Page Contents Current As of Patch: | 2022-04-05 |
The Brawler | |||
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Exemplary of NC ingenuity and their utter disdain for rules, the aftermarket parts welded into the Brawler not only make it more accurate than typical shotguns, but also illegal to possess in the Terran Republic. Not that they care. | |||
Costs | |||
DC Cost: | Unavailable ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() | ||
Weapon Type: | Shotguns | ||
Fire Rate: | 225 RPM | ||
Muzzle Velocity: | 300m/s | ||
Effective Range: | Short | ||
Fire Modes: | Semi-Auto | ||
Headshot Multiplier: | 1.5x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Damage[?] | |||
Max Damage: | 100x6
600
| ||
Min Damage: | 84x6
504
| ||
Reload Speed | |||
Short Reload: | 2.6s | ||
Long Reload: | 3.6s | ||
Ammunition | |||
Magazine Size: | 10 | ||
Ammunition Pool: | 70 | ||
Pellet Count: | 6 | ||
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: | 2.8 | ||
Horizontal, Min/Max: | 0.5/0.5 | ||
Horizontal Tolerance: | 1.5 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 8 | ||
First Shot Recoil Multiplier: | 1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | The Brawler API Data |
The Brawler is a shotgun available to the New Conglomerate. It is unlocked upon completion of the Master Shotguns directive.
The Brawler is an 'auraxium' variant of the Mauler S6, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the Brawler comes with a 25% increase to its magazine size. In exchange, the Brawler suffers from longer reload speeds. In addition, the Brawler is given unique access to an Underbarrel Shotgun.
Damage Fall-off[]
Buckshot:
Stats in green are the weapon's damage assuming all pellets connect at the given range.
- 100 before 5 meters (600)
- 91 at 13 meters (546)
- 84 after 20 meters (504)
Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.
Flechette:
Stats in orange are the weapon's damage assuming all pellets connect at the given range.
- 100 before 15 meters (500)
- 91 at 39 meters (455)
- 84 after 60 meters (420)
Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.
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. | ||||||
TekLyte Reflex (1x)![]() ![]() ![]() | TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights. More reticles for this sight available, see full article. | ||||||
GD RefleXR (2x)![]() ![]() ![]() | The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios. More reticles for this sight available, see full article. | ||||||
LX Tacti-Eye (3.4x)![]() ![]() ![]() | Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use. | ||||||
LACO (3.4x)![]() ![]() ![]() | Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes. | ||||||
TrueShot (4x)![]() ![]() ![]() | The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class. | ||||||
LX Mark IV (4x)![]() ![]() ![]() | OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop. |
Barrel | |||||||
---|---|---|---|---|---|---|---|
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 | |||||||
---|---|---|---|---|---|---|---|
Comfort Grip![]() ![]() ![]() | A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%. | ||||||
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, 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%. | ||||||
Underbarrel Shotgun![]() ![]() ![]() | A single-shot shotgun round attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. |
Ammo | |||||||
---|---|---|---|---|---|---|---|
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 1. | ||||||
Slug Ammunition![]() ![]() ![]() | The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range. |
Damage Fall-off[]
Buckshot:
Stats in green are the weapon's damage assuming all pellets connect at the given range.
- 100 before 5 meters (600)
- 91 at 13 meters (546)
- 84 after 20 meters (504)
Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.
Flechette:
Stats in orange are the weapon's damage assuming all pellets connect at the given range.
- 100 before 15 meters (500)
- 91 at 39 meters (455)
- 84 after 60 meters (420)
Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.
