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HC1 Cougar
The Terran Republic's Heavy Carbine project resulted in the HC1 Cougar. Utilizing a higher caliber cartridge than its LC cousins, the Cougar possesses unparalleled stopping power amongst other Terran carbines up to medium range.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Carbines
Fire Rate: 577 RPM
Muzzle Velocity: 520m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 550 ms
Damage[?]
Max Damage: 167 before 10m
Min Damage: 125 after 70m
Reload Speed
Short Reload: 2.015s
Long Reload: 2.845s
Ammunition
Magazine Size: 35
Ammunition Pool: 210
Accuracy[?]
Hip Aim
Crouch Still: 1.25 0.03
Move: 1.75 0.15
Stand Still: 1.75 0.03
Move: 2.25 0.3
Bloom per Shot: 0.12 0.06
Sprint: 5
Jump/Airborne: 2.25
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.1875/0.1875
Horizontal Tolerance: 0.45
Angle Min/Max: -11°/-11°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 1.5x
Data Sources?
Census DBG API source:

HC1 Cougar API Data

Census LF API source: HC1 Cougar API Data

The HC1 Cougar is a carbine available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Heavy Carbine 1 Cougar is a departure from the typical Terran formula of weapon design. Rather than high rate-of-fire on a low calibre round, the Cougar wields the inverse with a higher than usual calibre on a lower rate-of-fire. Though this harms the weapons' abilities in close-quarter, it allows it to perform well at range.

Despite being a Terran weapon, the HC1 Cougar is best described as filling a mid-point between the AF-19 Mercenary and Razor GD-23, firing faster than the latter, with more accuracy than the former, but with a Terran advantage of having an extra 5 rounds in each magazine compared to both.

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.
RTA Reflex Sight (1x)

49 OR 30
The TR's Rapid Target Acquisition sight provides no magnification, but uses a clear red dot sight for close-combat situations.
More reticles for this scope available, see full article.
MH2 Reflex Sight (2x)

49 OR 30
The Terran MH2 features 2x magnification inside of a holographic red dot sight, giving it the advantage in urban combat situations.
More reticles for this scope available, see full article.
DMO (3.4x)

49 OR 30
Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
HDS (3.4x)

49 OR 30
Using a red dot reticle with 3.4x optical magnification, the TR's Holographic Dot Sight performs well in close and mid-range combat scenarios.
TMS (4x)

49 OR 30
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
ACS (4x)

49 OR 30
The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
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.
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.
KCAP Ammunition

99 OR 200
KCAP ammunition removes the legshot damage penalty, and increases damage to the leg area by 20%, but decreases headshot damage by 50%.

Damage Fall-off[]

Stats in orange are with High Velocity Ammunition.

  • 167 before 10 meters (8 meters)
  • 143 at 44 meters (54 meters)
  • 125 after 70 meters (90 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-44m44-75m
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 44m 75m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.208s 0.227s - 0.397s - 0.456s -
Torso 0.52s 0.539s - 0.709s - 0.872s -
Infiltrator Head 0.208s 0.227s - 0.397s - 0.456s -
Torso 0.52s 0.539s - 0.709s - 0.872s -
Heavy Assault Head 0.416s 0.435s - 0.605s - 0.664s -
Torso 0.832s 0.851s - 1.124s - 1.288s -
MAX Head 3.016s 3.035s - 3.62s - 4.2s -
Torso 6.135s 6.154s 7.714s 7.26s 9.131s 8.359s 10.439s
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 HC1 Cougar. 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
HC1 Cougar
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 HC1 Cougar contribute towards the Carbines directive tree.

History[]

Media[]