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Page Contents Current As of Patch: 2022-03-30
Cycler TRV
The Cycler TRV's fast rate of fire makes it extremely effective in close quarters, though that same rate of fire and high recoil limits its effectiveness at long range when firing in full-auto.
Costs
Cert Cost: 650 Certification Points
DC Cost: 499 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Assault Rifles
Fire Rate: 845 RPM
Muzzle Velocity: 550m/s
Fire Modes: Auto,
Semi-Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 650 ms
Damage[?]
Max Damage: 143 before 10m
Min Damage: 100 after 60m
Reload Speed
Short Reload: 3.12s
Long Reload: 4.13s
Ammunition
Magazine Size: 40
Ammunition Pool: 240
Accuracy[?]
Hip Aim
Crouch Still: 2 0.1
Move: 2.5 0.2
Stand Still: 2.5 0.1
Move: 3 0.35
Bloom per Shot: 0.1 0.05
Recoil[?]
Vertical: 0.25
Horizontal, Min/Max: 0.272/0.295
Horizontal Tolerance: 0.816
Angle Min/Max: -20°/-17°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 3x
Data Sources?
Census DBG API source:

Cycler TRV API Data

Census LF API source: Cycler TRV API Data

The Cycler TRV is an assault rifle available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Cycler TRV is the Republic's highest damage-per-second rifle, with the highest damage output of any faction's assault rifle options, with the weapon's time-to-kill advantage particularly evident when bodyshot damage is taken into account. In exchange, the Cycler TRV is a wild and uncontrollable beast with harsh recoil and steep damage fall-off, heavily limiting the rifle's range.

The Cycler TRV's closest analogues are the TAR, GR-22, and H-V45, assault rifles that fire 45 RPM slower in exchange for faster reload speeds, vastly superior hip accuracy, and 0.75x ADS movement speed multipliers, though are similarly as ineffective at range at the Cycler TRV for the same reasons.

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.
RTA Reflex Sight (1x)

49 OR 30
The TR's Rapid Target Acquisition sight provides no magnification, but uses a clear red dot sight for close-combat situations.
More reticles for this scope available, see full article.
MH2 Reflex Sight (2x)

49 OR 30
The Terran MH2 features 2x magnification inside of a holographic red dot sight, giving it the advantage in urban combat situations.
More reticles for this scope available, see full article.
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.
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.
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.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
Ammo
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

  • 143 at 10 meters (15 meters)
  • 125 at 30 meters (33 meters)
  • 112 at 46 meters (47 meters)
  • 100 at 60 meters (60 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-30m30-46m46-60m
Infantry Head 4455
Torso 7(7)8(8)9(9)10(10)
Legs 8(8)9(9)10(10)12(12)
Infiltrator Head 4455
Torso 7(7)8(8)9(9)9(9)
Legs 7(7)8(8)9(9)10(10)
Heavy Assault Overshield Head 6678
Torso 11(11)12(12)13(13)15(15)
Legs 12(12)13(13)15(15)17(17)
MAX Head 35404550
Torso 70(88)80(100)90(112)100(125)
Legs 78(98)89(112)100(125)112(139)
Theoretical Time To Kill
Infantry Body part 0m 10m 30m 46m 60m
Normal Suit Normal Suit Normal Suit Normal Suit
Infantry Head 0.213s 0.231s - 0.268s - 0.368s - 0.393s -
Torso 0.426s 0.444s - 0.552s - 0.652s - 0.748s -
Infiltrator Head 0.213s 0.231s - 0.268s - 0.368s - 0.393s -
Torso 0.426s 0.444s - 0.552s - 0.652s - 0.677s -
Heavy Assault Head 0.355s 0.373s - 0.41s - 0.51s - 0.606s -
Torso 0.71s 0.728s - 0.836s - 0.936s - 1.103s -
MAX Head 2.414s 2.432s - 2.824s - 3.208s - 3.588s -
Torso 4.899s 4.918s 6.196s 5.664s 7.084s 6.403s 7.965s 7.139s 8.914s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 53 (on fire @ 42) 75 (on fire @ 60)
Composite Armor 4 - 69 (on fire @ 55) 98 (on fire @ 78)
Link=HarasserHarasser - 135 (on fire @ 108) 193 (on fire @ 154)
Composite Armor 4 - 162 (on fire @ 130) 231 (on fire @ 185)
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 - 84 (on fire @ 68) 120 (on fire @ 96)
Composite Armor 4 - 93 (on fire @ 74) 132 (on fire @ 106)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 300 (on fire @ 240)
Bottom 420 (on fire @ 336) 600 (on fire @ 480)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 345 (on fire @ 276)
Bottom 483 (on fire @ 387) 690 (on fire @ 552)
Dervish - 164 (on fire @ 131) 234 (on fire @ 187)
Composite Armor 4 - 180 (on fire @ 144) 257 (on fire @ 206)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Community General Tips and Strategies[]

  • The Cycler TRV has the fastest body-shot time-to-kill of any automatic infantry weapon in the Terran arsenal, making it useful for players who struggle to get headshots.
  • Note that the Cycler TRV sacrifices velocity, damage range, reload speed, aimed accuracy and, most notably, hip-fire accuracy for the incredibly high damage-per-second. Choose the TRV wisely.
  • Thanks to the high rate-of-fire, the low hip-fire accuracy can be offset by a higher density of bullets. Though aiming is preferable, do not be afraid to hip-fire at close ranges.
  • The weapon has a very long reload time, ensure your safety before reloading and don't be afraid to use your sidearm.
  • Though the weapon's accuracy can suffer at longer ranges, the recoil isn't unmanageable at medium ranges. Don't feel limited by the "close-quarters" label.

TAR vs Cycler TRV[]

Both assault rifles are great in close quarters, leaving their usage down to personal preference. Their purchase costs are identical and are useful in similar playstyles. The Cycler TRV has a higher rate of fire and slightly less recoil, whereas the TAR allows you to stay more mobile, with a 0.75x ADS movement multiplier and tighter hip-fire cone-of-fire.

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the Cycler TRV. 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
Cycler TRV
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 Cycler TRV contribute towards the Assault Rifles directive tree.

History[]

Trivia[]

  • Prior to the release of PlanetSide 2, the Cycler TRV was known as the RF-3. It was renamed during the interim between the end of the Beta and the release of the game.
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