Page Contents Current As of Patch: | 2022-03-30 |
TMG-50 | |||
Designed with distance and accuracy in mind, the TMG-50's manageable recoil allows it to outperform other LMGs at long range. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | LMG | ||
Fire Rate: | 577 RPM | ||
Muzzle Velocity: | 615m/s | ||
Effective Range: | Medium | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 900 ms | ||
Damage[?] | |||
Max Damage: | 167 before 10m | ||
Min Damage: | 125 after 75m | ||
Reload Speed | |||
Short Reload: | 4.24s | ||
Long Reload: | 5.225s | ||
Ammunition | |||
Magazine Size: | 75 | ||
Ammunition Pool: | 300 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 3.25 | 0.03 |
Move: | 3.75 | 0.2 | |
Stand | Still: | 3.75 | 0.03 |
Move: | 4.25 | 0.35 | |
Bloom per Shot: | 0.12 | 0.06 | |
Recoil[?] | |||
Vertical: | 0.45 | ||
Horizontal, Min/Max: | 0.175/0.175 | ||
Horizontal Tolerance: | 0.7 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 15 | ||
First Shot Recoil Multiplier: | 1.5x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | TMG-50 API Data |
The TMG-50 is a light machine gun available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.
The TMG-50 is an interesting departure from the typical Terran design philosophy. Trading raw fire-rate for increased damage-per-bullet, the TMG-50 becomes deadlier at range in the hands of a skilled sharpshooter, but also sacrifices magazine size for this privilege. Essentially serving as a scaled-up variant of the HC1 Cougar, the TMG-50's higher calibre round is capable of killing with headshots faster than most Terran weapons, and at longer ranges, but the weapon's minimum hip cone-of-fire values are unfavourable at the best of times, and its slower rate-of-fire punishes the weapon in close-quarters engagements.
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 | |||||||
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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. | ||||||
Extended Magazine 49 OR 100 | Doubles the amount of ammunition in each magazine, and the weapon takes 20% longer to equip and unequip. | ||||||
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. | ||||||
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 orange are with High Velocity Ammunition. Stats in Yellow are with Soft Point Ammunition.
- 167 before 10 meters (8 meters) (15 meters)
- 143 at 47 meters (57 meters) (49 meters) Needs verification
- 125 after 75 meters (95 meters) (75 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 75m | ||
Flash | - | 45 (on fire @ 36) | 60 (on fire @ 48) |
Composite Armor 4 | - | 59 (on fire @ 47) | 78 (on fire @ 63) |
Harasser | - | 116 (on fire @ 93) | 154 (on fire @ 124) |
Composite Armor 4 | - | 139 (on fire @ 111) | 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 | - | 72 (on fire @ 58) | 96 (on fire @ 77) |
Composite Armor 4 | - | 80 (on fire @ 64) | 106 (on fire @ 85) |
Valkyrie | Front/Side/Top/Rear | 180 (on fire @ 144) | 240 (on fire @ 192) |
Bottom | 360 (on fire @ 288) | 480 (on fire @ 384) | |
Composite Armor 4 | Front/Side/Top/Rear | 207 (on fire @ 166) | 276 (on fire @ 221) |
Bottom | 414 (on fire @ 331) | 552 (on fire @ 442) | |
Dervish | - | 140 (on fire @ 112) | 187 (on fire @ 150) |
Composite Armor 4 | - | 154 (on fire @ 123) | 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 TMG-50. Each ribbon is a standard reward for achieving a set amount of kills with the machine gun. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
TMG-50 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 TMG-50 contribute towards the Light Machine Guns directive tree. |
Media[]
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