Page Contents Current As of Patch: | 2022-04-05 |
Pulsar Burst | |||
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The first of many adaptations to the Pulsar VS1, this burst-fire variant provides enhanced control at long range without compromising on stopping power. | |||
Costs | |||
Cert Cost: | 650 ![]() | ||
DC Cost: | 499 ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() | ||
Weapon Type: | Assault Rifles | ||
Fire Rate: | 698 RPM | ||
Muzzle Velocity: | 615m/s | ||
Effective Range: | Long | ||
Fire Modes: | 3x Burst | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 650 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 112 after 80m | ||
Reload Speed | |||
Short Reload: | 1.75s | ||
Long Reload: | 2.2s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 210 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 2 | 0.06 |
Move: | 2.5 | 0.075 | |
Stand | Still: | 2.5 | 0.06 |
Move: | 3 | 0.125 | |
Bloom per Shot: | 0.1 | 0.05 | |
Recoil[?] | |||
Vertical, Min/Max: | 0.23/0.4 | ||
Horizontal, Min/Max: | 0.15/0.16 | ||
Horizontal Tolerance: | 0.4 | ||
Angle Min/Max: | 17°/19° | ||
Bias: | → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 0.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Pulsar Burst API Data, Fire Mode API Data |
The Pulsar Burst is an assault rifle available to the Vanu Sovereignty. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Pulsar Burst is a variant of the Pulsar VS1, equivalent to the Gauss Rifle Burst and
T1B Cycler, being a modification of the standard issue assault rifle that sacrifices the typical full-automatic fire mode and some hip accuracy for heavily reduced recoil on a burst fire mode.
There is no enforced delay between bursts on the Pulsar Burst. If the user perfectly times their trigger pulls, the Pulsar Burst's maximum fire rate is indeed 698 RPM.
Like most dedicated burst weaponry, the Pulsar Burst enjoys reduced recoil on the first shot of each burst, where most automatics suffer increase recoil on that same first shot. Changing fire modes (B by default) to semi-automatic will return this recoil reduction to an increase, subjecting each of the weapon's shots to heavier recoil.
Attachments[]
Attachments |
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Optic | |||||||
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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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Flash Suppressor![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | 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 | |||||||
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Angled Forward Grip![]() ![]() ![]() | 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![]() ![]() ![]() | 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![]() ![]() ![]() | 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. |
Damage Fall-off[]
Stats in orange are with High Velocity Ammunition.
- 143 before 10 meters (8 meters)
- 125 at 50 meters (61 meters)
- 112 after 80 meters (100 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 80m | ||
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- | 53 (on fire @ 42) | 67 (on fire @ 54) |
Composite Armor 4 | - | 69 (on fire @ 55) | 88 (on fire @ 70) |
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- | 135 (on fire @ 108) | 172 (on fire @ 138) |
Composite Armor 4 | - | 162 (on fire @ 130) | 207 (on fire @ 165) |
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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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- | 84 (on fire @ 68) | 108 (on fire @ 86) |
Composite Armor 4 | - | 93 (on fire @ 74) | 118 (on fire @ 95) |
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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) | |
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- | 164 (on fire @ 131) | 209 (on fire @ 167) |
Composite Armor 4 | - | 180 (on fire @ 144) | 230 (on fire @ 184) |
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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 Pulsar Burst. Each ribbon is a standard reward for achieving a set amount of kills with the rifle. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Pulsar Burst 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 Pulsar Burst contribute towards the Assault Rifles directive tree. |
Trivia[]
- The Pulsar Burst, like the similarly named Pulsar C, Pulsar LSW, and Pulsar VS1, is named after the pulsar—a cosmological phenomenon in which a star rotating at immense speed emits electromagnetic radiation out of its poles, seen by observers as a beam.
History[]
- February 2, 2017 Update
- Damage from 143@10m-125@65m to 143@10m-112@80m
- March 30, 2022 Update (The Arsenal Update)
- Renamed to Pulsar Burst.
- Dev Note: The Equinox VE2 Burst is actually a burst-variant of the Pulsar VS1. Changing the naming convention to resolve this literally unplayable bug.
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