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Page Contents Current As of Patch: 2022-11-17
TRS-12 Uppercut
TRS-12 Uppercut
The TRS-12 Uppercut's highly mobile platform provides great versatility and speed while engaging multiple targets.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire: Icon TR
Can Use: Icon Light AssaultIcon Combat MedicIcon EngineerIcon Heavy Assault
Weapon Type: Shotguns
Fire Rate: 80 RPM
Muzzle Velocity: 300m/s
Effective Range: Short
Fire Modes: Pump-Action
Headshot Multiplier: 1.5x
ADS Move Speed Multiplier: 0.75x
Damage[?]
Max Damage:
100x10
1000
before 5m
Min Damage:
63x10
630
after 18m
Ammunition
Magazine Size: 5
Ammunition Pool: 35
Pellet Count: 10
Accuracy[?]
Hip Aim
Crouch Still: 0.15 0.15
Move: 0.15 0.15
Stand Still: 0.15 0.15
Move: 0.15 0.15
Bloom per Shot: 0.3 0.15
Sprint: 5
Jump/Airborne: 6
Pellets Spread: 3
Recoil[?]
Vertical: 1
Horizontal, Min/Max: 0.2/0.2
Horizontal Tolerance: 0.4
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 8
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

TRS-12 Uppercut API Data

Census LF API source: TRS-12 Uppercut API Data

The TRS-12 Uppercut is a shotgun available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Terran Republic Shotgun - 12 Uppercut is the Terran light pump action, much like the Icon NC GD-66 Claw and Icon VS Phobos VX86. With brute damage output on their side, combined with good shell capacity in their tubes and decent reload speeds, light pump actions are incredibly mobile yet nonetheless lethal, though perhaps not to the extent of heavier pump action shotguns.

Compared to the heavy pump action class, represented in the Republic by the TAS-16 Blackjack, the light pump actions are capable of loading an additional shell in their tube and reload a bit faster, taking only 1.1 seconds to load the first shell in a reload cycle (versus 1.2 seconds) and 0.7 seconds for any subsequent shells (as opposed to 0.72 seconds), alongside a slightly tighter pellet spread (3 degrees versus 3.5 degrees). In exchange, they fire one less pellet per shot.

The TRS-12 Uppercut, Icon NC GD-66 Claw, and Icon VS Phobos VX86 are statistically nigh-identical weapons, with the only difference found in the Vanu option's muzzle velocity, which is lowered in exchange for the faction's 'no bullet drop' trait.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)
Ns weapon scope hsnv scope
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Icon weaponAttachment tr redDotSight01
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Icon weaponAttachment tr redDotSight05
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Tr weapon scope dmo x3.4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Tr weapon scope hds x3.4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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)
Tr weapon scope tms x4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 30
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
ACS (4x)
Tr weapon scope acs x4
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Smart-Choke
Smart-Choke
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip.
Rail
Darklight Flashlight
Darklight Flashlight
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 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
Extended Magazine (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip.
MPL
MPL
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition
Flechette Ammunition
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 2.
Slug Ammunition
Slug Ammunition (TR)
Icon Daybreak Cash 49 OR Icon resource certpoints 25x25 100
The weapon now fires an accurate, high-velocity slug dealing 650 damage, and falling off to 500 at the weapon's minimum damage range.

Effectiveness[]

Buckshot[]

Values below assume all pellets hit the target in the relevant body part.

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 18m
Icon Light AssaultInfantry Head 12
Torso 1(1)2(2)
Legs 2(2)2(2)
Icon InfiltratorInfiltrator Head 11
Torso 1(1)2(2)
Legs 1(1)2(2)
Icon Heavy AssaultHeavy Assault Overshield Head 12
Torso 2(2)3(3)
Legs 2(2)3(3)
Icon MAXMAX Head 711
Torso 10(13)16(20)
Legs 12(14)18(23)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 18m
Link=FlashFlash - 8 (on fire @ 6) 12 (on fire @ 10)
Composite Armor 4 - 10 (on fire @ 8) 16 (on fire @ 13)
Link=HarasserHarasser - 20 (on fire @ 16) 31 (on fire @ 25)
Composite Armor 4 - 24 (on fire @ 19) 37 (on fire @ 30)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 12 (on fire @ 10) 20 (on fire @ 16)
Composite Armor 4 - 14 (on fire @ 11) 21 (on fire @ 17)
Valkyrie DiagramValkyrie Front/Side/Top/Rear 30 (on fire @ 24) 48 (on fire @ 39)
Bottom 60 (on fire @ 48) 96 (on fire @ 77)
Composite Armor 4 Front/Side/Top/Rear 35 (on fire @ 28) 55 (on fire @ 44)
Bottom 69 (on fire @ 56) 110 (on fire @ 88)
Dervish DiagramDervish - 24 (on fire @ 19) 38 (on fire @ 30)
Composite Armor 4 - 26 (on fire @ 21) 41 (on fire @ 33)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Flechette Ammunition[]

Values below assume all pellets hit the target in the relevant body part.

