Page Contents Current As of Patch: | 2022-07-20 |
Betelgeuse 54-A | |||
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Orion's largest star also shines brightly as a powerful, accurate LMG capable of sustained suppressing fire. Plagued by multiple redesigns during its troubled development, the third and final iteration proved itself as a favorite amongst the VS. | |||
Costs | |||
Cert Cost: | Unavailable ![]() | ||
DC Cost: | Unavailable ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() | ||
Weapon Type: | LMG | ||
Fire Rate: | 750 RPM | ||
Muzzle Velocity: | 540m/s | ||
Effective Range: | Close-Medium | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 1050 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 112 after 65m | ||
Reload Speed | |||
Reload Speed: | 3s | ||
Heat Reload Stats[?] | |||
Heat Recovery: | 232 | ||
Heat Recovery Delay: | 0.572s | ||
Overheat Penalty: | 3s | ||
Ammunition | |||
Magazine Size: | 46 | ||
Ammunition Pool: | ![]() | ||
Heat per Shot: | 22 | ||
Heat Capacity: | 999 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 2.25 | 0.1 |
Move: | 2.75 | 0.2 | |
Stand | Still: | 2.5 | 0.1 |
Move: | 3.25 | 0.4 | |
Bloom per Shot: | 0.1 | 0.05 | |
Recoil[?] | |||
Vertical: | 0.4 | ||
Horizontal, Min/Max: | 0.22/0.22 | ||
Horizontal Tolerance: | 0.8 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 13 | ||
First Shot Recoil Multiplier: | 2.25x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Betelgeuse 54-A API Data |
The 'Betelgeuse 54-A is a light machine gun available to the Vanu Sovereignty. It is unlocked upon completion of the Master Light Machine Guns directive.
The Betelgeuse 54-A is an 'auraxium' variant of the Orion VS54, sharing most of the same base stats and decorated with a special 'auraxium' camo.
Compared to its base variant, the Betelgeuse 54-A features a heat-based ammunition pool rather than the standard magazine-based ammo system of the Orion VS54, and the weapon no longer has a long reload penalty. In exchange, the theoretical magazine size of the weapon is reduced by 4 rounds.
Attachments[]
Attachments |
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Optic | |||||||
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HS/NV Scope (1x)![]() ![]() ![]() | Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers. | ||||||
HPR Reflex (1x)![]() ![]() ![]() | Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail. More reticles for this sight available, see full article. | ||||||
VHO Reflex (2x)![]() ![]() ![]() | The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios. More reticles for this sight available, see full article. | ||||||
VMS (3.4x)![]() ![]() ![]() | The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalist chevron reticle inside of its Vanu-styled housing. | ||||||
V3 Holo (3.4x)![]() ![]() ![]() | Within its ornate triangular hosuing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios. | ||||||
OG-4 (4x)![]() ![]() ![]() | Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights. | ||||||
CSZ (4x)![]() ![]() ![]() | The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle. |
Barrel | |||||||
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Flash Suppressor![]() ![]() ![]() | 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![]() ![]() ![]() | 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. |
Rail | |||||||
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Angled Forward Grip![]() ![]() ![]() | 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![]() ![]() ![]() | 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. | ||||||
Forward Grip![]() ![]() ![]() | A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec. | ||||||
Laser Sight![]() ![]() ![]() | A laser sight increases the user's hipfire accuracy by 33%. |
Ammo | |||||||
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High Velocity Ammunition![]() ![]() ![]() | 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![]() ![]() ![]() | Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%. |
Heat[]
- Main article: Weapon Mechanics#Heat
The Betelgeuse 54-A uses a heat-based ammo pool, in contrast to the standard magazine-based ammo system most infantry weaponry uses. Heat provides a meter that fills upon firing, and dissipates when not firing.
The Betelgeuse has a heat threshold of 999 and generates 22 heat per shot, leading to a theoretical magazine size of 46 rounds. It has a recovery delay of 0.572 seconds before dissipating 232 heat per second, and must be reloaded when overheated.