Effectiveness[]
Assuming all pellets hit the target.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 20m | ||
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- | 13 (on fire @ 10) | 15 (on fire @ 12) |
Composite Armor 4 | - | 17 (on fire @ 13) | 20 (on fire @ 16) |
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- | 33 (on fire @ 26) | 39 (on fire @ 31) |
Composite Armor 4 | - | 39 (on fire @ 31) | 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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- | 20 (on fire @ 16) | 24 (on fire @ 20) |
Composite Armor 4 | - | 22 (on fire @ 18) | 27 (on fire @ 21) |
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Front/Side/Top/Rear | 50 (on fire @ 40) | 60 (on fire @ 48) |
Bottom | 100 (on fire @ 80) | 120 (on fire @ 96) | |
Composite Armor 4 | Front/Side/Top/Rear | 58 (on fire @ 46) | 69 (on fire @ 55) |
Bottom | 115 (on fire @ 92) | 137 (on fire @ 110) | |
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- | 39 (on fire @ 32) | 47 (on fire @ 38) |
Composite Armor 4 | - | 43 (on fire @ 35) | 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 |
Assuming all pellets hit the target.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 15m | After 60m | ||
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- | 15 (on fire @ 12) | 18 (on fire @ 15) |
Composite Armor 4 | - | 20 (on fire @ 16) | 24 (on fire @ 19) |
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- | 39 (on fire @ 31) | 46 (on fire @ 37) |
Composite Armor 4 | - | 47 (on fire @ 37) | 55 (on fire @ 44) |
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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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- | 24 (on fire @ 20) | 29 (on fire @ 23) |
Composite Armor 4 | - | 27 (on fire @ 22) | 32 (on fire @ 26) |
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Front/Side/Top/Rear | 60 (on fire @ 48) | 72 (on fire @ 58) |
Bottom | 120 (on fire @ 96) | 143 (on fire @ 115) | |
Composite Armor 4 | Front/Side/Top/Rear | 69 (on fire @ 56) | 83 (on fire @ 66) |
Bottom | 138 (on fire @ 111) | 165 (on fire @ 132) | |
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- | 47 (on fire @ 38) | 56 (on fire @ 45) |
Composite Armor 4 | - | 52 (on fire @ 42) | 62 (on fire @ 49) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 20m | ||
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- | 17 (on fire @ 14) | 25 (on fire @ 20) |
Composite Armor 4 | - | 22 (on fire @ 18) | 33 (on fire @ 26) |
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- | 43 (on fire @ 35) | 65 (on fire @ 52) |
Composite Armor 4 | - | 52 (on fire @ 42) | 77 (on fire @ 62) |
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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 | |||
![]() ![]() |
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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- | 27 (on fire @ 22) | 40 (on fire @ 32) |
Composite Armor 4 | - | 30 (on fire @ 24) | 44 (on fire @ 36) |
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Front/Side/Top/Rear | 67 (on fire @ 54) | 100 (on fire @ 80) |
Bottom | 134 (on fire @ 107) | 200 (on fire @ 160) | |
Composite Armor 4 | Front/Side/Top/Rear | 77 (on fire @ 62) | 115 (on fire @ 92) |
Bottom | 154 (on fire @ 123) | 230 (on fire @ 184) | |
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- | 52 (on fire @ 42) | 78 (on fire @ 63) |
Composite Armor 4 | - | 58 (on fire @ 46) | 86 (on fire @ 69) |
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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 The Brawler. 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 |
The Brawler 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 ![]() |
History[]
- January 12, 2017 Hotfix
- Max damage from 130@8m to 100@5m
- Min damage from 50@18m to 84@20m
- Magazine size from 6 to 8
- Ammo capacity from 48 to 56
- Cone of Fire bloom from 0.5 to 0
- ADS pellet spread from 2.5 to 2
- Vertical recoil from 1.3 to 2.8
- Horizontal recoil from 0.2 to 0.5
- Horizontal recoil tolerance from 0.4 to 1.5
- Hipfire recoil recovery rate from 15 to 8
- 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.
- Magazine size from 8 to 10.
- Ammunition capacity from 56 to 70.
- Short reload speed from 2.1sec. 2.6sec.
- Long reload speed from 3.22sec. to 3.6sec.
- Dev Note: Expansion of magazine size with a small reload bump blends the Mauler and Sweeper's proficiencies. These changes take place on top of the sweeping shotgun changes mentioned above.
- Now has access to the Extended Magazine, Smart-Choke, MPL,Slug Ammo and Flechette Ammo.
Media[]
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