
- Airborne CoF from 2 to 1.75
- Hipfire minimum cone of fire while airborne now uses the same minimum hipfire cone of fire as a player who is walking.
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