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Page Contents Current As of Patch: 2022-05-04
DMR-99
Though not currently in production, the Terran Republic's powerful DMR-99 has a following of designated marksmen who swear by the weapon's long range precision.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Scout Rifles
Fire Rate: 333 RPM
Muzzle Velocity: 600m/s
Effective Range: Long
Fire Modes: Semi-Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 850 ms
Damage[?]
Max Damage: 250 before 15m
Min Damage: 225 after 75m
Reload Speed
Short Reload: 2.5s
Long Reload: 3.4s
Ammunition
Magazine Size: 25
Ammunition Pool: 150
Accuracy[?]
Hip Aim
Crouch Still: 3 0
Move: 3.5 0.15
Stand Still: 3.5 0
Move: 4 0.15
Bloom per Shot: 0.2 0.1
Recoil[?]
Vertical: 0.51
Horizontal, Min/Max: 0.135/0.135
Horizontal Tolerance: 0.35
Angle Min/Max: 25°/25°
Bias:
Recoil Decrease: 15
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

DMR-99 API Data

Census LF API source: DMR-99 API Data

The DMR-99 is a scout rifle available to the Terran Republic. It is unlocked upon completion of the Master Scout Rifles directive.

The Designated Marksman Rifle - 99 is an 'auraxium' variant of the AMR-66, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the DMR-99 features a built-in Compensator and Forward Grip (without the equip time penalty) along with a 20% increase to its magazine size.

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.
S3 (6x)

49 OR 30
The 6x magnified S3 comes standard on many Terran sniper rifles. Its moderate zoom level and mil-dot sighting makes it perfect for mid-to-long range combat.
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%.
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.
Laser Sight

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

49 OR 100
Rebalanced material construction removes the weapon's aim down sights moving accuracy penalty, but the wielder moves 33% slower while aiming.
Ammo
Explosive Ammunition

99 OR 200
Explosive Ammunition reduces the weapon's direct damage by 125, and adds 100 splash damage over 2 meters.
For full details, see main article.
Heavy Magazine

49 OR 100
Increases magazine size by 5 rounds, but increases hipfire cone of fire by 20%.
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%.

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-15mAfter 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 15m 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 DMR-99. 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
DMR-99
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[]

  • October 24, 2016 Update
    • Standing ADS CoF from 0.1 to 0
  • November 18, 2016 Hotfix
    • Aiming CoF while crouching from 0.1 to 0
    • Recoil recovery delay from 0ms to -30ms
  • June 12, 2018 Update
    • Maximum ADS cone of fire while walking, crouching, standing, and crouch walking from 3 to 0.3
    • Minimum ADS cone of fire while walking from 0.25 to 0.15
    • ADS CoF recovery rate from 20 to 100
      • Dev Note: These changes should make these battle rifles feel a bit more snappy and less punishing when maximizing their rate of fire.
  • August 15, 2018 Update
    • Velocity from 650 to 660
  • July 1, 2021 Update
    • Velocity from 660 to 650
  • March 30, 2022 Update (The Arsenal Update)
    • Enabled attachment customization on all applicable directive reward weapons.
    • Directive weapons can now be used with the Advanced Specialization Program.
      • Dev Note: The changes above allow for customization of the weapons you've spent hundreds of hours working toward, and also factor into the subsequent balance adjustments that are made in each faction's weapon balance sections further down.
    • Magazine size from 22 to 25.
    • Ammunition capacity from 136 to 150.
    • Removed innate HVA.
      • Dev Note: The DMR-99 becomes the highest rate of fire weapon capable of equipping Explosive Ammunition.
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