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Page Contents Current As of Patch: 2022-07-20
Eclipse VE3A
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 Certification Points
DC Cost: Unavailable Daybreak Cash
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
Heat
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:

Eclipse VE3A API Data

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
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.
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)

9 OR 5 (Red Dot)
49 OR 30
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)

49 OR 30
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)

49 OR 30
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)

49 OR 30
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)

49 OR 30
The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle.
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.
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.
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

49 OR 100
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

49 OR 100
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
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%.
Unstable Ammunition

49 OR 100
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 Infantry
Infantry Body part Shots to Kill
0-10m10-39m39-60m
Infantry Head 445
Torso 7(7)8(8)9(9)
Legs 8(8)9(9)10(10)
Infiltrator Head 445
Torso 7(7)8(8)9(9)
Legs 7(7)8(8)9(9)
Heavy Assault Overshield Head 667
Torso 11(11)12(12)13(13)
Legs 12(12)13(13)15(15)
MAX Head 354045
Torso 70(88)80(100)90(112)
Legs 78(98)89(112)100(125)
Theoretical Time To Kill
Infantry Body part 0m 10m 39m 60m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.258s 0.277s - 0.334s - 0.46s -
Torso 0.516s 0.535s - 0.677s - 0.804s -
Infiltrator Head 0.258s 0.277s - 0.334s - 0.46s -
Torso 0.516s 0.535s - 0.677s - 0.804s -
Heavy Assault Head 0.43s 0.449s - 0.506s - 0.632s -
Torso 0.86s 0.879s - 1.021s - 1.148s -
MAX Head 2.923s 2.942s - 3.428s - 3.899s -
Torso 5.931s 5.951s 7.498s 6.867s 8.586s 7.767s 9.658s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 53 (on fire @ 42) 67 (on fire @ 54)
Composite Armor 4 - 69 (on fire @ 55) 88 (on fire @ 70)
Link=HarasserHarasser - 135 (on fire @ 108) 172 (on fire @ 138)
Composite Armor 4 - 162 (on fire @ 130) 207 (on fire @ 165)
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) 108 (on fire @ 86)
Composite Armor 4 - 93 (on fire @ 74) 118 (on fire @ 95)
Valkyrie 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)
Dervish - 164 (on fire @ 131) 209 (on fire @ 167)
Composite Armor 4 - 180 (on fire @ 144) 230 (on fire @ 184)
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 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
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

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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