PlanetSide 2 Wiki
Advertisement
Page Contents Current As of Patch: 2022-04-05
GD-7F
Genudine Dynamics' initial venture into carbines produced the GD-7F. Its high rate of fire makes it an effective weapon in close quarter combat situations.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Carbines
Fire Rate: 845 RPM
Muzzle Velocity: 500m/s
Effective Range: Close to 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: 100 after 60m
Reload Speed
Short Reload: 2.7s
Long Reload: 3s
Ammunition
Magazine Size: 30
Ammunition Pool: 210
Accuracy[?]
Hip Aim
Crouch Still: 1 0.1
Move: 1.5 0.2
Stand Still: 1.5 0.1
Move: 2 0.35
Bloom per Shot: 0.1 0.05
Sprint: 5
Jump/Airborne: 2.25?
Recoil[?]
Vertical: 0.31
Horizontal, Min/Max: 0.225/0.3
Horizontal Tolerance: 0.625
Angle Min/Max: -19°/-17.5°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

GD-7F API Data

Census LF API source: GD-7F API Data

The GD-7F is a carbine available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Genudine Dynamics - 7F is an incredibly potent close-quarters weapon. Alongside its brother, the Serpent VE92, the GD-7F has amongst the highest damage-per-second of any infantry weapon, barring those that can kill in one shot. Though tempered by a wild recoil pattern, harsh damage fall-off, and a lengthy reload time, the GD-7F's raw damage output nonetheless makes it one of the most lethal and potent weapons on Auraxis.

Compared to the scarily similar Serpent VE92, the GD-7F takes even longer to reload, but may be potent out to longer ranges thanks to a slightly more favourable recoil pattern and a notably higher muzzle velocity. Though not as directly analogous, the LC2 Lynx is another useful comparison as a carbine with a similarly rapid time-to-kill, though demanding more in the way of headshots to achieve it.

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.
TekLyte Reflex (1x)

49 OR 30
TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights.
More reticles for this sight available, see full article.
GD RefleXR (2x)

49 OR 30
The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios.
More reticles for this sight available, see full article.
LX Tacti-Eye (3.4x)

49 OR 30
Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use.
LACO (3.4x)

49 OR 30
Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes.
TrueShot (4x)

49 OR 30
The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class.
LX Mark IV (4x)

49 OR 30
OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop.
Barrel
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.
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.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
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%.

Damage Fall-off[]

Stats in yellow are with Soft Point Ammunition.

  • 143 before 10 meters (15 meters)
  • 125 at 30 meters (33 meters)
  • 112 at 46 meters (47 meters)
  • 100 after 60 meters (60 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-30m30-46m46-60m
Infantry Head 4455
Torso 7(7)8(8)9(9)10(10)
Legs 8(8)9(9)10(10)12(12)
Infiltrator Head 4455
Torso 7(7)8(8)9(9)9(9)
Legs 7(7)8(8)9(9)10(10)
Heavy Assault Overshield Head 6678
Torso 11(11)12(12)13(13)15(15)
Legs 12(12)13(13)15(15)17(17)
MAX Head 35404550
Torso 70(88)80(100)90(112)100(125)
Legs 78(98)89(112)100(125)112(139)
Theoretical Time To Kill
Infantry Body part 0m 10m 30m 46m 60m
Normal Suit Normal Suit Normal Suit Normal Suit
Infantry Head 0.213s 0.233s - 0.273s - 0.376s - 0.404s -
Torso 0.426s 0.446s - 0.557s - 0.66s - 0.759s -
Infiltrator Head 0.213s 0.233s - 0.273s - 0.376s - 0.404s -
Torso 0.426s 0.446s - 0.557s - 0.66s - 0.688s -
Heavy Assault Head 0.355s 0.375s - 0.415s - 0.518s - 0.617s -
Torso 0.71s 0.73s - 0.841s - 0.944s - 1.114s -
MAX Head 2.414s 2.434s - 2.829s - 3.216s - 3.599s -
Torso 4.899s 4.919s 6.198s 5.669s 7.09s 6.412s 7.974s 7.15s 8.925s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 53 (on fire @ 42) 75 (on fire @ 60)
Composite Armor 4 - 69 (on fire @ 55) 98 (on fire @ 78)
Link=HarasserHarasser - 135 (on fire @ 108) 193 (on fire @ 154)
Composite Armor 4 - 162 (on fire @ 130) 231 (on fire @ 185)
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) 120 (on fire @ 96)
Composite Armor 4 - 93 (on fire @ 74) 132 (on fire @ 106)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 300 (on fire @ 240)
Bottom 420 (on fire @ 336) 600 (on fire @ 480)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 345 (on fire @ 276)
Bottom 483 (on fire @ 387) 690 (on fire @ 552)
Dervish - 164 (on fire @ 131) 234 (on fire @ 187)
Composite Armor 4 - 180 (on fire @ 144) 257 (on fire @ 206)
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 GD-7F. 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
GD-7F
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 GD-7F contribute towards the Carbines directive tree.

History[]

  • Game Update Number 4
    • Default capacity increased from 180 to 210
    • GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
  • Game Update Number 8
    • Min horizontal recoil: 0.2 to 0.225
    • Max horizontal recoil: 0.2 to 0.3
    • Made pull to the left more predictable
  • Performance Update Number 2
    • Improving accuracy so it matches its damage type
      • Hip accuracy loss per shot improved from 0.12 to 0.1
      • Aimed accuracy loss per shot improved from 0.1 to 0.05
  • April 16, 2014 Patch
    • This weapon had a lower total recoil magnitude than weapons with a slower rate of fire. The below recoil increase corrects this.
    • Vertical recoil increased from 0.3 to 0.31
  • May 19, 2015 Update
    • Price from 1000 Certification Points/700 Daybreak Cash to 1000 Certification Points/699 Daybreak Cash
  • 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.
      • For the Serpent VE92, VX6-7, LC2 Lynx, LC3 Jaguar, GD-7F, and AF-4A Bandit, these values are slightly larger.

Media[]

Gallery[]

Advertisement