Page Contents Current As of Patch: | 2022-11-17 |
T5 AMC | |||
The T5 AMC's damage output and controllable recoil was designed around giving Terran Republic soldiers increased effectiveness in medium range encounters. | |||
Costs | |||
Cert Cost: | 650 | ||
DC Cost: | 499 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Carbines | ||
Fire Rate: | 652 RPM | ||
Muzzle Velocity: | 570m/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: | 125 after 60m | ||
Reload Speed | |||
Short Reload: | 2.2s | ||
Long Reload: | 2.7s | ||
Ammunition | |||
Magazine Size: | 40 | ||
Ammunition Pool: | 240 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1 | 0.1 |
Move: | 1.5 | 0.15 | |
Stand | Still: | 1.5 | 0.1 |
Move: | 2 | 0.25 | |
Bloom per Shot: | 0.06 | 0.05 | |
Sprint: | 5 | ||
Jump/Airborne: | 2 | ||
Recoil[?] | |||
Vertical: | 0.295 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.45 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 1.5x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | T5 AMC API Data |
The T5 AMC is a carbine available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.
The T5 Automatic Marksman Carbine is designed to be the premier long-range carbine. With incredibly low recoil, a relatively quick reload speed, faster aimed movement speed, plus the highest muzzle velocity of any carbine, the T5 AMC is geared from the outset for the role, though makes sacrifices in close-quarters potency to achieve this. It also has access to the Terran Republic exclusive KCAP Ammunition instead of Soft Point Ammunition.
The T5 is statistically similar to the NS-11A assault rifle with several key differences. Lower bullet velocity, a recoil pattern that doesn't slant to one side, and a slightly longer reload with a higher base magazine capacity being among those distinctions. More obviously, it is not available for use by Combat Medics by default, and is available to Engineer and Light Assault troops instead. Medics who wish to use the T5 will need to apply for Advanced Specialization for carbine certification.
Attachments[]
Attachments |
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Optic | |||||||
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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. | ||||||
S3 (6x) 49 OR 30 | The 6x magnified S3 comes standard on many Terran sniper rifles. Its moderate zoom level and mil-dot sighting makes it perfect for mid-to-long range combat. |
Barrel | |||||||
---|---|---|---|---|---|---|---|
Compensator 49 OR 100 | A compensator redirects gases upward, reducing vertical recoil by 30%, and increasing hipfire cone of fire by 15%. The added sound pressure causes the player to show on the minimap 35m farther away. | ||||||
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. | ||||||
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 | |||||||
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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 | |||||||
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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. | ||||||
KCAP Ammunition 99 OR 200 | KCAP ammunition removes the legshot damage penalty, and increases damage to the leg area by 20%, but decreases headshot damage by 50%. |
Damage Fall-off[]
Stats in orange are with High Velocity Ammunition.
- 143 before 10 meters (8 meters)
- 125 after 60 meters (80 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 60m | ||
Flash | - | 53 (on fire @ 42) | 60 (on fire @ 48) |
Composite Armor 4 | - | 69 (on fire @ 55) | 78 (on fire @ 63) |
Harasser | - | 135 (on fire @ 108) | 154 (on fire @ 124) |
Composite Armor 4 | - | 162 (on fire @ 130) | 185 (on fire @ 148) |
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) | 96 (on fire @ 77) |
Composite Armor 4 | - | 93 (on fire @ 74) | 106 (on fire @ 85) |
Valkyrie | Front/Side/Top/Rear | 210 (on fire @ 168) | 240 (on fire @ 192) |
Bottom | 420 (on fire @ 336) | 480 (on fire @ 384) | |
Composite Armor 4 | Front/Side/Top/Rear | 242 (on fire @ 194) | 276 (on fire @ 221) |
Bottom | 483 (on fire @ 387) | 552 (on fire @ 442) | |
Dervish | - | 164 (on fire @ 131) | 187 (on fire @ 150) |
Composite Armor 4 | - | 180 (on fire @ 144) | 206 (on fire @ 165) |
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 T5 AMC. 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 |
T5 AMC 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 T5 AMC 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.
- Hipfire bloom from 0.1 to 0.06
- March 30, 2022 Update (The Arsenal Update)
- ADS movement speed multiplier from 0.5x to 0.75x
- Recoil angle from 20 to 0
- Short reload from 2.265sec. to 2.2sec.
- Long reload from 3.13sec. to 2.7sec.
- Standing moving ADS CoF from 0.3 to 0.25
- Crouchwalking ADS CoF from 0.2 to 0.15
- Dev Note: These changes give a bit more in return for the lower rate of fire, allowing it to function with more mobility and control.
- November 17, 2022 Update
- Min damage from 112 to 125.
Gallery[]
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