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 | ||
DC Cost: | 499 | ||
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: | |||
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 |
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Optic | |||||||
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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 | |||||||
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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 | |||||||
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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 | |||||||
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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 Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 75m | ||
Flash | - | 45 (on fire @ 36) | 60 (on fire @ 48) |
Composite Armor 4 | - | 59 (on fire @ 47) | 78 (on fire @ 63) |
Harasser | - | 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 |
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 | |
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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