Manually reloading the Betelgeuse 54-A is possible at any heat level, with a 3 second reload time, although the weapon will not dissipate heat until reloaded if the meter is filled to its capacity.
Damage Fall-off[]
- 143 before 10 meters.
- 125 at 41 meters.
- 112 after 65 meters
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 65m | ||
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- | 53 (on fire @ 42) | 67 (on fire @ 54) |
Composite Armor 4 | - | 69 (on fire @ 55) | 88 (on fire @ 70) |
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- | 135 (on fire @ 108) | 172 (on fire @ 138) |
Composite Armor 4 | - | 162 (on fire @ 130) | 207 (on fire @ 165) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 84 (on fire @ 68) | 108 (on fire @ 86) |
Composite Armor 4 | - | 93 (on fire @ 74) | 118 (on fire @ 95) |
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Front/Side/Top/Rear | 210 (on fire @ 168) | 268 (on fire @ 215) |
Bottom | 420 (on fire @ 336) | 536 (on fire @ 429) | |
Composite Armor 4 | Front/Side/Top/Rear | 242 (on fire @ 194) | 309 (on fire @ 247) |
Bottom | 483 (on fire @ 387) | 617 (on fire @ 493) | |
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- | 164 (on fire @ 131) | 209 (on fire @ 167) |
Composite Armor 4 | - | 180 (on fire @ 144) | 230 (on fire @ 184) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Betelgeuse 54-A. Each ribbon is a standard reward for achieving a set amount of kills with the machine gun. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Betelgeuse 54-A Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
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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 ![]() |
Trivia[]
- The Betelgeuse 54-A is named after 'Betelgeuse', a star within the Orion constellation (after which the Orion VS54 draws its name). Betelgeuse is notable for being Orion's second brightest star, and a distinctly reddish-orange one whose brightness has varied wildly throughout the years and which is theorized to have already reached the end of its life.
History[]
- August 30, 2014 Update
- Removed barrel attachment
- Min/max horizontal recoil increased from 0.17/0.19125 to 0.2/0.225
- Horizontal recoil tolerance increased from 0.85 to 0.9
- Hip cone of fire bloom per shot reduced from 0.12 to 0.1
- Aimed cone of fire bloom per shot reduced from 0.06 to 0.05
- Added heat mechanic
- Removed barrel attachment
- October 29, 2015 Update
- ADS movement modifier to 0.5, from 0.75
- ADS CoF recoil to 0.04, from 0.05
- Horizontal recoil to 0.22/0.22, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Standing hipfire to 2.5, from 2.75
- Moving hipfire to 3.25, from 3.5
- Projectile velocity to 540, from 570
- Decreased heat bleedoff speed by 20%
- February 2, 2017 Update
- Damage from 143@10m-125@65m to 143@10m-112@65m
- July 1, 2021 Update (_Integration)
- Must now be reloaded when overheated.
- Heat bleedoff rate from 240 per sec. to 200 per sec. (1000 maximum heat.)
- Loadout UI now properly states 50 rounds magazine (not the 65 it's never been.)
- March 30, 2022 Update (The Arsenal Update)
- Aim down sights CoF bloom from 0.04 to 0.05
- Consecutive shots before overheat from 50 to 40.
- Overheat penalty from 3.28sec. to 3.444sec.
- Heat recovery delay from 0.5sec. to 0.572sec.
- Heat ammo recovery from 10 rounds per second to 9.28 rounds per second.
- Dev Note: This weapon mostly receives usability nerfs, but has been indirectly brought in line with cross-faction alternatives through attachment selection.
- May 4, 2022 Update
- Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.
- Reload/Overheat penalty from 3.44 to 3sec.
- Shots before overheat from 40 to 45.
- Dev Note: Realistically, the Betelgeuse didn't need any buffs, and this change is only to bring back a portion of its "LMG high-mag" feel, that was remarked on as missing by players. It may receive drawbacks in other areas in the future.
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