Page Contents Current As of Patch: 2021-01-27
EM1
EM1.png
Esamir Munition Corporation's EM1 LMG is a unique mix of high ammo count and fast reloading time, allowing the shooter to control firing lanes with little downtime.
Costs
Cert Cost: 650 Certification Points
DC Cost: 499 Daybreak Cash
General Info
Empire: Icon NC.png
Can Use: Icon Heavy Assault.png
Weapon Type: LMG
Fire Rate: 659 RPM
Muzzle Velocity: 630m/s
Effective Range: Close to medium
Fire Modes: Automatic
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 1100 ms
Damage[?]
Max Damage: 143 before 20m
Min Damage: 112 after 65m
Reload Speed
Short Reload: 3.5s
Long Reload: 4.465s
Ammunition
Magazine Size: 100
Ammunition Pool: 500
Accuracy[?]
Hip Aim
Crouch Still: 3 0.1
Move: 3.5 0.2
Stand Still: 3.5 0.1
Move: 4 0.4
Bloom per Shot: 0.1 0.05
Recoil[?]
Vertical: 0.335
Horizontal, Min/Max: 0.18/0.18
Horizontal Tolerance: 0.7
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 13
First Shot Recoil Multiplier: 2.3x
Data Sources
Census API source: EM1 API Data?

The EM1 is a light machine gun available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Esamir Munitions 1 is a clear take on the Icon TR.png T16 Rhino, as a suppression-focused tool. As one of only two New Conglomerate light machine guns on a lower calibre, the EM1's damage-per-second is somewhat lackluster compared to other options in the arsenal, however the weapon's favourable recoil, high muzzle velocity, and fast reload are boons that can aid in its intended role.

All of this weapon's niches can be supplemented with the weapon's wide range of attachments including an Advanced Laser Sight, the option to use Extended Magazines, and access to loading Soft Point Ammunition, which can further compound on the weapon's extended 20 meters maximum damage range.

Damage Fall-off[edit | edit source]

Stats in yellow are with Soft Point Ammunition.

  • 143 before 20 meters (25 meters)
  • 125 at 46 meters (48 meters)
  • 112 after 65 meters (65 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
TekLyte Reflex (1x) TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights.
More reticles for this scope available, see full article.
Icon weaponAttachment nc redDotSight01.png
30Certification Points 50Daybreak Cash
GD RefleXR (2x) The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios.
More reticles for this scope available, see full article.
Icon weaponAttachment nc redDotSight05.png
30Certification Points 50Daybreak Cash
LX Tacti-Eye (3.4x) Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use.
Nc weapon scope lx tacti-eye x3.4.png
30Certification Points 50Daybreak Cash
LACO (3.4x) Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes.
Nc weapon scope laco x3.4.png
30Certification Points 50Daybreak Cash
TrueShot (4x) The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class.
TrueShot (4x).png
30Certification Points 50Daybreak Cash
LX Mark IV (4x) OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop.
LX Mark IV (4x).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 (NC).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 (NC).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 (NC).png
100Certification Points 75Daybreak Cash
Extended Magazine Increases the available ammunition per magazine by 100%.
Extended Magazine (NC).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 (NC).png
100Certification Points 75Daybreak Cash

Effectiveness[edit | edit source]

Theoretical Time To Kill
Infantry Body part 0m 20m 65m
Normal Suit Normal Suit
Icon Light Assault.pngInfantry Head 0.273s 0.305s - 0.467s -
Torso 0.546s 0.578s 0.76s 0.832s 1.105s
Icon Infiltrator.pngInfiltrator Head 0.273s 0.305s - 0.467s -
Torso 0.546s 0.578s 0.669s 0.832s 1.014s
Icon MAX.pngMAX Head 3.096s 3.127s - 4.109s -
Torso 6.282s 6.314s 7.953s 8.206s 10.209s
Versus Infantry
Infantry Body part Shots to Kill
Before 20m After 65m
Icon Light Assault.pngInfantry Head 4 5
Torso 7(9) 9(12)
Legs 8(10) 10(13)
Icon Infiltrator.pngInfiltrator Head 4 5
Torso 7(8) 9(11)
Legs 7(9) 9(12)
Icon Heavy Assault.pngHeavy Assault Overshield Head 6 7
Torso 11(13) 13(17)
Legs 12(15) 15(18)
Icon MAX.pngMAX Head 35 45
Torso 70(88) 90(112)
Legs 78(98) 100(125)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 20m After 65m
Link=FlashFlash - 53 (on fire @ 42) 67 (on fire @ 54)
Composite Armor 5 - 69 (on fire @ 55) 88 (on fire @ 70)
Link=HarasserHarasser - 135 (on fire @ 108) 172 (on fire @ 138)
Composite Armor 5 - 162 (on fire @ 130) 207 (on fire @ 165)
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) 108 (on fire @ 86)
Composite Armor 5 - 93 (on fire @ 74) 118 (on fire @ 95)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 210 (on fire @ 168) 268 (on fire @ 215)
Bottom 420 (on fire @ 336) 536 (on fire @ 429)
Composite Armor 5 Front/Side/Top/Rear 242 (on fire @ 194) 309 (on fire @ 247)
Bottom 483 (on fire @ 387) 617 (on fire @ 493)
Liberator Diagram.pngLiberator - Immune
Composite Armor 5 - Immune
Galaxy Diagram.pngGalaxy - Immune
Composite Armor 5 - Immune
Bastion Fleet Carrier Diagram.pngBastion Weak Point - Immune

Ribbons and Medals[edit | edit source]

It is possible to get both Ribbons and Medals for using the EM1. Each Ribbon is a standard reward for achieving a set amount of kills with the EM1. Medals relate to how many overall kills you have with the EM1.

Ribbons[edit | edit source]

Ribbon Icon Requirements
EM1 Service Ribbon
Light Machine Gun 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]

  • November 18, 2016 Hotfix
    • Refire from 92ms(652 RPM) to 91ms(659 RPM)
    • Removed recoil scaling over time
    • Crouching hipfire CoF from 3.5 to 3
    • Crouch-walking hipfire CoF from 4 to 3.5
    • Standing hipfire CoF from 4 to 3.5
    • Walking hipfire CoF from 4.5 to 4
    • Ammo capacity from 400 to 500
  • February 2, 2017 Update
    • Damage from 143@20m-125@60m to 143@20m-112@65m

Gallery[edit | edit source]

Media[edit | edit source]

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