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TS2 Inquisitor
The TS2 Inquisitor features two-round burst or semi-auto firemodes, with an extended magazine capable of outlasting the enemy even in the most drawn out firefights.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Pistols
Fire Rate: 531 RPM
Muzzle Velocity: 375m/s
Effective Range: Short
Fire Modes: 2x Burst,
Semi-Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 250 ms
Damage[?]
Max Damage: 143 before 10m
Min Damage: 91 after 60m
Damage Type: Small Arms
Reload Speed
Short Reload: 2.1s
Long Reload: 2.4s
Ammunition
Magazine Size: 30
Ammunition Pool: 120
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.25 0.3
Stand Still: 1 0.3
Move: 1.25 0.3
Bloom per Shot: 0.1 0.05
Recoil[?]
Vertical: 0.4
Horizontal, Min/Max: 0.1/0.1
Horizontal Tolerance: 0.3
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 18
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

TS2 Inquisitor API Data

Census LF API source: TS2 Inquisitor API Data

The TS2 Inquisitor is a pistol available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.

The TS2 Inquisitor, like the TX1 Repeater, serves to exemplify Terran design philosophy. Despite doing significantly more damage per shot compared to the Repeater or T4 AMP, it boasts the largest magazine of any stock pistol. It can be matched by the T4 AMP or NS-61 Emissary in capacity only when either of those has an extended magazine equipped, or exceeded by The President with that same attachment.

Despite that, even the Directive reward sidearm is outclassed by the amount of potential damage in each Inquisitor magazine, At a very respectable 4,290 maximum damage per magazine, the Inquisitor is capable of killing 7 standard infantry targets at close range if all shots hit the targets' heads, and would leave an eighth target at less than half health - perfect for finishing off with a melee weapon. These two factors combine to make the Scavenger Implant a good complement for this weapon - each kill with a maximum rank implant would return 9 rounds to the magazine, and helps to avoid this weapon's relatively long reloads.

The Inquisitor is capable of killing infantry in 2 bursts to the head below 27 meters, but only if all 4 shots hit the target's head. The Inquisitor is significantly more accurate than the other faction specific burst/auto pistols, with an ADS CoF of only 0.3 degrees. Compare this to the TX1 Repeater and T4 AMP at 0.8, the LA3 Desperado at 0.6, and the Spiker at 0.5. Common Pool burst/auto weapons are only slightly more accurate at 0.2, but have either more recoil or worse damage per second in the case of the NS-45 Pilot and NS-61 Emissary, respectively.

The only Terran Republic sidearm that can claim a better aimed accuracy is the TX2 Emperor at 0.1, which is restricted to semi-automatic fire. That said, the Inquisitor only barely beats out the NS-61 Emissary in terms of DPS. This puts it into a rather similar role as a source of steady, sustained damage at short to medium distances.

There is no enforced burst delay on the TS2 Inquisitor. If the user perfectly times their trigger pulls, the TS2 Inquisitor's maximum fire rate is indeed 531 RPM. This is true of the semi-automatic fire mode as well.

To switch firemodes on a weapon, press the Switch Fire Group key (B by default).

Attachments[]

Attachments
Optic
RTA Reflex Sight (1x)

49 OR 30
The TR's Rapid Target Acquisition sight provides no magnification, but uses a clear red dot sight for close-combat situations.
More reticles for this scope available, see full article.
MH2 Reflex Sight (2x)

49 OR 30
The Terran MH2 features 2x magnification inside of a holographic red dot sight, giving it the advantage in urban combat situations.
More reticles for this scope available, see full article.
Barrel
Compensator

49 OR 100
A compensator redirects gases upward, reducing vertical recoil by 30%, and increasing hipfire cone of fire by 15%. The added sound pressure causes the player to show on the minimap 35m farther away.
Flash Suppressor

49 OR 100
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.
Suppressor

49 OR 100
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
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.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
Ammo
KCAP Ammunition

99 OR 200
KCAP ammunition removes the legshot damage penalty, and increases damage to the leg area by 20%, but decreases headshot damage by 50%.

Damage Fall-off[]

  • 143 after 10 meters
  • 125 at 27 meters
  • 112 at 40 meters
  • 100 at 51 meters
  • 91 after 60 meters

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-27m27-40m40-60m
Infantry Head 4456
Torso 7(7)8(8)9(9)11(11)
Legs 8(8)9(9)10(10)13(13)
Infiltrator Head 4455
Torso 7(7)8(8)9(9)10(10)
Legs 7(7)8(8)9(9)11(11)
Heavy Assault Overshield Head 6678
Torso 11(11)12(12)13(13)16(16)
Legs 12(12)13(13)15(15)18(18)
MAX Head 35404555
Torso 70(88)80(100)90(112)110(138)
Legs 78(98)89(112)100(125)123(153)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 60m
Link=FlashFlash - 53 (on fire @ 42) 83 (on fire @ 66)
Composite Armor 4 - 69 (on fire @ 55) 108 (on fire @ 86)
Link=HarasserHarasser - 135 (on fire @ 108) 212 (on fire @ 170)
Composite Armor 4 - 162 (on fire @ 130) 254 (on fire @ 203)
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 - 84 (on fire @ 68) 132 (on fire @ 106)
Composite Armor 4 - 93 (on fire @ 74) 146 (on fire @ 117)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 330 (on fire @ 264)
Bottom 420 (on fire @ 336) 660 (on fire @ 528)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 380 (on fire @ 304)
Bottom 483 (on fire @ 387) 759 (on fire @ 607)
Dervish - 164 (on fire @ 131) 257 (on fire @ 206)
Composite Armor 4 - 180 (on fire @ 144) 283 (on fire @ 226)
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 TS2 Inquisitor. Each ribbon is a standard reward for achieving a set amount of kills with the pistol. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
TS2 Inquisitor
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 TS2 Inquisitor contribute towards the Sidearms directive tree.

History[]

ADS CoF bloom from 0.1 to 0.05

See Also[]