Page Contents Current As of Patch: 2021-01-27
Cycler TRV
Cycler TRV.png
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: Icon TR.png
Can Use: Icon Combat Medic.png
Weapon Type: Assault Rifles
Fire Rate: 845 RPM
Muzzle Velocity: 550m/s
Effective Range: Close to medium
Fire Modes: Automatic,
Semi-Automatic
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 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, Icon NC.png GR-22, and Icon VS.png 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.

Damage Fall-off[edit | edit source]

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)

Attachments[edit | edit source]

Available attachments
Optics
HS/NV Scope (1x) Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
Ns weapon scope hsnv scope.png
30Certification Points 50Daybreak Cash
RTA Reflex Sight (1x) 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.
Icon weaponAttachment tr redDotSight01.png
30Certification Points 50Daybreak Cash
MH2 Reflex Sight (2x) 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.
Icon weaponAttachment tr redDotSight05.png
30Certification Points 50Daybreak Cash
DMO (3.4x) Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
Tr weapon scope dmo x3.4.png
30Certification Points 50Daybreak Cash
HDS (3.4x) 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.
Tr weapon scope hds x3.4.png
30Certification Points 50Daybreak Cash
TMS (4x) Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
Tr weapon scope tms x4.png
30Certification Points 50Daybreak Cash
ACS (4x) The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
Tr weapon scope acs x4.png
30Certification Points 50Daybreak Cash
Barrel Attachments
Suppressor 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%.
Suppressor (TR).png
100Certification Points 75Daybreak Cash
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.
Flash Suppressor (TR).png
100Certification Points 75Daybreak Cash
Rail Attachments
Darklight Flashlight The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
Flashlight.png
100Certification Points 75Daybreak Cash
Advanced Laser Sight An advanced laser sight increases hipfire accuracy by 40%.
Advanced Laser Sight.png
200Certification Points 150Daybreak Cash
Forward Grip A forward grip increases control of the weapon, reducing horizontal recoil by 25%.
For full details, see main article.
Forward Grip (TR).png
100Certification Points 75Daybreak Cash
Ammo
Soft Point Ammunition Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%.
Extended Magazine (TR).png
100Certification Points 75Daybreak Cash

Effectiveness[edit | edit source]

Theoretical Time To Kill
Infantry Body part 0m 10m 60m
Normal Suit Normal Suit
Icon Light Assault.pngInfantry Head 0.213s 0.231s - 0.393s -
Torso 0.426s 0.444s 0.586s 0.748s 0.961s
Icon Infiltrator.pngInfiltrator Head 0.213s 0.231s - 0.393s -
Torso 0.426s 0.444s 0.515s 0.677s 0.89s
Icon MAX.pngMAX Head 2.414s 2.432s - 3.588s -
Torso 4.899s 4.918s 6.196s 7.139s 8.914s
Versus Infantry
Infantry Body part Shots to Kill
Before 10m After 60m
Icon Light Assault.pngInfantry Head 4 5
Torso 7(9) 10(13)
Legs 8(10) 12(14)
Icon Infiltrator.pngInfiltrator Head 4 5
Torso 7(8) 9(12)
Legs 7(9) 10(13)
Icon Heavy Assault.pngHeavy Assault Overshield Head 6 8
Torso 11(13) 15(19)
Legs 12(15) 17(21)
Icon MAX.pngMAX Head 35 50
Torso 70(88) 100(125)
Legs 78(98) 112(139)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 53 (on fire @ 42) 75 (on fire @ 60)
Composite Armor 5 - 69 (on fire @ 55) 98 (on fire @ 78)
Link=HarasserHarasser - 135 (on fire @ 108) 193 (on fire @ 154)
Composite Armor 5 - 162 (on fire @ 130) 231 (on fire @ 185)
Sunderer Diagram.pngSunderer - Immune
Blockade Armor 5 - Immune
Deployment Shield 4 - Immune
ANT Diagram.pngANT - Immune
Lightning Diagram.pngLightning Front/Top Immune
Side
Rear
Prowler Diagram.pngProwler Front/Top Immune
Side
Rear
Magrider Diagram.pngMagrider Front/Top Immune
Side
Rear
Vanguard Diagram.pngVanguard Front/Top Immune
Side
Rear
Mosquito Diagram.pngReaver Diagram.pngScythe Diagram.pngESF - 84 (on fire @ 68) 120 (on fire @ 96)
Composite Armor 5 - 93 (on fire @ 74) 132 (on fire @ 106)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 210 (on fire @ 168) 300 (on fire @ 240)
Bottom 420 (on fire @ 336) 600 (on fire @ 480)
Composite Armor 5 Front/Side/Top/Rear 242 (on fire @ 194) 345 (on fire @ 276)
Bottom 483 (on fire @ 387) 690 (on fire @ 552)
Liberator Diagram.pngLiberator - Immune
Composite Armor 5 - Immune
Galaxy Diagram.pngGalaxy - Immune
Composite Armor 5 - Immune
Bastion Fleet Carrier Diagram.pngBastion Weak Point - Immune

Community General Tips and Strategies[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]

It is possible to get both Ribbons and Medals for using the Cycler TRV. Each Ribbon is a standard reward for achieving a set amount of kills with the Cycler TRV. Medals relate to how many overall kills you have with the Cycler TRV.

Ribbons[edit | edit source]

Ribbon Icon Requirements
Cycler TRV Service Ribbon
Assault Rifle Ribbon.png
10 kills.
Find out more on the Service Ribbons article.


Medals[edit | edit source]

Medal Icon Requirement Award
No Medal
Medal Empty.png
0 kills N/A
Copper Medal
Medal Copper.png
10 kills 2Certification Points
Silver Medal
Medal Silver.png
60 kills 10Certification Points
Gold Medal
Medal Gold.png
160 kills 20Certification Points
Auraxium Medal
Medal Auraxium.png
1,160 kills 200Certification Points

History[edit | edit source]

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