Page Contents Current As of Patch: | 2023-05-17 |
PMG-3XB | |||
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The experimental 3XB offers an automatic three-round burst that drastically increases accuracy over distance, while maintaining the expected sting of an SMG. | |||
Costs | |||
Cert Cost: | 1,000 ![]() | ||
DC Cost: | 699 ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() ![]() | ||
Weapon Type: | Submachine Gun | ||
Fire Rate: | 857 RPM | ||
Muzzle Velocity: | 475m/s | ||
Effective Range: | Short | ||
Fire Modes: | 3x Burst | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Equip Time: | 650 ms | ||
Damage[?] | |||
Max Damage: | 150 before 8m | ||
Min Damage: | 100 after 40m | ||
Reload Speed | |||
Short Reload: | 1.65s | ||
Long Reload: | 1.95s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 210 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.3 |
Move: | 1.25 | 0.3 | |
Stand | Still: | 1 | 0.3 |
Move: | 1.5 | 0.3 | |
Bloom per Shot: | 0.05 | 0.05 | |
Recoil[?] | |||
Vertical: | 0.2 | ||
Horizontal, Min/Max: | 0.3/0.331 | ||
Horizontal Tolerance: | 0.75 | ||
Angle Min/Max: | 17°/20° | ||
Bias: | ?? | ||
Recoil Decrease: | 20 | ||
First Shot Recoil Multiplier: | 0x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | PMG-3XB API Data |
The PMG-3XB is a submachine gun available to Nanite Systems Operatives. It is unlocked through purchase with Certification Points or Daybreak Cash.
The PMG-3XB is a three-round burst submachine gun, sacrificing a small amount of the sheer damage-per-second typically offered by submachine guns in exchange for more ability to reach out to range—although the weapon's fall-off ranges are still that which are expected of a submachine gun.
Also inherited from its weapon category: low vertical recoil, a wandering horizontal recoil, and an aimed cone of fire that is consistent in all movement states but not particularly precise. Although not a perfect substitute for other ranged options, the 3XB has a best-in-class muzzle velocity that eclipses even some carbines.
Relative to faction-specific burst carbines, the Solstice Burst in particular stands out as having vaguely similar reload times and damage values. It can even have a higher DPS in close quarters if the user is skilled at timing their bursts. The 3XB is not a carbine, however, so it has a better aimed movement speed than the Burst and is accurate in hip fire out to 20 meters, even without a laser sight. The
Solstice Burst can still be a better gun at medium range due to its much more forgiving statistics, but the 3XB is still a credible threat at its minimum damage range while retaining an enviable un-aimed cone of fire.
... except when airborne. Light Assault troopers would do better to stick to the CB-X75 or
Tanto. No matter how well an SMG attempts to be a carbine, it will still lose its hip fire accuracy if its user decides to jump.
Like the AR-N203, this weapon will continue to fire in bursts if the fire key is held down through the weapon's burst delay.
Attachments[]
Attachments |
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Optic | |||||||
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THM-1![]() ![]() ![]() | This low-range thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness. | ||||||
ABLE 1.0![]() ![]() ![]() | The ABLE 1.0 uses a blue dot reflex for snappy target acquisition at close range. More reticles for this sight available, see full article. | ||||||
ABLE 2.0![]() ![]() ![]() | This enhanced ABLE optic increases zoom depth by up to two times, and uses a simple blue dot for close-mid range accuracy. More reticles for this sight available, see full article. | ||||||
ABLE 3.4![]() ![]() ![]() | The ABLE 3.4x optic provides more zoom depth than a standard reflex, with a blue dot reticle for mid-range engagements. More reticles for this scope available, see full article. |
Barrel | |||||||
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Suppressor![]() ![]() ![]() | 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 10 meters sooner and bullet velocity is reduced by 15%. |
Rail | |||||||
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Darklight Flashlight![]() ![]() ![]() | 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![]() ![]() ![]() | Increases the amount of ammunition in each magazine by 6 rounds, and the weapon takes 15% longer to equip and unequip. | ||||||
Forward Grip![]() ![]() ![]() | A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec. | ||||||
Laser Sight![]() ![]() ![]() | A laser sight increases the user's hipfire accuracy by 33%. |
Ammo | |||||||
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High Velocity Ammunition![]() ![]() ![]() | 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![]() ![]() ![]() | 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.
- 150 before 8 meters (13 meters) (6 meters)
- 143 at 12 meters (16 meters) (13 meters)
- 125 at 24 meters (26 meters) (33 meters)
- 112 at 32 meters (33 meters) (47 meters)
- 100 after 40 meters (40 meters) (60 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 8m | After 40m | ||
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- | 50 (on fire @ 40) | 75 (on fire @ 60) |
Composite Armor 4 | - | 65 (on fire @ 52) | 98 (on fire @ 78) |
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- | 129 (on fire @ 103) | 193 (on fire @ 154) |
Composite Armor 4 | - | 154 (on fire @ 124) | 231 (on fire @ 185) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 80 (on fire @ 64) | 120 (on fire @ 96) |
Composite Armor 4 | - | 88 (on fire @ 71) | 132 (on fire @ 106) |
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Front/Side/Top/Rear | 200 (on fire @ 160) | 300 (on fire @ 240) |
Bottom | 400 (on fire @ 320) | 600 (on fire @ 480) | |
Composite Armor 4 | Front/Side/Top/Rear | 230 (on fire @ 184) | 345 (on fire @ 276) |
Bottom | 460 (on fire @ 368) | 690 (on fire @ 552) | |
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- | 156 (on fire @ 125) | 234 (on fire @ 187) |
Composite Armor 4 | - | 172 (on fire @ 137) | 257 (on fire @ 206) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the PMG-3XB. Each ribbon is a standard reward for achieving a set amount of kills with the submachine gun. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
PMG-3XB Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
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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 PMG-3XB contribute towards the Submachine Guns directive tree. |
History[]
- July 1, 2021 Update (_Integration)
- Added to the game.
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