Page Contents Current As of Patch: | 2022-04-05 |
GD-7F | |||
Genudine Dynamics' initial venture into carbines produced the GD-7F. Its high rate of fire makes it an effective weapon in close quarter combat situations. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Carbines | ||
Fire Rate: | 845 RPM | ||
Muzzle Velocity: | 500m/s | ||
Effective Range: | Close to Medium | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 550 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 100 after 60m | ||
Reload Speed | |||
Short Reload: | 2.7s | ||
Long Reload: | 3s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 210 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.1 |
Move: | 1.5 | 0.2 | |
Stand | Still: | 1.5 | 0.1 |
Move: | 2 | 0.35 | |
Bloom per Shot: | 0.1 | 0.05 | |
Sprint: | 5 | ||
Jump/Airborne: | 2.25? | ||
Recoil[?] | |||
Vertical: | 0.31 | ||
Horizontal, Min/Max: | 0.225/0.3 | ||
Horizontal Tolerance: | 0.625 | ||
Angle Min/Max: | -19°/-17.5° | ||
Bias: | ← | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 2x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | GD-7F API Data |
The GD-7F is a carbine available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Genudine Dynamics - 7F is an incredibly potent close-quarters weapon. Alongside its brother, the Serpent VE92, the GD-7F has amongst the highest damage-per-second of any infantry weapon, barring those that can kill in one shot. Though tempered by a wild recoil pattern, harsh damage fall-off, and a lengthy reload time, the GD-7F's raw damage output nonetheless makes it one of the most lethal and potent weapons on Auraxis.
Compared to the scarily similar Serpent VE92, the GD-7F takes even longer to reload, but may be potent out to longer ranges thanks to a slightly more favourable recoil pattern and a notably higher muzzle velocity. Though not as directly analogous, the LC2 Lynx is another useful comparison as a carbine with a similarly rapid time-to-kill, though demanding more in the way of headshots to achieve it.
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. | ||||||
TekLyte Reflex (1x) 49 OR 30 | 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) 49 OR 30 | 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) 49 OR 30 | 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) 49 OR 30 | 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) 49 OR 30 | 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) 49 OR 30 | OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop. |
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. | ||||||
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. | ||||||
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. | ||||||
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 | |||||||
---|---|---|---|---|---|---|---|
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%. |
Damage Fall-off[]
Stats in yellow are with Soft Point Ammunition.
- 143 before 10 meters (15 meters)
- 125 at 30 meters (33 meters)
- 112 at 46 meters (47 meters)
- 100 after 60 meters (60 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 60m | ||
Flash | - | 53 (on fire @ 42) | 75 (on fire @ 60) |
Composite Armor 4 | - | 69 (on fire @ 55) | 98 (on fire @ 78) |
Harasser | - | 135 (on fire @ 108) | 193 (on fire @ 154) |
Composite Armor 4 | - | 162 (on fire @ 130) | 231 (on fire @ 185) |
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) | 120 (on fire @ 96) |
Composite Armor 4 | - | 93 (on fire @ 74) | 132 (on fire @ 106) |
Valkyrie | Front/Side/Top/Rear | 210 (on fire @ 168) | 300 (on fire @ 240) |
Bottom | 420 (on fire @ 336) | 600 (on fire @ 480) | |
Composite Armor 4 | Front/Side/Top/Rear | 242 (on fire @ 194) | 345 (on fire @ 276) |
Bottom | 483 (on fire @ 387) | 690 (on fire @ 552) | |
Dervish | - | 164 (on fire @ 131) | 234 (on fire @ 187) |
Composite Armor 4 | - | 180 (on fire @ 144) | 257 (on fire @ 206) |
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 GD-7F. Each ribbon is a standard reward for achieving a set amount of kills with the carbine. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
GD-7F 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 GD-7F contribute towards the Carbines directive tree. |
History[]
- Game Update Number 4
- Default capacity increased from 180 to 210
- GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
- Game Update Number 8
- Min horizontal recoil: 0.2 to 0.225
- Max horizontal recoil: 0.2 to 0.3
- Made pull to the left more predictable
- Performance Update Number 2
- Improving accuracy so it matches its damage type
- Hip accuracy loss per shot improved from 0.12 to 0.1
- Aimed accuracy loss per shot improved from 0.1 to 0.05
- Improving accuracy so it matches its damage type
- April 16, 2014 Patch
- This weapon had a lower total recoil magnitude than weapons with a slower rate of fire. The below recoil increase corrects this.
- Vertical recoil increased from 0.3 to 0.31
- May 19, 2015 Update
- December 1, 2016 Update
- Hipfire minimum cone of fire while airborne now uses the same minimum hipfire cone of fire as a player who is walking.
- For the Serpent VE92, VX6-7, LC2 Lynx, LC3 Jaguar, GD-7F, and AF-4A Bandit, these values are slightly larger.
- Hipfire minimum cone of fire while airborne now uses the same minimum hipfire cone of fire as a player who is walking.
Media[]
Gallery[]
|