Page Contents Current As of Patch: | 2022-03-30 |
LC3 Jaguar | |||
Boasting a longer barrel than its compact Light Carbine cousin, the mobile LC3 Jaguar was designed to provide accurate hip fire at longer distances than the Lynx. | |||
Costs | |||
Cert Cost: | 650 | ||
DC Cost: | 499 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Carbines | ||
Fire Rate: | 750 RPM | ||
Muzzle Velocity: | 440m/s | ||
Effective Range: | Medium | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Equip Time: | 550 ms | ||
Damage[?] | |||
Max Damage: | 143 before 10m | ||
Min Damage: | 112 after 60m | ||
Reload Speed | |||
Short Reload: | 2.755s | ||
Long Reload: | 3.89s | ||
Ammunition | |||
Magazine Size: | 40 | ||
Ammunition Pool: | 240 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.1 |
Move: | 1.25 | 0.2 | |
Stand | Still: | 1.25 | 0.1 |
Move: | 1.75 | 0.35 | |
Bloom per Shot: | 0.1 | 0.05 | |
Sprint: | 5 | ||
Jump/Airborne: | 2? | ||
Recoil[?] | |||
Vertical: | 0.31 | ||
Horizontal, Min/Max: | 0.243/0.273 | ||
Horizontal Tolerance: | 0.735 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 2.1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | LC3 Jaguar API Data |
The LC3 Jaguar is a carbine available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Light-Carbine-3 Jaguar is a close-quarters carbine designed to excel at mobility above all. Similar to its contemporaries, the AF-4A Bandit and Zenith VX-5, the Jaguar sacrifices ranged potency and suffers higher than typical recoil in exchange for an incredibly tight hip cone-of-fire as well as a 0.75x movement speed multiplier while aiming-down-sight.
Though still more controllable than its cross-faction contemporaries, the Jaguar is nonetheless not an accurate weapon, nor does it enjoy a particularly fast reload time. However, the weapon's hip cone-of-fire, especially with the correct attachments, is amongst the tightest in the game, and the 0.75x movement speed multiplier allows the user to remain mobile even while aiming.
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 | |||||||
---|---|---|---|---|---|---|---|
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 39 meters (41 meters)
- 112 after 60 meters (60 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 60m | ||
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 LC3 Jaguar. 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 |
LC3 Jaguar 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 LC3 Jaguar contribute towards the Carbines directive tree. |
History[]
- 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.
Gallery[]
Video[]
|