Page Contents Current As of Patch: 2021-01-27
Flare VE6
Flare VE6.png
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: Icon VS.png
Can Use: Icon Heavy Assault.png
Weapon Type: LMG
Fire Rate: 577 RPM
Muzzle Velocity: 600m/s
Effective Range: Medium
Fire Modes: Automatic,
3x Burst,
Semi-Automatic
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 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 the closest equivalent in the Vanu arsenal to an 'S' type weapon, with a generously expanded selection of attachments. Aside from that, 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 a notably increased reload time.

Damage Fall-off[edit | edit source]

Stats in yellow are with Soft Point Ammunition, and stats in purple 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)

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
HPR Reflex (1x) Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates an accurate dot-and-circle reticle above the top rail.
More reticles for this scope available, see full article.
Icon weaponAttachment vs redDotSight01.png
30Certification Points 50Daybreak Cash
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 scope available, see full article.
Icon weaponAttachment vs redDotSight02.png
30Certification Points 50Daybreak Cash
VMS (3.4x) The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalistic chevron reticle inside of its Vanu-styled housing.
Vs weapon scope vms x3.4.png
30Certification Points 50Daybreak Cash
V3 Holo (3.4x) Within its ornate triangular housing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios.
Vs weapon scope v3 holo x3.4.png
30Certification Points 50Daybreak Cash
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.
Vs weapon scope og-4 x4.png
30Certification Points 50Daybreak Cash
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.
Vs weapon scope csz x4.png
30Certification Points 50Daybreak Cash
TriGon-6 (6x) The TriGon-6 won the Vanu Sovereignty's bid as their standard sniper scope. It features 6x magnification and standard mil-dot sighting.
TriGon-6 (VS 6x).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 (VS).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 (VS).png
100Certification Points 75Daybreak Cash
Compensator A compensator redirects gases upward, reducing vertical recoil. The increased sound pressure will cause the player to show on the minimap from farther away, and increased weapon bulk reduces accuracy when firing from the hip.
Compensator (VS).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
Laser Sight A laser sight increases the user's hipfire accuracy by 33%.
Laser Sight.png
100Certification Points 75Daybreak Cash
Forward Grip A forward grip increases control of the weapon, reducing horizontal recoil by 25%.
For full details, see main article.
Forward Grip (VS).png
100Certification Points 75Daybreak Cash
Extended Magazine Increases the available ammunition per magazine by 100%.
Extended Magazine (VS).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 (VS).png
100Certification Points 75Daybreak Cash
High Velocity Ammunition 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.
Extended Magazine (VS).png
100Certification Points 75Daybreak Cash

Effectiveness[edit | edit source]

Theoretical Time To Kill
Infantry Body part 0m 10m 75m
Normal Suit Normal Suit
Icon Light Assault.pngInfantry Head 0.208s 0.225s - 0.437s -
Torso 0.52s 0.537s 0.745s 0.853s 1.061s
Icon Infiltrator.pngInfiltrator Head 0.208s 0.225s - 0.437s -
Torso 0.52s 0.537s 0.641s 0.853s 0.957s
Icon MAX.pngMAX Head 3.016s 3.032s - 4.18s -
Torso 6.135s 6.152s 7.712s 8.34s 10.42s
Versus Infantry
Infantry Body part Shots to Kill
Before 10m After 75m
Icon Light Assault.pngInfantry Head 3 4
Torso 6(8) 8(10)
Legs 7(9) 9(12)
Icon Infiltrator.pngInfiltrator Head 3 4
Torso 6(7) 8(9)
Legs 6(8) 8(10)
Icon Heavy Assault.pngHeavy Assault Overshield Head 5 6
Torso 9(11) 12(15)
Legs 10(13) 13(17)
Icon MAX.pngMAX Head 30 40
Torso 60(75) 80(100)
Legs 67(84) 89(112)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 75m
Link=FlashFlash - 45 (on fire @ 36) 60 (on fire @ 48)
Composite Armor 5 - 59 (on fire @ 47) 78 (on fire @ 63)
Link=HarasserHarasser - 116 (on fire @ 93) 154 (on fire @ 124)
Composite Armor 5 - 139 (on fire @ 111) 185 (on fire @ 148)
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 - 72 (on fire @ 58) 96 (on fire @ 77)
Composite Armor 5 - 80 (on fire @ 64) 106 (on fire @ 85)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 180 (on fire @ 144) 240 (on fire @ 192)
Bottom 360 (on fire @ 288) 480 (on fire @ 384)
Composite Armor 5 Front/Side/Top/Rear 207 (on fire @ 166) 276 (on fire @ 221)
Bottom 414 (on fire @ 331) 552 (on fire @ 442)
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 Flare VE6. Each Ribbon is a standard reward for achieving a set amount of kills with the Flare. Medals relate to how many overall kills you have with the Flare.

Ribbons[edit | edit source]

Ribbon Icon Requirements
Flare VE6 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

Trivia[edit | edit source]

  • 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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