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AR-101
The AR-101 was quick to follow its predecessor's design, with modest modifications that include additional stopping power and controllability at cost to rate of fire.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Assault Rifles
Fire Rate: 632 RPM
Muzzle Velocity: 575m/s
Effective Range: Long
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 650 ms
Damage[?]
Max Damage: 150 before 15m
Min Damage: 125 after 90m
Reload Speed
Short Reload: 2s
Long Reload: 2.35s
Ammunition
Magazine Size: 30
Ammunition Pool: 210
Accuracy[?]
Hip Aim
Crouch Still: 1.5 0.1
Move: 1.75 0.15
Stand Still: 2 0.1
Move: 2.5 0.25
Bloom per Shot: 0.11 0.055
Recoil[?]
Vertical: 0.25
Horizontal, Min/Max: 0.2/0.2
Horizontal Tolerance: 0.3
Angle Min/Max: -1°/1°
Bias: ← = →
Recoil Decrease: 20
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

AR-101 API Data

Census LF API source: AR-101 API Data

The AR-101 is an assault rifle available to Nanite Systems Operatives. It is unlocked through purchase with Certification Points or Daybreak Cash

The AR-101 is a side-grade to the AR-100. In exchange for an even lower rate-of-fire and slightly slower reload time, the AR-101 earns a faster muzzle velocity and far more favorable damage fall-off, dealing 150 damage out to its maximum damage range and only dropping off one tier, keeping the weapon's bullets-to-kill stable out to a much longer range.

Attachments[]

Attachments
Optic
THM-1

29 OR 30
This low-range thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness.
ABLE 1.0

29 OR 30
The ABLE 1.0 uses a blue dot reflex for snappy target acquisition at close range.
More reticles for this sight available, see full article.
ABLE 2.0

29 OR 30
This enhanced ABLE optic increases zoom depth by up to two times, and uses a simple blue dot for close-mid range accuracy.
More reticles for this sight available, see full article.
ABLE 3.4

29 OR 30
The ABLE 3.4x optic provides more zoom depth than a standard reflex, with a blue dot reticle for mid-range engagements.
More reticles for this scope available, see full article.
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.
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.
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.
Extended Magazine

99 OR 200
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.
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.
Underbarrel Shotgun

49 OR 100
A single-shot shotgun round 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.
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.

  • 150 before 15 meters (20 meters) (13 meters)
  • 143 at 36 meters (40 meters) (40 meters)
  • 125 after 90 meters (90 meters) (110 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-15m15-36m36-90m
Infantry Head 444
Torso 7(7)7(7)8(8)
Legs 8(8)8(8)9(9)
Infiltrator Head 344
Torso 6(6)7(7)8(8)
Legs 7(7)7(7)8(8)
Heavy Assault Overshield Head 566
Torso 10(10)11(11)12(12)
Legs 11(11)12(12)13(13)
MAX Head 343540
Torso 67(84)70(88)80(100)
Legs 75(93)78(98)89(112)
Theoretical Time To Kill
Infantry Body part 0m 15m 36m 90m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.285s 0.311s - 0.347s - 0.441s -
Torso 0.57s 0.596s - 0.632s - 0.821s -
Infiltrator Head 0.19s 0.216s - 0.347s - 0.441s -
Torso 0.475s 0.501s - 0.632s - 0.821s -
Heavy Assault Head 0.38s 0.406s - 0.537s - 0.631s -
Torso 0.854s 0.881s - 1.012s - 1.201s -
MAX Head 3.133s 3.159s - 3.29s - 3.859s -
Torso 6.266s 6.292s 7.906s 6.613s 8.322s 7.657s 9.555s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 90m
Link=FlashFlash - 50 (on fire @ 40) 60 (on fire @ 48)
Composite Armor 4 - 65 (on fire @ 52) 78 (on fire @ 63)
Link=HarasserHarasser - 129 (on fire @ 103) 154 (on fire @ 124)
Composite Armor 4 - 154 (on fire @ 124) 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 - 80 (on fire @ 64) 96 (on fire @ 77)
Composite Armor 4 - 88 (on fire @ 71) 106 (on fire @ 85)
Valkyrie Front/Side/Top/Rear 200 (on fire @ 160) 240 (on fire @ 192)
Bottom 400 (on fire @ 320) 480 (on fire @ 384)
Composite Armor 4 Front/Side/Top/Rear 230 (on fire @ 184) 276 (on fire @ 221)
Bottom 460 (on fire @ 368) 552 (on fire @ 442)
Dervish - 156 (on fire @ 125) 187 (on fire @ 150)
Composite Armor 4 - 172 (on fire @ 137) 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 AR-101. Each ribbon is a standard reward for achieving a set amount of kills with the assault rifle. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
AR-101
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 AR-101 contribute towards the Assault Rifles directive tree.

History[]