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Page Contents Current As of Patch: 2022-04-05
Ursa
The Ursa features manageable recoil and a high velocity projectile, making it extremely effective at ranges beyond that of other LMGs.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: LMG
Fire Rate: 550 RPM
Muzzle Velocity: 640m/s
Effective Range: Medium
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 900 ms
Damage[?]
Max Damage: 167 before 10m
Min Damage: 143 after 75m
Reload Speed
Short Reload: 3.72s
Long Reload: 4.7s
Ammunition
Magazine Size: 75
Ammunition Pool: 300
Accuracy[?]
Hip Aim
Crouch Still: 3.25 0.03
Move: 3.75 0.2
Stand Still: 3.75 0.03
Move: 4.25 0.35
Bloom per Shot: 0.12 0.06
Recoil[?]
Vertical: 0.395
Horizontal, Min/Max: 0.1875/0.182
Horizontal Tolerance: 0.5
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 13
First Shot Recoil Multiplier: 1.5x
Data Sources?
Census DBG API source:

Ursa API Data

Census LF API source: Ursa API Data

The Ursa is a light machine gun available to the Vanu Sovereignty. It is unlocked through purchase wtih Certification Points and Daybreak Cash.

The Ursa is a mid-range focused machine gun, Sacrificing a fair chunk of close-range potency, thanks to a low rate-of-fire and mediocre hip accuracy characteristics, the Ursa positions itself in the mid-range market with lower recoil, improved minimum moving aimed cone-of-fire, and higher velocity, with a faster reload speed to boot.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)

49 OR 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
HPR Reflex (1x)

49 OR 30
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)

49 OR 30
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)

49 OR 30
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)

49 OR 30
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)

49 OR 30
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)

49 OR 30
The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle.
TriGon-6 (6x)

49 OR 30
The TriGon-6 won the Vanu Sovereignty's bid as their standard sniper scope. It features 6x magnification and standard mil-dot sighting.
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.
Heavy Barrel

49 OR 100
A heavy barrel reduces cone of fire bloom by 20% while aiming down sights, but reduces aim down sights movement speed by 20%.
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
Angled Forward Grip

49 OR 100
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

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.
Extended Magazine

49 OR 100
Doubles the amount of ammunition in each magazine, and the weapon takes 20% longer to equip and unequip.
Forward Grip

49 OR 100
A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec.
Laser Sight

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

49 OR 100
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

49 OR 100
Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%.
Unstable Ammunition

49 OR 100
Unstable Ammunition significantly increases the size of projectiles fired while reducing headshot bonus damage by 80%.

Damage Fall-off[]

Stats in orange are with High Velocity Ammunition.

  • 167 before 10 meters (8 meters)
  • 143 after 75 meters (95 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10mAfter 75m
Infantry Head 34
Torso 6(6)7(7)
Legs 7(7)8(8)
Infiltrator Head 34
Torso 6(6)7(7)
Legs 6(6)7(7)
Heavy Assault Overshield Head 56
Torso 9(9)11(11)
Legs 10(10)12(12)
MAX Head 3035
Torso 60(75)70(88)
Legs 67(84)78(98)
Theoretical Time To Kill
Infantry Body part 0m 10m 75m
Normal Suit Normal Suit
Infantry Head 0.218s 0.234s - 0.444s -
Torso 0.545s 0.561s - 0.772s -
Infiltrator Head 0.218s 0.234s - 0.444s -
Torso 0.545s 0.561s - 0.772s -
Heavy Assault Head 0.436s 0.452s - 0.663s -
Torso 0.873s 0.888s - 1.208s -
MAX Head 3.164s 3.179s - 3.826s -
Torso 6.436s 6.452s 8.088s 7.644s 9.608s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 75m
Link=FlashFlash - 45 (on fire @ 36) 53 (on fire @ 42)
Composite Armor 4 - 59 (on fire @ 47) 69 (on fire @ 55)
Link=HarasserHarasser - 116 (on fire @ 93) 135 (on fire @ 108)
Composite Armor 4 - 139 (on fire @ 111) 162 (on fire @ 130)
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 - 72 (on fire @ 58) 84 (on fire @ 68)
Composite Armor 4 - 80 (on fire @ 64) 93 (on fire @ 74)
Valkyrie Front/Side/Top/Rear 180 (on fire @ 144) 210 (on fire @ 168)
Bottom 360 (on fire @ 288) 420 (on fire @ 336)
Composite Armor 4 Front/Side/Top/Rear 207 (on fire @ 166) 242 (on fire @ 194)
Bottom 414 (on fire @ 331) 483 (on fire @ 387)
Dervish - 140 (on fire @ 112) 164 (on fire @ 131)
Composite Armor 4 - 154 (on fire @ 123) 180 (on fire @ 144)
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 Ursa. Each ribbon is a standard reward for achieving a set amount of kills with the machine gun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
Ursa
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 Ursa contribute towards the Light Machine Guns directive tree.

Trivia[]

  • The Ursa could be named after two different constellation visible from Earth—Ursa Major or Ursa Minor. Both constellations are represented as bears, with 'Ursa' similarly translating to bear, with the former being the larger of the two. Ursa Major also contains the well-known asterism 'The Big Dipper'.
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