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Below is a listing of every heavy assault certification weapon in the game as well as our testing of what their range and damage is. If you'd prefer to see a full table listing of all weapons instead of this more detailed listing please check out our Full Weapon's Table Listing.

Weapons have a set amount of base damage against various targets. Soft targets such as infantry, MAX suits, and Vehicles all have different base damage modifiers. The armor you wear determines how much of that damage is absorbed by your armor but in all cases the damage of the armor plus your health will always equal the weapon's maximum damage against our specified target.

How to read our damage counter:
You will see two numbers with the exception of Infiltrators because they have no armor that look like this: 10:15 or the word "Terminal".

In this case the first number 10 is how much of the base damage is taken by your health directly. The second number 15 is how much of the base damage was absorbed by the stated armor. "Terminal" indicates the damage dealt to the target was fatal with the assumption that the target has a standard 100 health.

Feminine Divinity Note:
- Our performed damage testing was taken in optimal conditions. Distance and the weapon in use will alter the damage as we've stated. You cannot for instance expect a JackHammer to perform our stated damage at 100meters away.
- Damage degradation occurs with distance on some weapons and those were not included in this testing.
- All Base Damage indications noted here are the base damage for soft targets only. While we included the MAX in our testing these take a different base damage that is not noted here.
-Range isn't exact on all computers due to server packets and the PlanetSide client. So while we may state a weapon has a range of 10meters, you may still be able to perform damage at 10.3meters even if your crosshairs are yellow which indicates an "out of range". Rarely will you be able to perform damage over a meter or two away from our stated range.

 

Heavy Assault Weaponry

Maelstrom (Ancient Tech)
PlanetSide Weapon- MaelstromWeapon Type: Electric Thingy (Yeah we don't know... neither does SOE apparently as we asked them, "It's alien!")
Rounds: 150 rounds per clip
Range: 40m (Vortex Whip)
The Maelstrom is the Advanced Tech Heavy Assault Weaponry. It has three fire modes. The Vortex Whip primary fire mode focuses on an electrical charge emitting from the weapon and attacking the target. Note that the first 2 rounds during the initial attack will fail but each round after that will begin its damage. The second mode fires an electrical ball that explodes on impact and deals moderate splash damage at a higher cost of 10 rounds per shot. The final firing mode is the same as the secondary only with a 3 second timer.

Damage (Vortex Whip): 15 Base Damage

Damage for the Vortex whip is unique. The Maelstrom begins damage at it's third round as it takes two rounds to simply charge the weapon first and does 15 base damage on it's third round. Every round after that performs an additional 15 base damage. The armor you wear determines how much of that damage is redirected to your armor instead of your health.

So for example if you attacked someone and only wasted like 5 ammo rounds via this mode, you would have done 45 damage to that opponent.

The following damage is based off of the first 3 rounds (the two charge up rounds and the one that actually begins damage)
Normal Shot against Infiltrator: 15
Normal Shot against Standard ExoSuit: 11:4
Normal Shot against Agile ExoSuit: 9:6
Normal Shot against Reinforced ExoSuit: 5:10
Normal Shot against MAX: 0:6

Armor Damage (Chain-lash Grenade): 32 Base Damage
Armor Shot against Infiltrator: 32
Armor Shot against Standard ExoSuit: 28:4
Armor Shot against Agile ExoSuit: 26:6
Armor Shot against Reinforced ExoSuit: 22:10
Armor Shot against MAX: 0:60

JackHammer (New Conglomerate)
PlanetSide Weapon- JackHammerWeapon Type: Shotgun
Rounds: 16 rounds per clip
Range: 100m
The JackHammer is the New Conglomerate's heavy weapon with the most damaging firepower of any other weapon. This weapon is best used up close within 15 meters or less. Increased range reduces this weapon's effectiveness by a large margin. As a shotgun, it fires a spread of smaller pellets instead of a single bullet. Its heavy damage is dependant on how many of these smaller pellets actually hit your target. Aiming center mass of an enemy is the best target area to ensure maximum effectiveness. The JackHammer has two firing modes. The first is a single shot while the second is a triple shot making full use of the JackHammer's tri-barrel design. This secondary mode deals Extensive damage but is best used within 5 meters or less. Using this firing mode at range is highly unadvised.

