NS-10 Burster

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NS-10 Burster
Common flakCannon 256x128.png
General Info
Empire Logo nc.pngNew ConglomerateLogo tr.pngTerran RepublicLogo vs.pngVanu Sovereignty
Type MAX Weapon
Role Anti-Aircraft
Class MAX
Details
Range Classified
Magazine Size 28
Fire Modes Automatic
Cost to Unlock 1,000 Icon certification point.png OR 700Resource icon station cash.png
Logo nc.pngNew ConglomerateLogo tr.pngTerran Republic Logo vs.pngVanu Sovereignty The anti-air NS-10 Burster uses Smart Unguided Projectiles to explode in the presence of ferrous material at high speeds.

A non-guided anti-aircraft flak cannon which fires projectiles that are designed to detonate near enemy aircraft and pelt it with armor melting plasma.

Using a similar design to that seen on the Anti-Air Phalanx Turret, the NS-10 Burster has a decent magazine capacity and high rate of fire. Whilst effective against aircraft despite its fairly low damage, users should remember to account for shot flight time and lead aircraft accordingly. Users should also refrain from opening fire the moment a target enters their range - this gives much less time to inflict damage should the target bail out. Wait for them to get closer, then ambush them and tear them apart before they can react.

The evasive maneuvering of enemy aircraft should also be taken into account. Twitchier Air Superiority Fighter pilots will likely start evading and boosting the moment the flak starts hitting them, whilst Liberators and Galaxies may simply shrug it off unless there's a lot of other AA incoming.

Bursters work best in small teams of three or four dual-burster MAXes, backed up by an Engineer (for ammo packs and repairs), Medic (for revives), and possibly Heavy Assaults with Anti-Air Missile Launchers. By concentrating fire, the team can rack up XP from assisting each other, either from armour repairs or ammo reloads or revives.

Like the Skyguard and Anti-Air Phalanx Turret, the Burster does almost no damage to other targets. Save your ammo for aircraft, avoid enemy tanks, and use the MAX Punch on any infantry that get too close.

[edit] Weapon Stats (As of May 9,2013)

Maximum Damage Direct

  • 100 @ 50m

Minimum Damage Direct

  • 20 @ 200m

Maximum Damage Indirect

  • 56 @ 6m

Minimum Damage Indirect

  • 1 @ 8m

Fire Mode

  • Automatic

Short Reload

  • 3s

Long Reload

  • 3.5s

Magazine Size

  • 28

Ammo Pool

  • 196

Vertical Recoil

  • 0.2

Min/Max Horizontal Recoil

  • 0/0

Recoil Angle Min/Max

  • -0.25/0.25

Recoil Bias

  • ← = →

Recoil Decrease

  • 7

First Shot Recoil Multiplier

  • 1.5x

COF Stand Hipfire

  • Still: 1.25
  • Move: 1.75
  • Sprint: 5
  • Jump: 7

COF Crouch Hipfire

  • Still: 1.25
  • Move: 1.75

COF Bloom per Shot

  • Hipfire: 0.2

ROF

  • 220 rpm

Bullet Speed

  • 325m/s
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