The standard assault rifle of the Terran Republic, the T1 Cycler features a 40-round magazine and a fast rate of fire, allowing it to remain effective in most situations.
ADS Move Speed Multiplier:
143 before 10m
112 after 80m
Bloom per Shot:
← = →
First Shot Recoil Multiplier:
T1 Cycler is the default Assault Rifle for the Terran Republic. Any starting Combat Medic will find themselves equipped with the cycler. As a starter assault rifle the weapon's rate of fire is 750 RPM, which lets it compete with other weapons built for close quarters. As it possesses a 40 round magazine, it is extremely effective in close to medium range, however, in long-range engagements, accuracy problems may force you to switch to the semi-automatic firing mode, which is activated by pressing B by default.
Damage with Range:
143 @ 10 meters
125 @ 50 meters
112 @ 80 meters
HS/NV Scope (1X)
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
RTA Reflex Sight (1x)
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)
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.
Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
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.
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
The suppressor reduces the noise and muzzle flash generated by the firearm, and prevents the player from showing on the minimap when firing. Bullet velocity and effectiveness at range are reduced.
A flash suppressor makes the shooter less visible to the enemy, but will increase the range at which you'll appear on enemy minimaps.
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
A laser sight increases the user's hipfire accuracy by 25%.
A forward grip increases control of the weapon, reducing horizontal recoil by 25%.
Community General Tips and Strategies Edit
The T1 Cycler's versatility is a double-edged sword- it will be outclassed against other weapons that are suited for close quarters or long range engagements if caught in their effective ranges.
Like most TR assault rifles and carbines, it has more damage per magazine (although not terribly so) compared to faction equivalents at the cost of a longer reload time.
Only reload when necessary, having a larger magazine and more damage per mag is a virtue not to be wasted. You will also be more vulnerable while reloading due to the longer reload.
Other faction equivalents are the NC1 Gauss Rifle and the Pulsar VS1
In "one vs. one" long range fights (35-50+ meters) stand still in order to maintain good accuracy, but remember this will leave you vulnerable to snipers.
Ribbons and Medals Edit
It is possible to get both Ribbons and Medals for using the T1 Cycler. Each Ribbon is a standard reward for achieving a set amount of kills with the T1 Cycler. Medals relate to how many overall kills you have with the T1 Cycler.
T1 Cycler Service Ribbon
See more available ribbons on the
Service Ribbons page.
See Also Edit