Page Contents Current As of Patch: | 2022-04-05 |
Solstice VE3 | |||
![]() | |||
The versatile Solstice VE3 is an effective carbine suitable for most situations. | |||
Costs | |||
Auto Granted | |||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() | ||
Weapon Type: | Carbines | ||
Fire Rate: | 698 RPM | ||
Muzzle Velocity: | 515m/s | ||
Effective Range: | Medium | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 550 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 112 after 60m | ||
Reload Speed | |||
Short Reload: | 1.65s | ||
Long Reload: | 2.28s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 210 | ||
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: | 0.25 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.5 | ||
Angle Min/Max: | 14°/17° | ||
Bias: | → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 2.8x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Solstice VE3 API Data |
The Solstice VE3 is a carbine available to the Vanu Sovereignty. It is unlocked by default.
The Solstice Vanu Esamir 3, not unlike the AF-19 Mercenary and
TRAC-5, is designed to serve as a standard all-round weapon, with no exceptionally high stats in exchange for no particularly punishing stats, allowing it to function as a solid starting or jack-of-all-trades carbine.
The Solstice VE3 starts with the red dot-and-circle variant of the HPR Reflex unlocked, as well as the Laser Sight, helping it in serving as a suitable all-round starter carbine for a fresh Light Assault or Engineer.
Attachments[]
Attachments |
---|
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)![]() Auto Granted | 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 | |||||||
---|---|---|---|---|---|---|---|
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. | ||||||
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 | |||||||
---|---|---|---|---|---|---|---|
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. | ||||||
Extended Magazine![]() ![]() ![]() | Increases the amount of ammunition in each magazine by 5 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![]() Auto Granted | A laser sight increases the user's hipfire accuracy by 33%. |
Ammo | |||||||
---|---|---|---|---|---|---|---|
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[]
- 143 before 10 meters
- 125 at 39 meters
- 112 after 60 meters
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 60m | ||
![]() |
- | 53 (on fire @ 42) | 67 (on fire @ 54) |
Composite Armor 4 | - | 69 (on fire @ 55) | 88 (on fire @ 70) |
![]() |
- | 135 (on fire @ 108) | 172 (on fire @ 138) |
Composite Armor 4 | - | 162 (on fire @ 130) | 207 (on fire @ 165) |
![]() |
- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
![]() |
- | Immune | |
![]() |
Front/Top | Immune | |
Side | |||
Rear | |||
![]() ![]() |
Front/Top | Immune | |
Side | |||
Rear | |||
![]() |
Front/Top | Immune | |
Side | |||
Rear | |||
![]() |
Front/Top | Immune | |
Side | |||
Rear | |||
![]() ![]() ![]() |
- | 84 (on fire @ 68) | 108 (on fire @ 86) |
Composite Armor 4 | - | 93 (on fire @ 74) | 118 (on fire @ 95) |
![]() |
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) | |
![]() |
- | 164 (on fire @ 131) | 209 (on fire @ 167) |
Composite Armor 4 | - | 180 (on fire @ 144) | 230 (on fire @ 184) |
![]() |
- | Immune | |
Composite Armor 4 | - | Immune | |
![]() |
- | Immune | |
Composite Armor 4 | - | Immune | |
![]() |
- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Solstice VE3. 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 |
Solstice VE3 Service Ribbon |
![]() |
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 Solstice VE3 contribute towards the Carbines directive tree. |
Trivia[]
- The Solstice VE3 is named after the term for periods throughout the year that the length of either the day or the night are at their longest on Earth—a 'solstice'.
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.
- Hipfire Bloom from 0.1 to 0.08
Media[]
Planetside 2 - Solstice Gun Review - Mr. G4F
Weapon review
|