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BAR-ARX Feynman
The original BAR-100 was considered a failed project before corporate discovered that manufacturers were cutting costs by using a cheaper, if extremely lightweight, material in its construction. Most of the prototypes were discarded, but a few may still be found in the hands of collectors.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Scout Rifle
Fire Rate: 333 RPM
Muzzle Velocity: 600m/s
Fire Modes: Semi-Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 850 ms
Damage[?]
Max Damage: 250 before 10m
Min Damage: 225 after 75m
Reload Speed
Short Reload: 1.95s
Long Reload: 2.2s
Ammunition
Magazine Size: 20
Ammunition Pool: 120
Accuracy[?]
Hip Aim
Crouch Still: 2.5 0
Move: 3 0.15
Stand Still: 3 0
Move: 3.5 0.15
Bloom per Shot: 0.2 0.1
Recoil[?]
Vertical: 0.55
Horizontal, Min/Max: 0.2
Horizontal Tolerance: 0.4
Angle Min/Max: -2°/2°
Bias: ??
Recoil Decrease: 20
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

BAR-ARX Feynman API Data

Census LF API source: BAR-ARX Feynman API Data

The BAR-ARX Feynman is a scout rifle available to Nanite Systems Operatives. It is unlocked upon completion of the Master Scout Rifles directive.

The BAR-ARX Feynman is an "auraxium" variant of the BAR-100, sharing much of the same design philosophy. The Feynman to gears the BAR-100 design towards a closer-ranged, higher-uptime playstyle—at the cost of velocity and fall-off range by firing faster with a quicker reload and, most noticeably, an improved 0.75x movement speed multiplier while aiming.

The Feynman is the only weapon in the game with access to a dedicated underbarrel Havoc Launcher attachment. Although the Adaptive Class Underbarrel on the NS-66 Punisher can also launch underbarrel havoc grenades, it can only do so when wielded by a Heavy Assault, while the Feynman provides all operative infantry classes except the Light Assault access to this attachment.

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.
SCION X6

29 OR 30
The SCION X6 is the lowest range of any optic can still be considered a "sniper scope." The six times zoom depth provides flexibility at mid to long range.
THM-6

29 OR 30
This 6x thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness.
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.
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
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%.
Havoc Launcher

99 OR 200
This underbarrel Havoc launcher fires a non-lethal grenade that prevents mechanical targets from being repaired. Increases the equip time of the attached weapon by 0.25 seconds.
Pressing Gear Slot 1 hotkey will toggle the attachment.
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.
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
Heavy Magazine

99 OR 200
Increases magazine size by 5 rounds, but increases hipfire cone of fire by 20%.
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.

  • 250 before 10 meters (15 meters) (8 meters)
  • 225 after 75 meters (75 meters) (95 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10mAfter 75m
Infantry Head 23
Torso 4(4)5(5)
Legs 5(5)5(5)
Infiltrator Head 22
Torso 4(4)4(4)
Legs 4(4)5(5)
Heavy Assault Overshield Head 34
Torso 6(6)7(7)
Legs 7(7)8(8)
MAX Head 2023
Torso 40(50)45(56)
Legs 45(56)50(62)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 75m
Link=FlashFlash - 30 (on fire @ 24) 34 (on fire @ 27)
Composite Armor 4 - 39 (on fire @ 32) 44 (on fire @ 35)
Link=HarasserHarasser - 77 (on fire @ 62) 86 (on fire @ 69)
Composite Armor 4 - 93 (on fire @ 74) 103 (on fire @ 83)
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 - 48 (on fire @ 39) 54 (on fire @ 43)
Composite Armor 4 - 53 (on fire @ 43) 59 (on fire @ 47)
Valkyrie Front/Side/Top/Rear 120 (on fire @ 96) 134 (on fire @ 107)
Bottom 240 (on fire @ 192) 267 (on fire @ 214)
Composite Armor 4 Front/Side/Top/Rear 138 (on fire @ 111) 154 (on fire @ 123)
Bottom 276 (on fire @ 221) 307 (on fire @ 246)
Dervish - 94 (on fire @ 75) 104 (on fire @ 83)
Composite Armor 4 - 103 (on fire @ 83) 115 (on fire @ 92)
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 BAR-ARX Feynman. Each ribbon is a standard reward for achieving a set amount of kills with the rifle. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
BAR-ARX Feynman
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

History[]