Below is a listing of every medium 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.
- You may see some damage modifiers noted as "Aggravated". This indicates the total damage is dealt over time and is not instant.
Medium Assault Weaponry
Sweeper
Weapon Type: Shotgun
Rounds: 12 rounds per clip
Range: 100m
This is a standard shotgun weapon accessible by all soldiers in all empires. As a shotgun it falls under the basic shotgun rules, 'closer is better'.
Damage (White Ammunition): 96 Base Damage
Normal Shot against Infiltrator: 96
Normal Shot against Standard ExoSuit 64:32:
Normal Shot against Agile ExoSuit: 48:48
Normal Shot against Reinforced ExoSuit: 16:80
Normal Shot against MAX: 0:24
Armor Damage (Gold Ammunition): 40 Base Damage
Armor Shot against Infiltrator: 40
Armor Shot against Standard ExoSuit: 8:32
Armor Shot against Agile ExoSuit: 0:40
Armor Shot against Reinforced ExoSuit: 0:40
Armor Shot against MAX: 0:64
Punisher
Weapon Type: Rifle
Rounds: 30 rounds per clip
Range: 200m (Ammunition) 300m+ (Rocklet)
The Punisher is a universal rifle capable of firing fully automatic rounds in its primary mode. Its secondary mode allows for the weapon to use its lower barrel to fire a grenade or dumb-fire rocklet. This weapon can be loaded with all three types of grenades listed in the 'Standard Assault Weaponry' section or a rocklets which cause decent damage against hardened targets. This is arguably the most versatile weapon in the game.
Damage (White Ammunition): 19 Base Damage
Normal Shot against Infiltrator: 19
Normal Shot against Standard ExoSuit: 15:4
Normal Shot against Agile ExoSuit: 13:6
Normal Shot against Reinforced ExoSuit: 9:10
Normal Shot against MAX: 0:9
Armor Damage (Gold Ammunition): 11 Base Damage
Armor Shot against Infiltrator: 11
Armor Shot against Standard ExoSuit: 7:4
Armor Shot against Agile ExoSuit: 5:6
Armor Shot against Reinforced ExoSuit: 1:10
Armor Shot against MAX: 0:14
Damage (Rocklet Ammunition): 50 Base Damage
Rocklet Shot against Infiltrator: 50
Rocklet Shot against Standard ExoSuit: 35:15
Rocklet Shot against Agile ExoSuit: 25:25
Rocklet Shot against Reinforced ExoSuit: 15:35
Rocklet Shot against MAX: 0:75
Damage (Fragmentation Ammunition): 75 Base Damage
Frag Shot against Infiltrator: 75
Frag Shot against Standard ExoSuit: 60:15
Frag Shot against Agile ExoSuit: 50:25
Frag Shot against Reinforced ExoSuit: 40:35
Frag Shot against MAX: 0:100
Damage (Plasma Ammunition): 50 Aggravated Damage
Plasma Shot against Infiltrator: 50
Plasma Shot against Standard ExoSuit: 21:29
Plasma Shot against Agile ExoSuit: 15:35
Plasma Shot against Reinforced ExoSuit: 11:39
Plasma Shot against MAX: 0:36
Guass Rifle (New Conglomerate)
Weapon Type: Rifle
Rounds: 30 rounds per clip
Range: 200m
The Guass is specific to the New Conglomerate and is their most prized medium assault rifle. It deals the most damage of any of the rifles on a shot per shot basis and offers a decent refire rate and a good clip size. This rifle is best used in ranged fire situations.
Damage (White Ammunition): 20 Base Damage
Normal Shot against Infiltrator: 20
Normal Shot against Standard ExoSuit: 16:4
Normal Shot against Agile ExoSuit: 14:6
Normal Shot against Reinforced ExoSuit: 10:10
Normal Shot against MAX: 0:10
Armor Damage (Gold Ammunition): 12 Base Damage
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: 0:15
Cycler (Terran Republic)
Weapon Type: Rifle
Rounds: 50 rounds per clip
Range: 200m
Keeping true to the Terran Republic's "strike quickly to end it quickly motto", the cycler is the fastest firing rifle available. Though its not as strong as the other two empire specific rifles, with 50 rounds and a great recoil this weapon is highly accurate and has enough ammo to dispose of your enemy.
Damage (White Ammunition): 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 Ammunition): 10 Base Damage
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
Pulsar (Vanu Sovereignty)
Weapon Type: Rifle
Rounds: 40 rounds per clip
Range: 200m
Like all other Vanu specific weapons, this is a rifle based off of the use of energy shots instead of standard ammunition. The rate of fire and recoil are excellent and the damage is slightly higher than the Cycler on a shot per shot basis.
Damage (Primary Mode): 20 Base Damage
Normal Shot against Infiltrator: 20
Normal Shot against Standard ExoSuit: 16:4
Normal Shot against Agile ExoSuit: 14:6
Normal Shot against Reinforced ExoSuit: 10:10
Normal Shot against MAX: 0:8
Armor Damage (Secondary Mode): 7 Base Damage
Armor Shot against Infiltrator: 7
Armor Shot against Standard ExoSuit: 3:4
Armor Shot against Agile ExoSuit: 1:6
Armor Shot against Reinforced ExoSuit: 0:7
Armor Shot against MAX: 0:13
Spiker (Ancient Tech)
Weapon Type: Pistol
Rounds: 40 rounds per clip
Range: 200m
Arguably the best pistol type weapon in the game. This handy little weapon takes up a pistol slot and can be fired in quick succession for moderate damage or can be charged by holding the fire button to deliver heavy damage. The charge consumes more ammunition however the damage inflicted can be worth the wait. The Spiker is a splash weapon were the shot fired will explode with electrical energy damaging all nearby enemies.
Damage (No Charge): Various (23-26)
Note: The damage on this weapon for the single shot seems to alternate anywhere between 23 base damage to 26 base damage even at point blank range.
Normal Shot against Infiltrator: 23 - 26
Normal Shot against Standard ExoSuit: 11:15 - 14:15
Normal Shot against Agile ExoSuit: 0:23 - 1:25
Normal Shot against Reinforced ExoSuit: 0:23 - 0:25
Normal Shot against MAX: 0:24 - 0:26
Damage (Full Charge): 75
Note: Full charge currently as of 11.10.09 is bugged. You can obtain a full charge at 2-3 seconds without the weapon glowing to indicate it is fully charged.
Normal Shot against Infiltrator: 75
Normal Shot against Standard ExoSuit: 60:15
Normal Shot against Agile ExoSuit: 50:25
Normal Shot against Reinforced ExoSuit: 40:35
Normal Shot against MAX: 0:75
Spear (New Conglomerate)
Weapon Type: Pistol
Rounds: 6 rounds per clip
Range: 250m
Stinger (Terran Republic)
Weapon Type: Pistol
Rounds: 6 rounds per clip
Range: 250m
Eraser (Vanu Sovereignty)
Weapon Type: Pistol
Rounds: 6 rounds per clip
Range: 250m
The Spear, Stinger, and Eraser are all 10mm pistols that deal a high amount of damage to infantry and MAXes while minimal damage against other targets. Because of its high damage values the rate of fire is somewhat slow and with only 6 rounds in the clip you can't afford too many misses. All three of these weapons deal the same damage as knives do.
Damage: 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: 0:45
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