Page Contents Current As of Patch: | 2022-11-17 |
Phobos VX86 | |||
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Utilizing an energy efficient power core interface, the experimental Phobos VX86 is able to provide sustained fire before needing a new battery. | |||
Costs | |||
Cert Cost: | 1,000 ![]() | ||
DC Cost: | 699 ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() | ||
Weapon Type: | Shotguns | ||
Fire Rate: | 80 RPM | ||
Muzzle Velocity: | 275m/s | ||
Effective Range: | Short | ||
Fire Modes: | Pump-Action | ||
Headshot Multiplier: | 1.5x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Damage[?] | |||
Max Damage: | 100x10
1000
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Min Damage: | 63x10
630
| ||
Ammunition | |||
Magazine Size: | 5 | ||
Ammunition Pool: | 35 | ||
Pellet Count: | 10 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 0.15 | 0.15 |
Move: | 0.15 | 0.15 | |
Stand | Still: | 0.15 | 0.15 |
Move: | 0.15 | 0.15 | |
Bloom per Shot: | 0.3 | 0.15 | |
Sprint: | 5 | ||
Jump/Airborne: | 6 | ||
Pellets Spread: | 3 | ||
Recoil[?] | |||
Vertical: | 1 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.4 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 8 | ||
First Shot Recoil Multiplier: | 1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Phobos VX86 API Data |
The Phobos VX86 is a shotgun available to the Vanu Sovereignty. It is unlocked through purchase with Certification Points or Daybreak Cash.
Vanu Labs' Phobos VX86 is the Vanu light pump action, much like the GD-66 Claw and
TRS-12 Uppercut. With brute damage output on their side, combined with good shell capacity in their tubes and decent reload speeds, light pump actions are incredibly mobile yet nonetheless lethal, though perhaps not to the extent of heavier pump action shotguns.
Compared to the heavy pump action class, represented in the Sovereignty by the Deimos VA29, the light pump actions are capable of loading an additional shell in their tube and reload a bit faster, taking only 1.1 seconds to load the first shell in a reload cycle (versus 1.2 seconds) and 0.7 seconds for any subsequent shells (as opposed to 0.72 seconds), alongside a slightly tighter pellet spread (3 degrees versus 3.5 degrees). In exchange, they fire one less pellet per shot.
The Phobos VX86, GD-66 Claw, and
TRS-12 Uppercut are statistically nigh-identical weapons, with the only difference found in the Vanu option's muzzle velocity, which is lowered in exchange for the faction's 'no bullet drop' trait.
Attachments[]
Attachments |
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Optic | |||||||
---|---|---|---|---|---|---|---|
HS/NV Scope (1x)![]() ![]() ![]() | Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers. | ||||||
HPR Reflex (1x)![]() ![]() ![]() | Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail. More reticles for this sight available, see full article. | ||||||
VHO Reflex (2x)![]() ![]() ![]() | The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios. More reticles for this sight available, see full article. | ||||||
VMS (3.4x)![]() ![]() ![]() | The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalist chevron reticle inside of its Vanu-styled housing. | ||||||
V3 Holo (3.4x)![]() ![]() ![]() | Within its ornate triangular hosuing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios. | ||||||
OG-4 (4x)![]() ![]() ![]() | Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights. | ||||||
CSZ (4x)![]() ![]() ![]() | The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle. |
Barrel | |||||||
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Smart-Choke![]() ![]() ![]() | A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip. |
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 2 rounds rounds, and the weapon takes 15% longer to equip and unequip. | ||||||
MPL![]() ![]() ![]() | The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%. |
Ammo | |||||||
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Flechette Ammunition![]() ![]() ![]() | Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 2. | ||||||
Slug Ammunition![]() ![]() ![]() | The weapon now fires an accurate, high-velocity slug dealing 650 damage, and falling off to 500 at the weapon's minimum damage range. |
Effectiveness[]
Buckshot[]
Values below assume all pellets hit the target in the relevant body part.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 18m | ||
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- | 8 (on fire @ 6) | 12 (on fire @ 10) |
Composite Armor 4 | - | 10 (on fire @ 8) | 16 (on fire @ 13) |
