Page Contents Current As of Patch: | 2022-11-17 |
AS16 NightHawk | |||
Designed with a lightning-quick receiver, the fully-automatic AS16 Nighthawk features a higher rate of fire than typical shotguns. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Shotguns | ||
Fire Rate: | 260 RPM | ||
Muzzle Velocity: | 300m/s | ||
Effective Range: | Short | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 1.5x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Damage[?] | |||
Max Damage: | 112x6
672
| ||
Min Damage: | 50x6
300
| ||
Reload Speed | |||
Short Reload: | 2.6s | ||
Long Reload: | 3.8s | ||
Ammunition | |||
Magazine Size: | 6 | ||
Ammunition Pool: | 54 | ||
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: | 4 | ||
Recoil[?] | |||
Vertical: | 2 | ||
Horizontal, Min/Max: | 0.95/0.95 | ||
Horizontal Tolerance: | 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: | AS16 NightHawk API Data |
The AS16 NightHawk is a shotgun available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.
The AS16 NightHawk is a fully-automatic shotgun that sacrifices range, accuracy, and reload speed for raw damage-per-second and ease of use.
Compared to the FA1 Barrage, the Terran standard issue shotgun, the NightHawk features a higher firerate and deals more damage within 10 meters, but is punished with a far steeper damage drop-off over range, as well as more wild pellet spread and a longer reload time.
The AS16 NightHawk, AF-57 Piston, and Pandora VX25 are statistically nigh-identical weapons, with the only difference found in the Vanu option's muzzle velocity, which is lowered in exchange for the faction's 'no bullet drop' trait.
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. | ||||||
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. | ||||||
DMO (3.4x) 49 OR 30 | Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges. | ||||||
HDS (3.4x) 49 OR 30 | Using a red dot reticle with 3.4x optical magnification, the TR's Holographic Dot Sight performs well in close and mid-range combat scenarios. | ||||||
TMS (4x) 49 OR 30 | Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency. | ||||||
ACS (4x) 49 OR 30 | The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use. |
Barrel | |||||||
---|---|---|---|---|---|---|---|
Smart-Choke 49 OR 100 | 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 49 OR 100 | 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 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 | Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip. | ||||||
MPL 49 OR 100 | The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%. |
Ammo | |||||||
---|---|---|---|---|---|---|---|
Flechette Ammunition 49 OR 100 | 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 49 OR 100 | The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range. |
Effectiveness[]
Assuming all pellets hit the target.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 20m | ||
Flash | - | 12 (on fire @ 9) | 25 (on fire @ 20) |
Composite Armor 4 | - | 15 (on fire @ 12) | 33 (on fire @ 26) |
Harasser | - | 29 (on fire @ 23) | 65 (on fire @ 52) |
Composite Armor 4 | - | 35 (on fire @ 28) | 77 (on fire @ 62) |
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 | - | 18 (on fire @ 15) | 40 (on fire @ 32) |
Composite Armor 4 | - | 20 (on fire @ 16) | 44 (on fire @ 36) |
Valkyrie | Front/Side/Top/Rear | 45 (on fire @ 36) | 100 (on fire @ 80) |
Bottom | 90 (on fire @ 72) | 200 (on fire @ 160) | |
Composite Armor 4 | Front/Side/Top/Rear | 52 (on fire @ 42) | 115 (on fire @ 92) |
Bottom | 103 (on fire @ 83) | 230 (on fire @ 184) | |
Dervish | - | 35 (on fire @ 28) | 78 (on fire @ 63) |
Composite Armor 4 | - | 39 (on fire @ 31) | 86 (on fire @ 69) |
Liberator | - | Immune | |
Composite Armor 4 | - | Immune | |
Galaxy | - | Immune | |
Composite Armor 4 | - | Immune | |
Bastion Weak Point | - | Immune |
Assuming all pellets hit the target.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 15m | After 60m | ||
Flash | - | 14 (on fire @ 11) | 30 (on fire @ 24) |
Composite Armor 4 | - | 18 (on fire @ 14) | 39 (on fire @ 32) |
Harasser | - | 35 (on fire @ 28) | 77 (on fire @ 62) |
Composite Armor 4 | - | 42 (on fire @ 33) | 93 (on fire @ 74) |
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 | - | 22 (on fire @ 18) | 48 (on fire @ 39) |
Composite Armor 4 | - | 24 (on fire @ 19) | 53 (on fire @ 43) |
Valkyrie | Front/Side/Top/Rear | 54 (on fire @ 43) | 120 (on fire @ 96) |
Bottom | 108 (on fire @ 86) | 240 (on fire @ 192) | |
Composite Armor 4 | Front/Side/Top/Rear | 62 (on fire @ 50) | 138 (on fire @ 111) |
Bottom | 124 (on fire @ 99) | 276 (on fire @ 221) | |
Dervish | - | 42 (on fire @ 34) | 94 (on fire @ 75) |
Composite Armor 4 | - | 46 (on fire @ 37) | 103 (on fire @ 83) |
Liberator | - | Immune | |
Composite Armor 4 | - | Immune | |
Galaxy | - | Immune | |
Composite Armor 4 | - | Immune | |
Bastion Weak Point | - | Immune |
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 20m | ||
Flash | - | 17 (on fire @ 14) | 25 (on fire @ 20) |
Composite Armor 4 | - | 22 (on fire @ 18) | 33 (on fire @ 26) |
Harasser | - | 43 (on fire @ 35) | 65 (on fire @ 52) |
Composite Armor 4 | - | 52 (on fire @ 42) | 77 (on fire @ 62) |
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 | - | 27 (on fire @ 22) | 40 (on fire @ 32) |
Composite Armor 4 | - | 30 (on fire @ 24) | 44 (on fire @ 36) |
Valkyrie | 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) | |
Dervish | - | 52 (on fire @ 42) | 78 (on fire @ 63) |
Composite Armor 4 | - | 58 (on fire @ 46) | 86 (on fire @ 69) |
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 AS16 NightHawk. 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 |
AS16 NightHawk 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 AS16 NightHawk contribute towards the Shotguns directive tree. |
History []
November 17, 2022 Update (10-Year Anniversary)
- Maximum damage from 125 to 112.
- Magazine size from 8 to 6.
- Ammo capacity from 56 to 54.
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.
- Undocumented: Now has access to the Smart-Choke, Comfort Grip, MPL and Flechette Ammo.
- Undocumented: No longer has access to the Forward Grip and Laser Sight.
- Max damage from 125@8m to 125@5m
- Min damage from 45@18m to 50@20m
- Magazine size from 6 to 8
- Ext. Mags bonus from 4 to 2
- Ammo capacity from 48 to 56
- ADS pellet spread from 4 to 3.5
- Cone of Fire bloom from 0.5 to 0
- Projectile velocity from 300 to 275
- Vertical recoil from 1.5 to 2
- Horizontal recoil from 0.2 to 0.95
- Horizontal recoil tolerance from 0.4 to 5
- Hipfire recoil recovery rate from 12 to 8
- Maximum damage reduced from 134 to 125
- Minimum damage reduced from 50 to 45
- Slug ammunition minimum damage reduced from 360 to 334
- Rate of fire slowed down to 260 RPM.
- Short reload time slowed down to 2600 MS (long reload unchanged).
- Recoil recovery rate slowed down to 12 degrees per second, from 15.
- Minimum damage lowered to 50 per pellet.
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