Damage (White Ammunition): 104 Base Damage
Normal Shot against Infiltrator: Terminal
Normal Shot against Standard ExoSuit: 72:32
Normal Shot against Agile ExoSuit: 56:48
Normal Shot against Reinforced ExoSuit: 24:80
Normal Shot against MAX: 0:32

Armor Damage (Gold Ammunition): 48 Base Damage against Infantry
Armor Shot against Infiltrator: 48
Armor Shot against Standard ExoSuit: 16:32
Armor Shot against Agile ExoSuit: 0:48
Armor Shot against Reinforced ExoSuit: 0:48
Armor Shot against MAX: 0:72

Triple-Shot Damage (White Ammunition): 216 Base Damage
Normal Shot against Infiltrator: Terminal
Normal Shot against Standard ExoSuit: Terminal
Normal Shot against Agile ExoSuit: Terminal
Normal Shot against Reinforced ExoSuit: 16:200
Normal Shot against MAX: 0:72

Triple-Shot Armor Damage (Gold Ammunition): 48 Base Damage - Feminine Divinity believes this mode is currently broken as of 11.10.09
Armor Shot against Infiltrator: 48 (That's right, you can triple shot a cloaker at point blank range TWICE and he will still live as long as you're using gold ammo. Sound broken to you?)
Armor Shot against Standard ExoSuit: 0:48
Armor Shot against Agile ExoSuit: 0:48
Armor Shot against Reinforced ExoSuit: 0:48
Armor Shot against MAX: 192

Mini-ChainGun (Terran Republic)
PlanetSide Weapon- MCGWeapon Type: ChainGun
Rounds: 100 rounds per clip
Range: 200m
The MiniChainGun or MCG for short is the fastest firing weapon in the game. Its single shots don't deal massive damage per hit but with its incredible rate of fire these minimal damage shots can add up quickly. The key to using this weapon is continuously holding your crosshairs over your target while you use this weapons range to your advantage. Of all the Heavy Assault weapons, this one has the furthest range. It's not recommended to use this weapon up close as the other Heavy Weapons deal more damage on a shot per shot basis. Even still this weapon is formidable but takes some practice to master.

Damage (White Ammo): 18 Base Damage
Normal Shot against Infiltrator: 18
Normal Shot against Standard ExoSuit: 14:4
Normal Shot against Agile ExoSuit: 12:6
Normal Shot against Reinforced ExoSuit: 8:10
Normal Shot against MAX: 0:8

Armor Damage (Gold Ammo): 10 Base Damage against Infantry
Armor Shot against Infiltrator: 10
Armor Shot against Standard ExoSuit: 6:4
Armor Shot against Agile ExoSuit: 4:6
Armor Shot against Reinforced ExoSuit: 0:10
Armor Shot against MAX: 0:13

Lasher (Vanu Sovereignty)
PlanetSide Weapon- LasherWeapon Type: Energy Weapon
Rounds: 40 rounds per clip
Range: 90m
The Lasher is the Vanu Sovereignty's pride and joy heavy weaponry. This weapon has decent range and damage and is arguably the easiest of all Heavy Weapons to use. The reason we say this is because the Lasher deals moderate damage with direct hits, but near misses will "lash" out and deal minimal damage to your target as well. Use the Lash damage to your advantage to clear out enemy hiding behind walls or columns and to completely decimate closed in areas such as a hallway where your enemy cannot move around as much. The Lasher has two fire modes. It's primary mode fires normal electrical orbs focused on dealing damage to soft targets. Use this to attack other soldiers. It's secondary mode deals armor piercing damage which should be used against everything else including Vehicles and MAXes.

Damage (Primary Mode): 30 base damage
Normal Shot against Infiltrator: 30
Normal Shot against Standard ExoSuit: 26:4
Normal Shot against Agile ExoSuit: 24:6
Normal Shot against Reinforced ExoSuit: 20:10
Normal Shot against MAX: 0:12

Armor Damage (Secondary Mode): 12 Base Damage against Infantry
Armor Shot against Infiltrator: 12
Armor Shot against Standard ExoSuit: 8:4
Armor Shot against Agile ExoSuit: 6:6
Armor Shot against Reinforced ExoSuit: 2:10
Armor Shot against MAX: 0:28

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