APW-1 Anti-Materiel Rifle
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“A high-caliber sniper rifle effective over long distances against light vehicle armor. This rifle must be aimed downscope.
— Ship Management Terminal
The APW-1 Anti-Materiel Rifle is a support weapon able to pierce medium armor. It is best used against hard targets such as Devastators and Hive Guards, due to its low overall ammo count.
Stratagem Statistics
- Call-in Time: 3 sec (7 sec in-game)
- Uses: Unlimited
- Cooldown Time: 480 sec (8 Minutes)
Detailed Weapon Statistics
APW-1 Anti-Materiel Rifle | |
---|---|
Fire Rate | 350 rpm |
Cooldown | 480 sec |
Call-in Time | 3 s |
Capacity | 7 |
Reload Time | 3.2 s |
Tactical Reload | 2.6 s |
Spare Magazines | 6 |
Starting Magazines | 4 |
Mags from Supply | 3 |
Mags from Ammo Box | 1 |
Attacks | |
Rifle 12.5x100mm EIT | Projectile |
Rifle 12.5x100mm EIT | |
---|---|
Projectile | |
Caliber | 12.5 mm |
Mass | 52 g |
Initial Velocity | 880 m/s |
Drag Factor | 30% |
Gravity Factor | 100% |
Penetration Slowdown | 25% |
Damage | |
Standard | 450 |
vs. Durable | 135 |
Penetration | |
Direct | Medium II |
Slight Angle | Medium II |
Large Angle | Medium II |
Extreme Angle | Unarmored |
Special Effects | |
Demolition Force | 20 |
Stagger Force | 20 |
Push Force | 25 |
Tactical Information
This section is missing information about outdated damage information. patch 1.000.200.
Please expand the section to include this information. Further details may exist on the talk page.
- The scope's zoom level can be toggled between 50m, 100m, and 200m by using the fire mode selector (hold Reload and scroll up).
- Despite the description, this weapon does not need to be aimed down the scope to fire, though when aiming without the scope, the game will not provide the usual reticle that other weapons offer.
- Helldivers might want to use a dot at the center of their screen in order to more accurately fire the rifle without using a scope.
- Helldivers can carry up to 6 reserve magazines for the APW-1 Anti-Materiel Rifle, each of which hold 7 rounds. Ammo pickups will restore 1 reserve mag, while Resupply boxes will restore 3.
- The ship module Superior Packing Methodology makes resupply boxes refill the maximum amount of ammo.
- Despite having only a 7 round magazine, this weapon will fire as fast as the trigger is pulled. This makes the APW-1 Anti-Materiel Rifle able to deal good damage to the weak spots of slow enemies, as long as Helldivers can handle the recoil.
- Most small and medium enemies will die to a single shot from this weapon, especially if its a headshot or hits a weak point. Larger enemies require more shots:
- Scout Striders will die in 3 shots to the top armor, or 1 shot to a single leg joint (which blows off that leg).
- Devastators of all types will die to a single headshot, or 2 body shots to the same bodypart.
- Hulks can be killed with 2 headshots, but their head is tiny, so going prone for increased accuracy and reduced recoil is recommended. Stunning them with a G-23 Stun grenade or a Static Field (e.g. the A/M-23 EMS Mortar Sentry's shells) will make the task much easier.
- Annihilator Tanks and Automaton turrets: 6 shots to the vent.
- Brood Commanders require 1 headshot to decapitate and bleedout shortly after.
- A Hive Guard will die to a single headshot, but it'll take about 1 second for it to bleed out after the shot.
- Chargers can be killed with this weapon, but a different weapon is strongly suggested. The only place a Charger is vulnerable to the APW-1 is the underside of its abdomen and its mouth, which are both high-durability parts. Explosive weapons are recommended.
- Gunships can be taken down with four shots to one of their main engines, though hitting them at longer ranges can be challenging.
- The APW-1 can destroy a Bile Titans' bile sacs (preventing it from using its spit attack), but it cannot harm any other part of the Titan's body, and thus cannot kill it.
- Similarly, it can defang Factory Striders by taking out their chin-mounted rotary cannons, but can do little damage to them otherwise.
- Given the above, this weapon is poorly suited for Terminid missions at higher difficulties, where Bile Titans and Chargers will dominate the landscape. Accurate snipers will find it very effective against the Automatons, however.
- Bringing along an EAT-17 Expendable Anti-Tank can help even the odds against heavy Terminids.
- Using this in conjunction with the jump pack is a good way to get high ground, and to get away from melee Automatons.
Trivia
- The weapon's name is likely a play on the AWP (Arctic Warfare Police), a weapon featured in many other video games.
Affected by:
The following Ship Modules affect the APW-1 Anti-Materiel Rifle
Department | Ship Module | Affect |
---|---|---|
Patriotic Administration Center | Donation Access Licence | APW-1 is always called in with 6 reserve magazines, instead of just 3. |
Streamlined Request Process | Cooldown reduced from 8:00 to 7:10. | |
Superior Packing Methodology | Supply crates refill the maximum amount of ammo. |
Media
Tutorial video demonstrating use of the APW-1 Anti-Materiel Rifle
Change History
Patch
Description
1.000.302
2024-05-07
Fixes
- Fixed issues with some weapon scopes not being aligned in First-Person-View.
1.000.300
2024-04-29
Fixes
- Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
- Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
- Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
- APW-1 Anti-Material Rifle now triggers hitmarkers while scoped in.
1.000.200
2024-04-02
Changes
- Damage increased by 30%.
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