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Page Contents Current As of Patch: 2022-04-05
Flare VE6
Vanu Esamir's AdvWep labs designed the heavy-hitting Flare VE6 to pack the most punch per shot. In the hands of an experience marksman, the Flare can wreak havoc on enemy infantry at close to medium ranges.
Costs
Cert Cost: 650 Certification Points
DC Cost: 499 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: LMG
Fire Rate: 577 RPM
Muzzle Velocity: 600m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 900 ms
Damage[?]
Max Damage: 167 before 10m
Min Damage: 125 after 75m
Reload Speed
Short Reload: 4.24s
Long Reload: 5.225s
Ammunition
Magazine Size: 75
Ammunition Pool: 300
Accuracy[?]
Hip Aim
Crouch Still: 3.25 0.03
Move: 3.75 0.2
Stand Still: 3.75 0.03
Move: 4.25 0.4
Bloom per Shot: 0.12 0.06
Recoil[?]
Vertical: 0.4
Horizontal, Min/Max: 0.2/0.2
Horizontal Tolerance: 0.6
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 13
First Shot Recoil Multiplier: 1.85x
Data Sources?
Census DBG API source:

Flare VE6 API Data

Census LF API source: Flare VE6 API Data

The Flare VE6 is a light machine gun available to the Vanu Sovereignty. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Flare Vanu Esamir 6 is an adaptable mid-range machine gun. The weapon's battery allows it to fire higher calibre rounds while retaining very controllable recoil, with these batteries storing an additional 25 rounds. However, the Flare's minimum hip cone-of-fire values do leave something to be desired, and the weapon features noticably long reload time.

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)

49 OR 30
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)

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.
TriGon-6 (6x)

49 OR 30
The TriGon-6 won the Vanu Sovereignty's bid as their standard sniper scope. It features 6x magnification and standard mil-dot sighting.
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.

  • 167 before 10 meters (15 meters) (8 meters)
  • 143 at 47 meters (49 meters) (57 meters)
  • 125 after 75 meters (75 meters) (95 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-47m47-75m
Infantry Head 344
Torso 6(6)7(7)8(8)
Legs 7(7)8(8)9(9)
Infiltrator Head 344
Torso 6(6)7(7)8(8)
Legs 6(6)7(7)8(8)
Heavy Assault Overshield Head 566
Torso 9(9)11(11)12(12)
Legs 10(10)12(12)13(13)
MAX Head 303540
Torso 60(75)70(88)80(100)
Legs 67(84)78(98)89(112)
Theoretical Time To Kill
Infantry Body part 0m 10m 47m 75m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.208s 0.225s - 0.39s - 0.437s -
Torso 0.52s 0.537s - 0.702s - 0.853s -
Infiltrator Head 0.208s 0.225s - 0.39s - 0.437s -
Torso 0.52s 0.537s - 0.702s - 0.853s -
Heavy Assault Head 0.416s 0.433s - 0.598s - 0.645s -
Torso 0.832s 0.849s - 1.118s - 1.269s -
MAX Head 3.016s 3.032s - 3.614s - 4.18s -
Torso 6.135s 6.152s 7.712s 7.253s 9.125s 8.34s 10.42s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 75m
Link=FlashFlash - 45 (on fire @ 36) 60 (on fire @ 48)
Composite Armor 4 - 59 (on fire @ 47) 78 (on fire @ 63)
Link=HarasserHarasser - 116 (on fire @ 93) 154 (on fire @ 124)
Composite Armor 4 - 139 (on fire @ 111) 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 - 72 (on fire @ 58) 96 (on fire @ 77)
Composite Armor 4 - 80 (on fire @ 64) 106 (on fire @ 85)
Valkyrie Front/Side/Top/Rear 180 (on fire @ 144) 240 (on fire @ 192)
Bottom 360 (on fire @ 288) 480 (on fire @ 384)
Composite Armor 4 Front/Side/Top/Rear 207 (on fire @ 166) 276 (on fire @ 221)
Bottom 414 (on fire @ 331) 552 (on fire @ 442)
Dervish - 140 (on fire @ 112) 187 (on fire @ 150)
Composite Armor 4 - 154 (on fire @ 123) 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 Flare VE6. 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
Flare VE6
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 Flare VE6 contribute towards the Light Machine Guns directive tree.

Trivia[]

  • The Flare VE6's name could be derived from two different topics related to astronomy—solar flares, or flare stars. The former describes a flash of light emitted from the Sun that typically precludes a coronal mass ejection (the likely source of the CME's name), whereas the latter is used to label stars that dramatically and unpredictably increase in brightness for brief periods.
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