Page Contents Current As of Patch: | 2022-05-04 |
TRAP-M1 | |||
The TRAP-M1 can switch between short-range 3-round burst and long range 2-round burst firing modes, allowing for incredible flexibility on the battlefield. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Sniper Rifles | ||
Fire Rate: | 750
363 RPM averaged out over a minute, due to a 250ms delay between bursts.
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Muzzle Velocity: | 600m/s | ||
Effective Range: | Long | ||
Fire Modes: | 2x Burst, 3x Burst | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Damage[?] | |||
Max Damage: | 200 before 50m | ||
Min Damage: | 167 after 250m | ||
Damage Type: | Sniper Rifles | ||
Reload Speed | |||
Short Reload: | 2.315s | ||
Long Reload: | 3.25 | ||
Ammunition | |||
Magazine Size: | 21 | ||
Ammunition Pool: | 189 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 3 | 0 |
Move: | 3.5 | 0.17 | |
Stand | Still: | 3.5 | 0 |
Move: | 4 | 0.25 | |
Bloom per Shot: | 0.12 | 0.06 | |
Recoil[?] | |||
Vertical: | 0.2 | ||
Horizontal, Min/Max: | 0.1/0.1 | ||
Horizontal Tolerance: | 0.15 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 6 | ||
First Shot Recoil Multiplier: | 0.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | TRAP-M1 API Data |
TRAP-M1 | |||
The TRAP-M1 can switch between short-range 3-round burst and long range 2-round burst firing modes, allowing for incredible flexibility on the battlefield. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Sniper Rifles | ||
Fire Rate: | 652
469 RPM averaged out over a minute, due to a 200ms delay between bursts.
| ||
Muzzle Velocity: | 600m/s | ||
Effective Range: | Long | ||
Fire Modes: | 2x Burst, 3x Burst | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Damage[?] | |||
Max Damage: | 200 before 50m | ||
Min Damage: | 167 after 250m | ||
Damage Type: | Sniper Rifles | ||
Reload Speed | |||
Short Reload: | 2.315s | ||
Long Reload: | 3.25s | ||
Ammunition | |||
Magazine Size: | 21 | ||
Ammunition Pool: | 189 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 3 | 0 |
Move: | 3.5 | 0.17 | |
Stand | Still: | 3.5 | 0 |
Move: | 4 | 0.25 | |
Bloom per Shot: | 0.14 | 0.07 | |
Recoil[?] | |||
Vertical: | 0.4 | ||
Horizontal, Min/Max: | 0.15/0.175 | ||
Horizontal Tolerance: | 0.4375 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 6 | ||
First Shot Recoil Multiplier: | 0.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | TRAP-M1 API Data |
The TRAP-M1 is a sniper rifle available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Terran Republic Automatic Pistol - M1 is mid-range burst-fired sniper rifle, unique to the Republic arsenal. Featuring a low-recoil 2-round burst firemode and a rapid-firing 3-round burst firemode, the TRAP-M1 is marketed as an adaptable rifle capable of combat at both long and shorter ranges, further bolstered by a unique damage-falloff model retaining a large amount of damage out to incredibly long ranges.
Switching between the TRAP's two firemodes changes the weapon's stats drastically—where most other guns have zero stat changes between firemodes. The 2-round burst firemode fires slightly faster during the burst, with heavily reduced recoil statistics across the board as well as more favourable cone-of-fire characteristics. However, although the 3-round burst firemode fires slightly slower in-burst, it has a shorter delay between burst and the extra bullet per burst ends up in faster times-to-kill/better damage-per-second overall.
To switch firemodes on a weapon, press the Switch Fire Group key (B by default).
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. | ||||||
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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Comfort Grip 49 OR 100 | A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%. | ||||||
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%. |
This weapon does not have any ammo type attachments. |
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Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 50m | After 250m | ||
Flash | - | 38 (on fire @ 30) | 45 (on fire @ 36) |
Composite Armor 4 | - | 49 (on fire @ 39) | 59 (on fire @ 47) |
Harasser | - | 97 (on fire @ 77) | 116 (on fire @ 93) |
Composite Armor 4 | - | 116 (on fire @ 93) | 139 (on fire @ 111) |
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 | - | 60 (on fire @ 48) | 72 (on fire @ 58) |
Composite Armor 4 | - | 66 (on fire @ 53) | 80 (on fire @ 64) |
Valkyrie | Front/Side/Top/Rear | 150 (on fire @ 120) | 180 (on fire @ 144) |
Bottom | 300 (on fire @ 240) | 360 (on fire @ 288) | |
Composite Armor 4 | Front/Side/Top/Rear | 173 (on fire @ 138) | 207 (on fire @ 166) |
Bottom | 345 (on fire @ 276) | 414 (on fire @ 331) | |
Dervish | - | 117 (on fire @ 94) | 140 (on fire @ 112) |
Composite Armor 4 | - | 129 (on fire @ 103) | 154 (on fire @ 123) |
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 TRAP-M1. Each ribbon is a standard reward for achieving a set amount of kills with the rifle. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
TRAP-M1 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 TRAP-M1 contribute towards the Sniper Rifles directive tree. |
History[]
- October 24, 2016 Update
- Magazine from 18 to 21
- Capacity from 144 to 189
- Recoil angle min from 11 to 0
- Recoil angle max from 13 to 0
- ADS moving CoF from 0.32 to 0.25
- 2x burst vertical recoil from 1 to 0.4
- 2x burst first shot multiplier from 0.2 to 0.75
- 2x burst refire time from 200ms to 250ms
- 3x burst first shot multiplier from 1x to 0.8x
- Semi-auto firing mode removed
- March 30, 2017 Update
- Dev Note: These adjustments should increase the range and accuracy on the 2x burst, and further separate it from the 3x burst.
- Tooltip no longer mentions single-fire mode.
- 2x burst horizontal tolerance from 0.4375 to 0.15
- 2x burst ADS bloom from 0.07 to 0.06
- 2x burst Hipfire bloom from 0.14 to 0.12
- March 30, 2022 Update (The Arsenal Update)
- Anti-infantry sniper rifles now use a separate Sniper Rifles resistance (type 20).
- Being struck by a sniper rifle now has more prominent audio.
- Dev Note: The damage values for this new resistance are equivalent to small arms. This change will allow us to do is modify the bodyshot damage output from Nanoweave, as mentioned above.
- Most Shotguns, Sniper Rifles, and Scout Rifles now use Comfort Grips, instead of Forward Grips.
- Dev Note: Traditional Forward Grips offered no functional benefits to slow firing semi-auto weapons, so swapping them for Comfort Grips (which reduce the equip and unequip time of a weapon,) can be interpreted as a buff in almost all cases.
- Maximum damage from 184 to 200.
- Maximum damage range from 15m to 50m.
- Minimum damage range from 85m to 250m.
- 2-round Burst
- Vertical recoil from 0.4 to 0.2
- 3-round Burst
- First shot multiplier from 0.8 to 0.75
- Vertical recoil from 0.5 to 0.4
- Dev Note: The above changes should make this weapon far more usable than it has been previously, as we start treating it more like a semi-auto sniper rifle, and less like an awkward scout rifle.
- Now has access to the Compensator.
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