Versus Infantry
Infantry Body part Shots to Kill
0-15mAfter 54m
Icon Light AssaultInfantry Head 12
Torso 2(2)2(2)
Legs 2(2)3(3)
Icon InfiltratorInfiltrator Head 12
Torso 2(2)2(2)
Legs 2(2)2(2)
Icon Heavy AssaultHeavy Assault Overshield Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
Icon MAXMAX Head 914
Torso 13(16)20(25)
Legs 14(18)23(28)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 54m
Link=FlashFlash - 10 (on fire @ 8) 15 (on fire @ 12)
Composite Armor 4 - 13 (on fire @ 10) 20 (on fire @ 16)
Link=HarasserHarasser - 25 (on fire @ 20) 39 (on fire @ 31)
Composite Armor 4 - 29 (on fire @ 24) 46 (on fire @ 37)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 15 (on fire @ 12) 24 (on fire @ 20)
Composite Armor 4 - 17 (on fire @ 14) 27 (on fire @ 21)
Valkyrie DiagramValkyrie Front/Side/Top/Rear 38 (on fire @ 30) 60 (on fire @ 48)
Bottom 75 (on fire @ 60) 120 (on fire @ 96)
Composite Armor 4 Front/Side/Top/Rear 44 (on fire @ 35) 69 (on fire @ 55)
Bottom 87 (on fire @ 69) 137 (on fire @ 110)
Dervish DiagramDervish - 30 (on fire @ 24) 47 (on fire @ 38)
Composite Armor 4 - 33 (on fire @ 26) 51 (on fire @ 41)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Slug Ammunition[]
Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 18m
Icon Light AssaultInfantry Head 22
Torso 2(2)2(2)
Legs 2(2)3(3)
Icon InfiltratorInfiltrator Head 12
Torso 2(2)2(2)
Legs 2(2)2(2)
Icon Heavy AssaultHeavy Assault Overshield Head 22
Torso 3(3)3(3)
Legs 3(3)4(4)
Icon MAXMAX Head 1114
Torso 16(20)20(25)
Legs 18(22)23(28)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 18m
Link=FlashFlash - 12 (on fire @ 10) 15 (on fire @ 12)
Composite Armor 4 - 15 (on fire @ 12) 20 (on fire @ 16)
Link=HarasserHarasser - 30 (on fire @ 24) 39 (on fire @ 31)
Composite Armor 4 - 36 (on fire @ 29) 47 (on fire @ 37)
Sunderer DiagramSunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT DiagramANT - Immune
Lightning DiagramLightning Front/Top Immune
Side
Rear
Prowler DiagramProwler/
Magrider DiagramMagrider
Front/Top Immune
Side
Rear
Chimera DiagramChimera Front/Top Immune
Side
Rear
Vanguard DiagramVanguard Front/Top Immune
Side
Rear
Mosquito DiagramReaver DiagramScythe DiagramESF - 19 (on fire @ 15) 24 (on fire @ 20)
Composite Armor 4 - 21 (on fire @ 17) 27 (on fire @ 22)
Valkyrie DiagramValkyrie Front/Side/Top/Rear 47 (on fire @ 37) 60 (on fire @ 48)
Bottom 93 (on fire @ 74) 120 (on fire @ 96)
Composite Armor 4 Front/Side/Top/Rear 54 (on fire @ 43) 69 (on fire @ 56)
Bottom 107 (on fire @ 85) 138 (on fire @ 111)
Dervish DiagramDervish - 36 (on fire @ 29) 47 (on fire @ 38)
Composite Armor 4 - 40 (on fire @ 32) 52 (on fire @ 42)
Liberator DiagramLiberator - Immune
Composite Armor 4 - Immune
Galaxy DiagramGalaxy - Immune
Composite Armor 4 - Immune
Bastion Fleet Carrier DiagramBastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the TRS-12 Uppercut. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
TRS-12 Uppercut
Service Ribbon
Pistol Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points
Medals earned with the TRS-12 Uppercut contribute towards the Shotguns directive tree.

History[]

November 17, 2022 Update (10-Year Anniversary)

  • Maximum damage from 125 to 100.
  • Minimum damage from 50 to 63.

Dev Note: This is a heavy swing. These weapons will very likely need to get tuned back into a more usable position once more data comes in.


March 30, 2022 Update (The Arsenal Update)

  • Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
  • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
  • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.

Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.


January 12, 2017 Hotfix

  • Max damage from 130@8m to 125@5m
  • Magazine size from 4 to 5
  • Ammo capacity from 28 to 35
  • Cone of Fire bloom from 0.5 to 0
  • Hipfire recoil recovery rate from 12 to 8
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