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Page Contents Current As of Patch: 2022-11-17
AF-57 Piston
Striking a balance between stopping power and rounds per minute, the fully automatic AF-57 Piston is the preferred shotgun for close-quarters combat.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Shotguns
Fire Rate: 260 RPM
Muzzle Velocity: 300m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 1.5x
ADS Move Speed Multiplier: 0.75x
Damage[?]
Max Damage:
112x6
672
before 5m
Min Damage:
50x6
300
after 20m
Reload Speed
Short Reload: 2.6s
Long Reload: 3.8s
Ammunition
Magazine Size: 6
Ammunition Pool: 54
Pellet Count: 6
Accuracy[?]
Hip Aim
Crouch Still: 0.15 0.15
Move: 0.15 0.15
Stand Still: 0.15 0.15
Move: 0.15 0.15
Bloom per Shot: 0.3 0.15
Sprint: 5
Jump/Airborne: 6
Pellets Spread: 4
Recoil[?]
Vertical: 2
Horizontal, Min/Max: 0.95/0.95
Horizontal Tolerance: 5
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 8
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

AF-57 Piston API Data

Census LF API source: AF-57 Piston API Data

The AF-57 Piston is a shotgun available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Auraxis Firearms - 57 Piston is a fully-automatic shotgun that sacrifices range, accuracy, and reload speed for raw damage-per-second and ease of use.

Compared to the Mauler S6, the New Conglomerate's standard issue shotgun, the Piston features a higher firerate and deals more damage within 10 meters, but is punished with a far steeper damage drop-off over range, as well as more wild pellet spread and a longer reload time.

The AF-57 Piston, AS16 NightHawk, and Pandora VX25 are statistically nigh-identical weapons, with the only difference found in the Vanu option's muzzle velocity, which is lowered in exchange for the faction's 'no bullet drop' trait.

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.
Barrel
Smart-Choke

49 OR 100
A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip.
Rail
Comfort Grip

49 OR 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
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 2 rounds, and the weapon takes 15% longer to equip and unequip.
MPL

49 OR 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition

49 OR 100
Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 1.
Slug Ammunition

49 OR 100
The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range.

Effectiveness[]

