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Page Contents Current As of Patch: 2017-02-02
T5 AMC
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 Icon resource certpoints 25x25
DC Cost: 499 Icon Daybreak Cash
General Info
Empire: Icon TR
Can Use: Icon Light AssaultIcon Engineer
Weapon Type: Carbines
Fire Rate: 652 RPM
Muzzle Velocity: 570m/s
Effective Range: Medium
Fire Modes: Automatic,
Semi-Automatic
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Damage[?]
Max Damage: 143 before 10m
Min Damage: 112 after 60m
Reload Speed
Short Reload: 2.265s
Long Reload: 3.13s
Ammunition
Magazine Size: 40
Ammunition Pool: 240
Accuracy[?]
Hip Aim
Crouch Still: 1 0.1
Move: 1.5 0.2
Stand Still: 1.5 0.1
Move: 2 0.3
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: 20°/20°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 1.5x
Data Sources
External sources: 1. 2.
Census API source: T5 AMC API Data?

The T5 AMC, or T5 Automatic Marksman Carbine, is a Terran Republic carbine, designed for easy handling with low vertical and horizontal recoil. As a medium range carbine, the T5 AMC also has the best bullet velocity out of all the carbines. However it also has one of the lowest rates of fire(652) for its damage range(143).

While lacking the precision of higher damage long range carbines which have lower horizontal recoil and starting cone of fire and thus are better for burst firing, it has the smaller hip fire cone of fire typical of 143 damage carbines and a slower cone of fire increase allowing for more accurate sustained fire.

Damage with Range:

Normal HVA
143 10 m 8 m
125 39 m 50 m
112 60 m 80 m

AttachmentsEdit

Available attachments
Optics
HS/NV Scope (1x) Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
Ns weapon scope hsnv scope
30Icon resource certpoints 25x25 50Icon Daybreak Cash
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.
Icon weaponAttachment tr redDotSight01
30Icon resource certpoints 25x25 50Icon Daybreak Cash
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.
Icon weaponAttachment tr redDotSight05
30Icon resource certpoints 25x25 50Icon Daybreak Cash
DMO (3.4x) Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
Tr weapon scope dmo x3.4
30Icon resource certpoints 25x25 50Icon Daybreak Cash
HDS (3.4x) 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.
Tr weapon scope hds x3.4
30Icon resource certpoints 25x25 50Icon Daybreak Cash
TMS (4x) Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
Tr weapon scope tms x4
30Icon resource certpoints 25x25 50Icon Daybreak Cash
ACS (4x) The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
Tr weapon scope acs x4
30Icon resource certpoints 25x25 50Icon Daybreak Cash
S3 (6x) 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.
S3 (TR 6x)
30Icon resource certpoints 25x25 50Icon Daybreak Cash
Barrel Attachments
Suppressor 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.
Suppressor (TR)
100Icon resource certpoints 25x25 75Icon Daybreak Cash
Compensator A compensator redirects gases upward, reducing vertical recoil. The increased sound pressure will cause the player to show on the minimap from farther away, and increased weapon bulk reduces accuracy when firing from the hip.
Compensator (TR)
100Icon resource certpoints 25x25 75Icon Daybreak Cash
Rail Attachments
Darklight Flashlight The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
Flashlight
100Icon resource certpoints 25x25 75Icon Daybreak Cash
Laser Sight A laser sight increases the user's hipfire accuracy by 25%.
Laser Sight
100Icon resource certpoints 25x25 75Icon Daybreak Cash
Advanced Forward Grip An advanced forward grip greatly increases control of the weapon, reducing horizontal recoil by 33%.
Forward Grip (TR)
200Icon resource certpoints 25x25 150Icon Daybreak Cash
Ammo
High Velocity Ammunition High Velocity Ammunition increases the weapon's projectile velocity by 5% and minimum damage range by 20 meters, but reduces the weapon's maximum damage range by 2 meters.
Extended Magazine (TR)
100Icon resource certpoints 25x25 75Icon Daybreak Cash

Ribbons and MedalsEdit

It is possible to get both Ribbons and Medals for using the T5 AMC. Each Ribbon is a standard reward for achieving a set amount of kills with the T5 AMC. Medals relate to how many overall kills you have with the T5 AMC.

RibbonsEdit

Ribbon Icon Requirements
T5 AMC Service Ribbon
Assault Rifle Ribbon
10 kills.

See more available ribbons on the Service Ribbons page.


MedalsEdit

Medal Icon Requirements Certification Rewards
No Medal
Medal Empty
0 kill No Reward
Copper Medal
Medal Copper
10 kills 2 Icon resource certpoints 25x25
Silver Medal
Medal Silver
60 kills 10 Icon resource certpoints 25x25
Gold Medal
Medal Gold
160 kills 20 Icon resource certpoints 25x25
Auraxium Medal
Medal Araxium
1160 kills 200 Icon resource certpoints 25x25

History Edit

  • 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

Gallery Edit

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