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Page Contents Current As of Patch: 2022-04-05
MGR-C1 Charger
The Charger carbine features a unique overcharging system. Upon inserting a fresh magazine, the first 7 rounds fire at increased rate of fire, before settling into a smooth 600 rounds per minute rhythm.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 799 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Carbines
Fire Rate:
652
After firing seven rounds in a magazine, decreases to 600 RPM.
RPM
Muzzle Velocity: 500m/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 60m
Reload Speed
Short Reload: 2.15s
Long Reload: 2.75s
Ammunition
Magazine Size: 25
Ammunition Pool: 225
Accuracy[?]
Hip Aim
Crouch Still: 1 0.1
Move: 1.5 0.15
Stand Still: 1.5 0.1
Move: 2 0.25
Bloom per Shot: 0.1 0.05
Sprint: 5
Jump/Airborne: 2
Recoil[?]
Vertical: 0.3
Horizontal, Min/Max: 0.24/0.2
Horizontal Tolerance: 0.3
Angle Min/Max: 17°/15°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 2.2x
Data Sources?
Census DBG API source:

MGR-C1 Charger API Data

Census LF API source: MGR-C1 Charger API Data

The MGR-C1 Charger is a carbine available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Modular Gauss Rifle-C1 Charger is a carbine released alongside the MG-C1 Kindred and VE-C Horizon as part of a series of empire specific weapons, each bringing interesting mechanics to the lineup alongside unique attachments, with the Charger bringing an overcharging system allowing it to fire at a faster rate at the start of each magazine.

The Charger's first seven rounds in each magazine fire with a shorter refire time, at a rate-of-fire of 652 RPM. After these first seven rounds have been fired, any further shots from that same magazine fire at a longer refire time, at a rate-of-fire of 600RPM.

Attachments[]

Attachments
Optic
Nx1 (1x)

49 OR 30
RNGTEK's Nx1 nightvision optic provides an advantage in low-light conditions, illuminating nearby targets.
Rx1 (1x)

29 OR 30
RNGTEK's open reflex design allows for clearer target viewing than traditional ironsights.
More reticles for this sight available, see full article.
Rx2 (2x)

29 OR 30
This RNGTEK reflex sight has increased magnification for detailed target acquisition.
More reticles for this sight available, see full article.
Ax3 (3.4x)

29 OR 30
Fitted with 3.4x magnification, the Ax3 optic excels at mid-range target acquisition.
More reticles for this scope available, see full article.
Rail
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
Smart Feeder

49 OR 100
Increases magazine size by 5 rounds by streamlining the ammunition placement and feeding, and slows your reload speed by 0.300 seconds.
This weapon does not have any barrel type attachments.

Damage Fall-off[]

  • 167 before 10 meters
  • 143 before 38 meters
  • 125 at 60 meters

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-38m38-60m
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 38m 60m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.184s 0.204s - 0.352s - 0.396s -
Torso 0.46s 0.48s - 0.628s - 0.764s -
Infiltrator Head 0.184s 0.204s - 0.352s - 0.396s -
Torso 0.46s 0.48s - 0.628s - 0.764s -
Heavy Assault Head 0.368s 0.388s - 0.536s - 0.58s -
Torso 0.736s 0.756s - 0.996s - 1.132s -
MAX Head 2.669s 2.689s - 3.205s - 3.709s -
Torso 5.429s 5.449s 6.83s 6.426s 8.082s 7.39s 9.23s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
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

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-38m38-60m
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 38m 60m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.2s 0.22s - 0.376s - 0.42s -
Torso 0.5s 0.52s - 0.676s - 0.82s -
Infiltrator Head 0.2s 0.22s - 0.376s - 0.42s -
Torso 0.5s 0.52s - 0.676s - 0.82s -
Heavy Assault Head 0.4s 0.42s - 0.576s - 0.62s -
Torso 0.8s 0.82s - 1.076s - 1.22s -
MAX Head 2.9s 2.92s - 3.476s - 4.02s -
Torso 5.9s 5.92s 7.42s 6.976s 8.776s 8.02s 10.02s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
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 MGR-C1 Charger. 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
MGR-C1 Charger
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 MGR-C1 Charger contribute towards the Carbines directive tree.

History[]

  • June 26, 2019 Update
    • Number of charged shots per mag from 5 to 7.
    • Dev Note: Increasing the charged shot count allows players in the top end of their magazine to secure a six-round bodyshot kill against unmodified health pools, as well as some room for leniency with the seventh round.
  • November 17, 2021 Update
    • Short reload from 2.475sec. to 2.15sec.
    • Long reload from 3.38sec. to 2.75sec.
  • March 30, 2022 Update (The Arsenal Update)
    • When "uncharged" the weapon no longer drops to a 143 damage model, and instead scales back rate of fire.
    • Refire rate when uncharged from 92ms to 100ms
    • Dev Note: This is a significant buff to the weapon, as a 600rpm model (100ms refire) is near top-tier for the 167 damage category. This change also does away with shots to kill discrepancies that can be tied to bouncing between two damage models.