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LC3 Jaguar
Boasting a longer barrel than its compact Light Carbine cousin, the mobile LC3 Jaguar was designed to provide accurate hip fire at longer distances than the Lynx.
Costs
Cert Cost: 650 Certification Points
DC Cost: 499 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Carbines
Fire Rate: 750 RPM
Muzzle Velocity: 440m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 550 ms
Damage[?]
Max Damage: 143 before 10m
Min Damage: 112 after 60m
Reload Speed
Short Reload: 2.755s
Long Reload: 3.89s
Ammunition
Magazine Size: 40
Ammunition Pool: 240
Accuracy[?]
Hip Aim
Crouch Still: 1 0.1
Move: 1.25 0.2
Stand Still: 1.25 0.1
Move: 1.75 0.35
Bloom per Shot: 0.1 0.05
Sprint: 5
Jump/Airborne: 2?
Recoil[?]
Vertical: 0.31
Horizontal, Min/Max: 0.243/0.273
Horizontal Tolerance: 0.735
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 18
First Shot Recoil Multiplier: 2.1x
Data Sources?
Census DBG API source:

LC3 Jaguar API Data

Census LF API source: LC3 Jaguar API Data

The LC3 Jaguar is a carbine available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Light-Carbine-3 Jaguar is a close-quarters carbine designed to excel at mobility above all. Similar to its contemporaries, the AF-4A Bandit and Zenith VX-5, the Jaguar sacrifices ranged potency and suffers higher than typical recoil in exchange for an incredibly tight hip cone-of-fire as well as a 0.75x movement speed multiplier while aiming-down-sight.

Though still more controllable than its cross-faction contemporaries, the Jaguar is nonetheless not an accurate weapon, nor does it enjoy a particularly fast reload time. However, the weapon's hip cone-of-fire, especially with the correct attachments, is amongst the tightest in the game, and the 0.75x movement speed multiplier allows the user to remain mobile even while aiming.

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
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 39 meters (41 meters)
  • 112 after 60 meters (60 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-39m39-60m
Infantry Head 445
Torso 7(7)8(8)9(9)
Legs 8(8)9(9)10(10)
Infiltrator Head 445
Torso 7(7)8(8)9(9)
Legs 7(7)8(8)9(9)
Heavy Assault Overshield Head 667
Torso 11(11)12(12)13(13)
Legs 12(12)13(13)15(15)
MAX Head 354045
Torso 70(88)80(100)90(112)
Legs 78(98)89(112)100(125)
Theoretical Time To Kill
Infantry Body part 0m 10m 39m 60m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.24s 0.263s - 0.329s - 0.456s -
Torso 0.48s 0.503s - 0.649s - 0.776s -
Infiltrator Head 0.24s 0.263s - 0.329s - 0.456s -
Torso 0.48s 0.503s - 0.649s - 0.776s -
Heavy Assault Head 0.4s 0.423s - 0.489s - 0.616s -
Torso 0.8s 0.823s - 0.969s - 1.096s -
MAX Head 2.72s 2.743s - 3.209s - 3.656s -
Torso 5.52s 5.543s 6.983s 6.409s 8.009s 7.256s 9.016s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 53 (on fire @ 42) 67 (on fire @ 54)
Composite Armor 4 - 69 (on fire @ 55) 88 (on fire @ 70)
Link=HarasserHarasser - 135 (on fire @ 108) 172 (on fire @ 138)
Composite Armor 4 - 162 (on fire @ 130) 207 (on fire @ 165)
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) 108 (on fire @ 86)
Composite Armor 4 - 93 (on fire @ 74) 118 (on fire @ 95)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 268 (on fire @ 215)
Bottom 420 (on fire @ 336) 536 (on fire @ 429)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 309 (on fire @ 247)
Bottom 483 (on fire @ 387) 617 (on fire @ 493)
Dervish - 164 (on fire @ 131) 209 (on fire @ 167)
Composite Armor 4 - 180 (on fire @ 144) 230 (on fire @ 184)
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 LC3 Jaguar. 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
LC3 Jaguar
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 LC3 Jaguar contribute towards the Carbines directive tree.

History[]

  • 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.

Gallery[]

Video[]

Lynx_versus_Jaguar_TR_Weapon_Review_Comparison_-_PlanetSide_2

Lynx versus Jaguar TR Weapon Review Comparison - PlanetSide 2

LC2 Lynx versus LC3 Jaguar, Weapon Review/Comparison, by Wrel.