Page Contents Current As of Patch: | 2022-07-20 |
Eclipse VE3A | |||
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The Eclipse easily overshadows its predecessor, the Solstice in high-risk close-quarter operations. It comes equipped with an underbarrel impulse launcher for improved maneuverability around the battlefield. | |||
Costs | |||
Cert Cost: | Unavailable ![]() | ||
DC Cost: | Unavailable ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() | ||
Weapon Type: | Carbines | ||
Fire Rate: | 698 RPM | ||
Muzzle Velocity: | 464m/s | ||
Effective Range: | Medium | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 550 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 112 after 60m | ||
Reload Speed | |||
Reload Speed: | 1.65s | ||
Heat Reload Stats[?] | |||
Heat Recovery: | 351 | ||
Heat Recovery Delay: | 0.343s | ||
Overheat Penalty: | 1.65s | ||
Ammunition | |||
Magazine Size: | 27 | ||
Ammunition Pool: | ![]() | ||
Heat per Shot: | 37 | ||
Heat Capacity: | 999 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 0.67 | 0.1 |
Move: | 1 | 0.15 | |
Stand | Still: | 1 | 0.1 |
Move: | 1.34 | 0.25 | |
Bloom per Shot: | 0.1 | 0.05 | |
Sprint: | 5 | ||
Jump/Airborne: | 1.34 | ||
Recoil[?] | |||
Vertical: | 0.25 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.5 | ||
Angle Min/Max: | 14°/17° | ||
Bias: | → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 2.8x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Eclipse VE3A API Data |
The Eclipse VE3A is a carbine available to the Vanu Sovereignty. It is unlocked upon completion of the Master Carbines directive.
The Eclipse Vanu Esamir 3A is an 'auraxium' variant of the Solstice VE3, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to its base variant, the Eclipse features a built in Laser Sight along with a conversion to a heat-based ammo pool, rather than the standard magazine-based ammo system of the Solstice VE3. In exchange, the Eclipse's theoretical magazine size is reduced by 3 rounds.
The Eclipse VE3 also features exclusive access to the Impulse Launcher, attached when no other rail attachments are chosen, as well as the ability to load Unstable Ammunition—at the loss of access to High Velocity Ammunition.
To use the Impulse Launcher, press the Gear Slot 1 hotkey (1 by default) whilst the Eclipse VE3A is equipped.
Attachments[]
Attachments |
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Optic | |||||||
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HS/NV Scope (1x)![]() ![]() ![]() | Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers. | ||||||
HPR Reflex (1x)![]() Auto Granted | Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail. More reticles for this sight available, see full article. | ||||||
VHO Reflex (2x)![]() ![]() ![]() ![]() ![]() | The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios. More reticles for this sight available, see full article. | ||||||
VMS (3.4x)![]() ![]() ![]() | The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalist chevron reticle inside of its Vanu-styled housing. | ||||||
V3 Holo (3.4x)![]() ![]() ![]() | Within its ornate triangular hosuing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios. | ||||||
OG-4 (4x)![]() ![]() ![]() | Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights. | ||||||
CSZ (4x)![]() ![]() ![]() | The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle. |
Barrel | |||||||
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Compensator![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | 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 | |||||||
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Angled Forward Grip![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec. | ||||||
Impulse Launcher![]() Built-in
If no rail attachment is chosen, this launcher is attached.
| This underbarrel Impulse Launcher fires a non-lethal grenade that knocks back the user and enemy infantry on impact. Increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. | ||||||
Smoke Launcher![]() ![]() ![]() | Underbarrel smoke grenade launcher attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. | ||||||
Underbarrel Shotgun![]() ![]() ![]() | A single-shot shotgun round attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. |
Ammo | |||||||
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Soft Point Ammunition![]() ![]() ![]() | Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%. | ||||||
Unstable Ammunition![]() ![]() ![]() | Unstable Ammunition significantly increases the size of projectiles fired while reducing headshot bonus damage by 80%. |
Heat[]
- Main article: Weapon Mechanics#Heat
The Eclipse VE3A uses a heat-based ammo pool, in contrast to the standard magazine-based ammo system most infantry weaponry uses. Heat provides a meter that fills upon firing, and dissipates when not firing.
The Eclipse has a heat threshold of 999 and generates 37 heat per shot, leading to a theoretical magazine size of 27 rounds. It has a recovery delay of 0.343 seconds before dissipating 351 heat per second, and must be reloaded when overheated.
Manually reloading the Eclipse VE3A is possible at any heat level, with a 1.65 second reload time, although the weapon will not dissipate heat until reloaded if the meter is filled to its capacity.
Damage Fall-off[]
- 143 before 10 meters
- 125 at 39 meters
- 112 after 60 meters
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 60m | ||
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- | 53 (on fire @ 42) | 67 (on fire @ 54) |
Composite Armor 4 | - | 69 (on fire @ 55) | 88 (on fire @ 70) |
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- | 135 (on fire @ 108) | 172 (on fire @ 138) |
Composite Armor 4 | - | 162 (on fire @ 130) | 207 (on fire @ 165) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 84 (on fire @ 68) | 108 (on fire @ 86) |
Composite Armor 4 | - | 93 (on fire @ 74) | 118 (on fire @ 95) |
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Front/Side/Top/Rear | 210 (on fire @ 168) | 268 (on fire @ 215) |
Bottom | 420 (on fire @ 336) | 536 (on fire @ 429) | |
Composite Armor 4 | Front/Side/Top/Rear | 242 (on fire @ 194) | 309 (on fire @ 247) |
Bottom | 483 (on fire @ 387) | 617 (on fire @ 493) | |
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- | 164 (on fire @ 131) | 209 (on fire @ 167) |
Composite Armor 4 | - | 180 (on fire @ 144) | 230 (on fire @ 184) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Eclipse VE3A. Each ribbon is a standard reward for achieving a set amount of kills with the carbine. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Eclipse VE3A Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
---|---|---|---|
No Medal | ![]() |
0 kills | N/A |
Copper Medal | ![]() |
10 kills | 2 ![]() |
Silver Medal | ![]() |
60 kills | 10 ![]() |
Gold Medal | ![]() |
160 kills | 20 ![]() |
Auraxium Medal | ![]() |
1,160 kills | 200 ![]() |
Trivia[]
- The Eclipse VE3A is named after the term for an astronomical event where one body is obscured by another from the perspective of the observer—an eclipse—typically used to refer to rare occasions where this occurs between the Sun and the Moon—lunar and solar eclipses.
History[]
- December 1, 2016 Update
- Hipfire minimum cone of fire while airborne now uses the same minimum hipfire cone of fire as a player who is walking.
- Hipfire Bloom from 0.1 to 0.08
- March 4, 2015 Hotfix
- Eclipse VE3A can no longer be reloaded to bypass heat mechanic. (editors note: as noted above, this is incorrect and has not been fixed)
- September 15, 2021 Update
- Fixed projectile sizes that were smaller than the standard on the following weapons:
- Eclipse VE3A VE3A (VS Auraxium Carbine)
- March 30, 2022 Update
- Now has access to the Underbarrel Impulse Grenade Launcher by default.
- Can now engage a manual reload.
- Consecutive shots before overheat from 30 to 24.
- Overheat penalty from 1.65sec. to 2.28sec.
- Heat recovery delay from 0.5sec. to 0.343sec.
- Reduced max-damage range from 15m to 10m.
- Heat ammo recovery from 17.55 rounds per second to 8.42 rounds per second.
- May 4, 2022 Update
- Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.
- Reload/Overheat penalty from 2.28sec. to 1.65sec.
- Shots until overheat from 24 to 27.
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