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Page Contents Current As of Patch: 2022-11-17
AS16 NightHawk
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 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire: Icon TR
Can Use: Icon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
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
before 5m
Min Damage:
50x6
300
after 20m
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:

AS16 NightHawk API Data

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, Icon NC AF-57 Piston, and Icon VS 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)
Ns weapon scope hsnv scope
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Icon weaponAttachment tr redDotSight01
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Icon weaponAttachment tr redDotSight05
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Tr weapon scope dmo x3.4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Tr weapon scope hds x3.4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Tr weapon scope tms x4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
ACS (4x)
Tr weapon scope acs x4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Smart-Choke
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Comfort Grip (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Darklight Flashlight
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Extended Magazine (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip.
MPL
MPL
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition
Flechette Ammunition
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Slug Ammunition (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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 Infantry
Infantry Body part Shots to Kill
0-5m5-10m10-16m16-20m
Icon Light AssaultInfantry Head 1223
Torso 2(2)2(2)3(3)4(4)
Legs 2(2)2(2)3(3)4(4)
Icon InfiltratorInfiltrator Head 1122
Torso 2(2)2(2)3(3)3(3)
Legs 2(2)2(2)3(3)4(4)
Icon Heavy AssaultHeavy Assault Overshield Head 2234
Torso 3(3)3(3)4(4)5(5)
Legs 3(3)3(3)5(5)6(6)
Icon MAXMAX Head 10121723
Torso 15(19)17(21)25(32)34(42)
Legs 17(21)19(24)28(35)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 10m 16m 20m
Normal Suit Normal Suit Normal Suit Normal Suit
Icon Light AssaultInfantry Head 0s 0.017s - 0.264s - 0.284s - 0.528s -
Torso 0.231s 0.247s - 0.264s - 0.515s - 0.759s -
Icon InfiltratorInfiltrator Head 0s 0.017s - 0.033s - 0.284s - 0.297s -
Torso 0.231s 0.247s - 0.264s - 0.515s - 0.528s -
Icon Heavy AssaultHeavy Assault Head 0.231s 0.247s - 0.264s - 0.515s - 0.759s -
Torso 0.462s 0.478s - 0.495s - 0.746s - 0.99s -
Icon MAXMAX Head 2.077s 2.094s - 2.572s - 3.746s - 5.144s -
Torso 3.231s 3.247s 4.171s 3.726s 4.649s 5.592s 7.207s 7.682s 9.528s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 12 (on fire @ 9) 25 (on fire @ 20)
Composite Armor 4 - 15 (on fire @ 12) 33 (on fire @ 26)
Link=HarasserHarasser - 29 (on fire @ 23) 65 (on fire @ 52)
Composite Armor 4 - 35 (on fire @ 28) 77 (on fire @ 62)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 18 (on fire @ 15) 40 (on fire @ 32)
Composite Armor 4 - 20 (on fire @ 16) 44 (on fire @ 36)
Valkyrie DiagramValkyrie 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 DiagramDervish - 35 (on fire @ 28) 78 (on fire @ 63)
Composite Armor 4 - 39 (on fire @ 31) 86 (on fire @ 69)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Assuming all pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-15m15-30m30-48m48-60m
Icon Light AssaultInfantry Head 2223
Torso 2(2)2(2)3(3)4(4)
Legs 2(2)3(3)4(4)5(5)
Icon InfiltratorInfiltrator Head 2223
Torso 2(2)2(2)3(3)4(4)
Legs 2(2)2(2)3(3)4(4)
Icon Heavy AssaultHeavy Assault Overshield Head 2234
Torso 3(3)3(3)5(5)6(6)
Legs 3(3)4(4)5(5)7(7)
Icon MAXMAX Head 12142027
Torso 18(23)20(25)30(38)40(50)
Legs 20(25)23(28)34(42)45(56)
Theoretical Time To Kill
Infantry Body part 0m 15m 30m 48m 60m
Normal Suit Normal Suit Normal Suit Normal Suit
Icon Light AssaultInfantry Head 0.231s 0.281s - 0.331s - 0.391s - 0.662s -
Torso 0.231s 0.281s - 0.331s - 0.622s - 0.892s -
Icon InfiltratorInfiltrator Head 0.231s 0.281s - 0.331s - 0.391s - 0.662s -
Torso 0.231s 0.281s - 0.331s - 0.622s - 0.892s -
Icon Heavy AssaultHeavy Assault Head 0.231s 0.281s - 0.331s - 0.622s - 0.892s -
Torso 0.462s 0.512s - 0.562s - 1.083s - 1.354s -
Icon MAXMAX Head 2.538s 2.588s - 3.1s - 4.545s - 6.2s -
Torso 3.923s 3.973s 5.127s 4.485s 5.638s 6.852s 8.698s 9.2s 11.508s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 60m
Link=FlashFlash - 14 (on fire @ 11) 30 (on fire @ 24)
Composite Armor 4 - 18 (on fire @ 14) 39 (on fire @ 32)
Link=HarasserHarasser - 35 (on fire @ 28) 77 (on fire @ 62)
Composite Armor 4 - 42 (on fire @ 33) 93 (on fire @ 74)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 22 (on fire @ 18) 48 (on fire @ 39)
Composite Armor 4 - 24 (on fire @ 19) 53 (on fire @ 43)
Valkyrie DiagramValkyrie 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 DiagramDervish - 42 (on fire @ 34) 94 (on fire @ 75)
Composite Armor 4 - 46 (on fire @ 37) 103 (on fire @ 83)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Icon Light AssaultInfantry Head 23
Torso 3(3)4(4)
Legs 3(3)4(4)
Icon InfiltratorInfiltrator Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
Icon Heavy AssaultHeavy Assault Overshield Head 34
Torso 4(4)5(5)
Legs 4(4)6(6)
Icon MAXMAX Head 1523
Torso 23(28)34(42)
Legs 25(31)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Icon Light AssaultInfantry Head 0.231s 0.247s - 0.528s -
Torso 0.462s 0.478s - 0.759s -
Icon InfiltratorInfiltrator Head 0.231s 0.247s - 0.297s -
Torso 0.231s 0.247s - 0.528s -
Icon Heavy AssaultHeavy Assault Head 0.462s 0.478s - 0.759s -
Torso 0.692s 0.709s - 0.99s -
Icon MAXMAX Head 3.231s 3.247s - 5.144s -
Torso 5.077s 5.094s 6.247s 7.682s 9.528s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 17 (on fire @ 14) 25 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 33 (on fire @ 26)
Link=HarasserHarasser - 43 (on fire @ 35) 65 (on fire @ 52)
Composite Armor 4 - 52 (on fire @ 42) 77 (on fire @ 62)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 27 (on fire @ 22) 40 (on fire @ 32)
Composite Armor 4 - 30 (on fire @ 24) 44 (on fire @ 36)
Valkyrie DiagramValkyrie 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 DiagramDervish - 52 (on fire @ 42) 78 (on fire @ 63)
Composite Armor 4 - 58 (on fire @ 46) 86 (on fire @ 69)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion 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
Shotgun Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points
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.

January 12, 2017 Hotfix

  • 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

May 19, 2015 Update

  • Price from from 750 Certification Points/700 Daybreak Cash to 1000 Certification Points/699 Daybreak Cash.

Game Update Number 11

  • Maximum damage reduced from 134 to 125
  • Minimum damage reduced from 50 to 45
  • Slug ammunition minimum damage reduced from 360 to 334

Game Update Number 9

  • Decreased from 1000 Certification Points/700 Daybreak Cash to 750 Certification Points/700 Daybreak Cash.

Game Update Number 6

  • 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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