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- | 20 (on fire @ 16) | 31 (on fire @ 25) |
Composite Armor 4 | - | 24 (on fire @ 19) | 37 (on fire @ 30) |
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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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- | 12 (on fire @ 10) | 20 (on fire @ 16) |
Composite Armor 4 | - | 14 (on fire @ 11) | 21 (on fire @ 17) |
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Front/Side/Top/Rear | 30 (on fire @ 24) | 48 (on fire @ 39) |
Bottom | 60 (on fire @ 48) | 96 (on fire @ 77) | |
Composite Armor 4 | Front/Side/Top/Rear | 35 (on fire @ 28) | 55 (on fire @ 44) |
Bottom | 69 (on fire @ 56) | 110 (on fire @ 88) | |
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- | 24 (on fire @ 19) | 38 (on fire @ 30) |
Composite Armor 4 | - | 26 (on fire @ 21) | 41 (on fire @ 33) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Flechette Ammunition[]
Values below assume all pellets hit the target in the relevant body part.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 15m | After 54m | ||
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- | 10 (on fire @ 8) | 15 (on fire @ 12) |
Composite Armor 4 | - | 13 (on fire @ 10) | 20 (on fire @ 16) |
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- | 25 (on fire @ 20) | 39 (on fire @ 31) |
Composite Armor 4 | - | 29 (on fire @ 24) | 46 (on fire @ 37) |
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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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- | 15 (on fire @ 12) | 24 (on fire @ 20) |
Composite Armor 4 | - | 17 (on fire @ 14) | 27 (on fire @ 21) |
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Front/Side/Top/Rear | 38 (on fire @ 30) | 60 (on fire @ 48) |
Bottom | 75 (on fire @ 60) | 120 (on fire @ 96) | |
Composite Armor 4 | Front/Side/Top/Rear | 44 (on fire @ 35) | 69 (on fire @ 55) |
Bottom | 87 (on fire @ 69) | 137 (on fire @ 110) | |
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- | 30 (on fire @ 24) | 47 (on fire @ 38) |
Composite Armor 4 | - | 33 (on fire @ 26) | 51 (on fire @ 41) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Slug Ammunition[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 18m | ||
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- | 12 (on fire @ 10) | 15 (on fire @ 12) |
Composite Armor 4 | - | 15 (on fire @ 12) | 20 (on fire @ 16) |
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- | 30 (on fire @ 24) | 39 (on fire @ 31) |
Composite Armor 4 | - | 36 (on fire @ 29) | 47 (on fire @ 37) |
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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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- | 19 (on fire @ 15) | 24 (on fire @ 20) |
Composite Armor 4 | - | 21 (on fire @ 17) | 27 (on fire @ 22) |
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Front/Side/Top/Rear | 47 (on fire @ 37) | 60 (on fire @ 48) |
Bottom | 93 (on fire @ 74) | 120 (on fire @ 96) | |
Composite Armor 4 | Front/Side/Top/Rear | 54 (on fire @ 43) | 69 (on fire @ 56) |
Bottom | 107 (on fire @ 85) | 138 (on fire @ 111) | |
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- | 36 (on fire @ 29) | 47 (on fire @ 38) |
Composite Armor 4 | - | 40 (on fire @ 32) | 52 (on fire @ 42) |
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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 Phobos VX86. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Phobos VX86 Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
---|---|---|---|
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 Phobos VX86 contribute towards the Shotguns directive tree. |
Trivia[]
- The Phobos VX86 is named after 'Phobos', the Greek god of fear and panic, and the name of the larger of Mars' two moons.
History[]
November 17, 2022 Update (10-Year Anniversary)
- Maximum damage from 125 to 100.
- Minimum damage from 50 to 63.
Dev Note: This is a heavy swing. These weapons will very likely need to get tuned back into a more usable position once more data comes in.
March 30, 2022 Update (The Arsenal Update)
- Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
- Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
- Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.
- Undocumented: Now has access to the Smart-Choke, MPL and Flechette Ammunition.
- Undocumented: No longer has access to the Laser Sight.
- Max damage from 130@8m to 125@5m
- Magazine size from 4 to 5
- Ammo capacity from 28 to 35
- Cone of Fire bloom from 0.5 to 0
- Hipfire recoil recovery rate from 12 to 8
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