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Page Contents Current As of Patch: 2022-11-17
EM1
Esamir Munition Corporation's first forray into the weapons market yielded an LMG that remains accurate while sustaining fire. The EM1 boasts fast reloads and high ammo capacity, allowing it to control firing lanes with ease.
Costs
Cert Cost: 650 Certification Points
DC Cost: 499 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: LMG
Fire Rate: 659 RPM
Muzzle Velocity: 630m/s
Effective Range: Close to medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 1100 ms
Damage[?]
Max Damage: 143 before 20m
Min Damage: 125 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 DBG API source:

EM1 API Data

Census LF 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 intended to serve as an accurate sustained-fire tool. A defining quirk that pushes it towards this role is its aimed cone-of-fire being capped at 1.2 degrees, where it is typically capped at 3 degrees on most other weapons. The weapon's favorable recoil, high muzzle velocity, and fast reload are boons that can aid in its intended role.

As the second fastest-firing machine gun in the NC armory, it is outshone somewhat by the MGR-L1 Promise in terms of sheer damage per second. With that said, it has one of the better reload speeds for a high-capacity LMG. Its access to Extended Magazines give it a laudable amount of uptime for a 200 round capacity. It compares favorably to the T16 Rhino in such a setup, though the EM1 kicks substantially harder on the first shot.

The wide variety of attachments available to the weapon also give it a good degree of versatility outside of a sustained suppressive fire role. In particular, Soft Point Ammunition and a Laser Sight can compound on the weapon's extended 20 meters maximum damage range and better than average hipfire accuracy to make for a rather aggressive high capacity LMG. It isn't quite on the level of the more specialized XMG-155 or VX29 Polaris in such a role, but does warrant comparison.

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.
TekLyte Reflex (1x)

49 OR 30
TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights.
More reticles for this sight available, see full article.
GD RefleXR (2x)

49 OR 30
The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios.
More reticles for this sight available, see full article.
LX Tacti-Eye (3.4x)

49 OR 30
Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use.
LACO (3.4x)

49 OR 30
Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes.
TrueShot (4x)

49 OR 30
The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class.
LX Mark IV (4x)

49 OR 30
OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop.
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.
Heavy Barrel

49 OR 100
A heavy barrel reduces cone of fire bloom by 20% while aiming down sights, but reduces aim down sights movement speed by 20%.
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.
Extended Magazine

49 OR 100
Doubles the amount of ammunition in each magazine, and the weapon takes 20% longer to equip and unequip.
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
High Velocity Ammunition

49 OR 100
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

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, and stats in orange are with High Velocity Ammunition.

  • 143 before 20 meters (25 meters)(18 meters)
  • 125 after 65 meters (65 meters)(85 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-20mAfter 65m
Infantry Head 44
Torso 7(7)8(8)
Legs 8(8)9(9)
Infiltrator Head 44
Torso 7(7)8(8)
Legs 7(7)8(8)
Heavy Assault Overshield Head 66
Torso 11(11)12(12)
Legs 12(12)13(13)
MAX Head 3540
Torso 70(88)80(100)
Legs 78(98)89(112)
Theoretical Time To Kill
Infantry Body part 0m 20m 65m
Normal Suit Normal Suit
Infantry Head 0.273s 0.305s - 0.376s -
Torso 0.546s 0.578s - 0.741s -
Infiltrator Head 0.273s 0.305s - 0.376s -
Torso 0.546s 0.578s - 0.741s -
Heavy Assault Head 0.455s 0.487s - 0.558s -
Torso 0.91s 0.942s - 1.105s -
MAX Head 3.096s 3.127s - 3.654s -
Torso 6.282s 6.314s 7.953s 7.296s 9.117s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 20m After 65m
Link=FlashFlash - 53 (on fire @ 42) 60 (on fire @ 48)
Composite Armor 4 - 69 (on fire @ 55) 78 (on fire @ 63)
Link=HarasserHarasser - 135 (on fire @ 108) 154 (on fire @ 124)
Composite Armor 4 - 162 (on fire @ 130) 185 (on fire @ 148)
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) 96 (on fire @ 77)
Composite Armor 4 - 93 (on fire @ 74) 106 (on fire @ 85)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 240 (on fire @ 192)
Bottom 420 (on fire @ 336) 480 (on fire @ 384)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 276 (on fire @ 221)
Bottom 483 (on fire @ 387) 552 (on fire @ 442)
Dervish - 164 (on fire @ 131) 187 (on fire @ 150)
Composite Armor 4 - 180 (on fire @ 144) 206 (on fire @ 165)
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 EM1. 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
EM1
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 EM1 contribute towards the Light Machine Guns directive tree.

History[]

November 17, 2022 Update (10-Year Anniversary)

  • Min damage from 112 to 125.

March 30, 2022 Update (The Arsenal Update)

  • Maximum ADS CoF to 1.2 in most states.

Dev Note: Major buff that moves this support LMG in the direction of the Naginata and Promise while aiming down sights, without being quite as accurate as either.


February 2, 2017 Update

  • Damage from 143@20m-125@60m to 143@20m-112@65m

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

Media[]

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