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Infantry Head 13
Torso 2(2)4(4)
Legs 2(2)4(4)
Infiltrator Head 12
Torso 2(2)3(3)
Legs 2(2)4(4)
Heavy Assault Overshield Head 24
Torso 3(3)5(5)
Legs 3(3)6(6)
MAX Head 1023
Torso 15(19)34(42)
Legs 17(21)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Infantry Head 0s 0.017s - 0.528s -
Torso 0.231s 0.247s - 0.759s -
Infiltrator Head 0s 0.017s - 0.297s -
Torso 0.231s 0.247s - 0.528s -
Heavy Assault Head 0.231s 0.247s - 0.759s -
Torso 0.462s 0.478s - 0.99s -
MAX Head 2.077s 2.094s - 5.144s -
Torso 3.231s 3.247s 4.171s 7.682s 9.528s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 12 (on fire @ 9) 25 (on fire @ 20)
Composite Armor 4 - 15 (on fire @ 12) 33 (on fire @ 26)
Link=HarasserHarasser - 29 (on fire @ 23) 65 (on fire @ 52)
Composite Armor 4 - 35 (on fire @ 28) 77 (on fire @ 62)
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 - 18 (on fire @ 15) 40 (on fire @ 32)
Composite Armor 4 - 20 (on fire @ 16) 44 (on fire @ 36)
Valkyrie Front/Side/Top/Rear 45 (on fire @ 36) 100 (on fire @ 80)
Bottom 90 (on fire @ 72) 200 (on fire @ 160)
Composite Armor 4 Front/Side/Top/Rear 52 (on fire @ 42) 115 (on fire @ 92)
Bottom 103 (on fire @ 83) 230 (on fire @ 184)
Dervish - 35 (on fire @ 28) 78 (on fire @ 63)
Composite Armor 4 - 39 (on fire @ 31) 86 (on fire @ 69)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-15mAfter 60m
Infantry Head 23
Torso 2(2)4(4)
Legs 2(2)5(5)
Infiltrator Head 23
Torso 2(2)4(4)
Legs 2(2)4(4)
Heavy Assault Overshield Head 24
Torso 3(3)6(6)
Legs 3(3)7(7)
MAX Head 1227
Torso 18(23)40(50)
Legs 20(25)45(56)
Theoretical Time To Kill
Infantry Body part 0m 15m 60m
Normal Suit Normal Suit
Infantry Head 0.231s 0.281s - 0.662s -
Torso 0.231s 0.281s - 0.892s -
Infiltrator Head 0.231s 0.281s - 0.662s -
Torso 0.231s 0.281s - 0.892s -
Heavy Assault Head 0.231s 0.281s - 0.892s -
Torso 0.462s 0.512s - 1.354s -
MAX Head 2.538s 2.588s - 6.2s -
Torso 3.923s 3.973s 5.127s 9.2s 11.508s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 60m
Link=FlashFlash - 14 (on fire @ 11) 30 (on fire @ 24)
Composite Armor 4 - 18 (on fire @ 14) 39 (on fire @ 32)
Link=HarasserHarasser - 35 (on fire @ 28) 77 (on fire @ 62)
Composite Armor 4 - 42 (on fire @ 33) 93 (on fire @ 74)
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 - 22 (on fire @ 18) 48 (on fire @ 39)
Composite Armor 4 - 24 (on fire @ 19) 53 (on fire @ 43)
Valkyrie Front/Side/Top/Rear 54 (on fire @ 43) 120 (on fire @ 96)
Bottom 108 (on fire @ 86) 240 (on fire @ 192)
Composite Armor 4 Front/Side/Top/Rear 62 (on fire @ 50) 138 (on fire @ 111)
Bottom 124 (on fire @ 99) 276 (on fire @ 221)
Dervish - 42 (on fire @ 34) 94 (on fire @ 75)
Composite Armor 4 - 46 (on fire @ 37) 103 (on fire @ 83)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Infantry Head 23
Torso 3(3)4(4)
Legs 3(3)4(4)
Infiltrator Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
Heavy Assault Overshield Head 34
Torso 4(4)5(5)
Legs 4(4)6(6)
MAX Head 1523
Torso 23(28)34(42)
Legs 25(31)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Infantry Head 0.231s 0.247s - 0.528s -
Torso 0.462s 0.478s - 0.759s -
Infiltrator Head 0.231s 0.247s - 0.297s -
Torso 0.231s 0.247s - 0.528s -
Heavy Assault Head 0.462s 0.478s - 0.759s -
Torso 0.692s 0.709s - 0.99s -
MAX Head 3.231s 3.247s - 5.144s -
Torso 5.077s 5.094s 6.247s 7.682s 9.528s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 17 (on fire @ 14) 25 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 33 (on fire @ 26)
Link=HarasserHarasser - 43 (on fire @ 35) 65 (on fire @ 52)
Composite Armor 4 - 52 (on fire @ 42) 77 (on fire @ 62)
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 - 27 (on fire @ 22) 40 (on fire @ 32)
Composite Armor 4 - 30 (on fire @ 24) 44 (on fire @ 36)
Valkyrie Front/Side/Top/Rear 67 (on fire @ 54) 100 (on fire @ 80)
Bottom 134 (on fire @ 107) 200 (on fire @ 160)
Composite Armor 4 Front/Side/Top/Rear 77 (on fire @ 62) 115 (on fire @ 92)
Bottom 154 (on fire @ 123) 230 (on fire @ 184)
Dervish - 52 (on fire @ 42) 78 (on fire @ 63)
Composite Armor 4 - 58 (on fire @ 46) 86 (on fire @ 69)
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-57 Piston. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
AF-57 Piston
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-57 Piston contribute towards the Shotguns directive tree.

History []

November 17, 2022 Update (10-Year Anniversary)

  • Maximum damage from 125 to 112.
  • Magazine size from 8 to 6.
  • Ammo capacity from 56 to 54.

March 30, 2022 Update (The Arsenal Update)

  • Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
  • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
  • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.

January 12, 2017 Hotfix

  • Max damage from 125@8m to 125@5m
  • Min damage from 45@18m to 50@20m
  • Magazine size from 6 to 8
  • Ext. Mags bonus from 4 to 2
  • Ammo capacity from 48 to 56
  • ADS pellet spread from 4 to 3.5
  • Cone of Fire bloom from 0.5 to 0
  • Projectile velocity from 300 to 275
  • Vertical recoil from 1.5 to 2
  • Horizontal recoil from 0.2 to 0.95
  • Horizontal recoil tolerance from 0.4 to 5
  • Hipfire recoil recovery rate from 12 to 8

May 19, 2015 Update

  • Price from from 750 Certification Points/700 Daybreak Cash to 1000 Certification Points/699 Daybreak Cash.

Game Update Number 11

  • Maximum damage reduced from 134 to 125
  • Minimum damage reduced from 50 to 45
  • Slug ammunition minimum damage reduced from 360 to 334

Game Update Number 9

  • Decreased from 1000 Certification Points/700 Daybreak Cash to 750 Certification Points/700 Daybreak Cash.

Game Update Number 6

  • Rate of fire slowed down to 260 RPM.
  • Short reload time slowed down to 2600 MS (long reload unchanged).
  • Recoil recovery rate slowed down to 12 degrees per second, from 15.
  • Minimum damage lowered to 50 per pellet.
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