Page Contents Current As of Patch: | 2022-07-20 |
Darkstar | |||
Built off of the Pulsar assault rifle, the long-range Darkstar was named after the notorious squad of designated marksman medics that popularized its use. | |||
Costs | |||
DC Cost: | Unavailable | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Assault Rifles | ||
Fire Rate: | 698 RPM | ||
Muzzle Velocity: | 615m/s | ||
Effective Range: | Long | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 750 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 112 after 80m | ||
Reload Speed | |||
Reload Speed: | 1.75s | ||
Heat Reload Stats[?] | |||
Heat Recovery: | 364 | ||
Heat Recovery Delay: | 0.343s | ||
Overheat Penalty: | 1.75s | ||
Ammunition | |||
Magazine Size: | 27 | ||
Ammunition Pool: | |||
Heat per Shot: | 37 | ||
Heat Capacity: | 999 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1.725 | 0.1 |
Move: | 2.3 | 0.15 | |
Stand | Still: | 2.3 | 0.1 |
Move: | 2.85 | 0.25 | |
Bloom per Shot: | 0.1 | 0.05 | |
Recoil[?] | |||
Vertical: | 0.154 | ||
Horizontal, Min/Max: | 0.15/0.15 | ||
Horizontal Tolerance: | 0.525 | ||
Angle Min/Max: | 12.75°/15° | ||
Bias: | → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 2.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Darkstar API Data |
The Darkstar is an assault rifle available to the Vanu Sovereignty. It is unlocked upon completion of the Master Assault Rifles directive.
The Darkstar is an 'auraxium' variant of the Pulsar VS1, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to its base variant, the Darkstar features a built-in Compensator and Forward Grip along with a conversion to a heat-based ammo pool, rather than the standard magazine-based ammo system of the Pulsar VS1. In exchange, the Darkstar's theoretical magazine size is reduced by 3 rounds.
The Darkstar also features exclusive access to the Cure Launcher, as well as the ability to load High Velocity and Lashing Ammunition.
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. |
Barrel | |||||||
---|---|---|---|---|---|---|---|
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%. | ||||||
Short Barrel 49 OR 100 | This shortened barrel reduces cone of fire bloom by 40% when firing from the hip, and increases vertical recoil by 20% while aiming down sights. |
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%. | ||||||
Cure Launcher Auto Granted | The underbarrel Cure Launcher heals affected allies over time, and cleanses most status effects on impact. Equipping this attachment increases the equip time of the weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. | ||||||
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. | ||||||
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. | ||||||
Lashing Ammunition 49 OR 100 | Lashing Ammunition converts 40% of the weapon's direct damage into a small explosive blast on impact, but in-flight velocity is reduced by 50%. | ||||||
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%. |
Heat[]
- Main article: Weapon Mechanics#Heat
The Darkstar uses a heat-based ammo pool, in contrast to the standard magazine-based ammo system most infantry weaponry uses. Heat provides a meter that fills upon firing, and dissipates when not firing.
The Darkstar has a heat threshold of 999 and generates 37 heat per shot, leading to a theoretical magazine size of 27 rounds. It has a recovery delay of 0.343 seconds before dissipating 364 heat per second, and must be reloaded when overheated.
Manually reloading the Darkstar is possible at any heat level, with a 1.75 second reload time, although the weapon will not dissipate heat until reloaded if the meter is filled to its capacity.
Damage Fall-off[]
- 143 before 10 meters
- 125 at 50 meters
- 112 after 80 meters
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 80m | ||
Flash | - | 53 (on fire @ 42) | 67 (on fire @ 54) |
Composite Armor 4 | - | 69 (on fire @ 55) | 88 (on fire @ 70) |
Harasser | - | 135 (on fire @ 108) | 172 (on fire @ 138) |
Composite Armor 4 | - | 162 (on fire @ 130) | 207 (on fire @ 165) |
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) | 108 (on fire @ 86) |
Composite Armor 4 | - | 93 (on fire @ 74) | 118 (on fire @ 95) |
Valkyrie | Front/Side/Top/Rear | 210 (on fire @ 168) | 268 (on fire @ 215) |
Bottom | 420 (on fire @ 336) | 536 (on fire @ 429) | |
Composite Armor 4 | Front/Side/Top/Rear | 242 (on fire @ 194) | 309 (on fire @ 247) |
Bottom | 483 (on fire @ 387) | 617 (on fire @ 493) | |
Dervish | - | 164 (on fire @ 131) | 209 (on fire @ 167) |
Composite Armor 4 | - | 180 (on fire @ 144) | 230 (on fire @ 184) |
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 Darkstar. Each ribbon is a standard reward for achieving a set amount of kills with the rifle. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Darkstar 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 |
History[]
- February 2, 2017 Update
- Damage from 143@10m-125@65m to 143@10m-112@80m
- Vertical recoil from 0.198 to 0.187
- Horizontal recoil from 0.16 to 0.15
- Horizontal recoil tolerance from 0.7 to 0.525
- September 15, 2021 Update
- Fixed projectile sizes that were smaller than the standard on the following weapons:
- Darkstar (VS Auraxium Assault Rifle)
- March 30, 2022 Update (Arsenal Update)
- Added a Cure Grenade Underbarrel Launcher.
- Kept integrated Forward Grip.
- Kept integrated Compensator.
- Can now engage a manual reload.
- Manual short reload set to 1.75sec., long reload set to 2.2sec.
- Overheat penalty from 1.75sec. to 2.2sec.
- Consecutive shots before overheat from 30 to 24.
- Heat recovery delay from 0.5sec. to 0.343sec.
- Heat bleed-off rate from from 570 to 364.
- Dev Note: This weapon's innate forward grip benefits can be stacked with an attachable forward grip as an option.
- May 4, 2022 Update
- Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.
- Reload/Overheat penalty from 2.2sec. to 1.75sec.
- Shots until overheat from 24 to 27.
Media[]
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