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High-velocity Rifle
Agrotech DMR-SD
Designated Marksman Rifle - SD
Agrotech
Firepower

Opt. Time to kill:

1.6s

Time to stun:

1.6s

Soft dps:

500/s

Hard dps:

135/s

Stamina dps:

500/s

Soft dps with reload:

318.18/s

Hard dps with reload:

85.91/s

Stamina dps with reload:

318.18/s

Damage

Soft damage:

400

Shots to kill:

3

Stamina damage:

400

Shots to stun:

3

Hard damage:

108

Other

Fire interval:

0.8s

Equip time:

1.2s

Fire mechanism:

Semi-automatic

Usable in car:

False

Can stun:

True

Marksman FoW:

35/35

Range

Dropoff start:

80m

Dropoff end:

95m

Min. damage:

150%

Max range:

100m

Ammunition

Magazine size:

7

Reload time:

3.2s

Reserve ammunition:

35

Accuracy

Base accuracy:

19cm/10m

Movement Modifier

Marksman:

0.2

Crouch:

0.4

Walk:

4

Run:

12

Sprint:

1.5

Jump:

8

In vehicle:

1

Bloom

Bloom per shot:

4

Bloom cap:

1

Recovery delay:

0.6s

Recovery per second:

6/s

Recoil

Vertical recoil:

Horizontal Recoil:

Movement

Crouched speed:

90cm/s

Walk speed:

90cm/s

Marksman speed:

90cm/s

Run speed:

350cm/s

Sprint speed:

475cm/s

APB:DB


The Agrotech DMR is a heavy High-velocity Rifle, slowing you down while wielding it. Unlike the N-HVR 762 it doesn't obliterate people in a single shot, but relies on firing rather fast. Instead of a damage dropoff, the DMR features a damage increase at ranges above 80m. At 88m it is possible to kill enemies in 2 shots, while hitting 2 times at that range is rather difficult, not only because you will not see your enemy at 95m anymore, getting a 2 shot kill in 0.8s will be a huge surprise for the enemy team. The damage increase makes the DMR a strong counter-sniper, but the HVR 762 will usually outgun the DMR in most other combat scenarios. The DMR does high stamina damage for a lethal weapon, which means that you may assist a LtL team at range or stun people who jumped down from a roof with Happy Landings. In most cases the DMR will kill the enemy, however, before being able to stun them. On top of that, the DMR is a sniper rifle, so even if someone manages to stun the enemy with it, it would take too long to reach them for the arrest, having them recover from the stun and fight back again.

Weapon BreakdownEdit

StrengthsEdit

  • High stamina and hard damage
  • Pin-point accuracy in marksman with HS3 (very good accuracy without)
  • Gets even stronger at high range
  • Move forgiving than other sniper rifles
  • First shot often gets ignored by camping Enemies
  • Damage increases at high ranges instead of dropping off

WeaknessesEdit

  • Low accuracy while moving
  • Slows the user down and can't be used from inside a car
  • Relatively high shots required to kill for a sniper rifle
  • High TTK
Hunting Sight 3 Full StarFull StarFull StarFull StarFull Star Marksman Modifier -0.05/-0.10/-0.15
Run Modifier +0.5/+1.0/+1.5
Zoom +5/+5/+5
Highly recommended, very useful for the additional accuracy. The higher the HS the better.
Reflex Sight Empty StarEmpty StarEmpty StarEmpty StarEmpty Star Run Modifier -0.04%/-0.07%/-0.1%
Marksman Modifier +0.05/+0.10/+0.15
Zoom -5/-5/-5
Not recommended. Kills the accuracy while aiming. Don't use it.
File:High-Magnification Scope.png Full StarFull StarFull StarFull StarEmpty Star Marksman Modifier -0.15
Run Modifier +1.5
Zoom +15
Changes Marksmanship Crosshair
Removes Non-Marksmanship Crosshair
Quite useful for to stay at 2 shot range and generally helping a little at higher ranges. Does remove pheripheral vision making it weaker at close range.
Fnmod weapon rifling3 Empty StarEmpty StarEmpty StarEmpty StarEmpty Star Range +3m/+5m/+7m
Max bloom +10%/+15%/+20%
Not useful. Pushes the damage rampup even further, making it almost impossible to 2 shot others. Does a help a bit with the crosshair closing making jams due to firing too fast less likely.
Cooling Jacket Empty StarEmpty StarEmpty StarEmpty StarEmpty Star Fire Interval -3%/-5%/-7%
Max bloom +20%/+30%/+40%
Max bloom +0.1/+0.2/+0.3
Shotgun Spread +20%/+35%/+50%
Not recommended, Crosshair bloom increases the TTK. It does help a little bit at close range and prevents jamming, but the TTK increase is just significantly higher.
Heavy Barrel Full StarEmpty StarEmpty StarEmpty StarEmpty Star Bloom -10%/-20%/-30%
Damage +5%/+10%/+15%
Generally useless unless you want to utilize the stamina damage in a LtL team. Will still kill before a stunn if the enemy is given no time to regenerate.
Magazine Pull Full StarHalf StarEmpty StarEmpty StarEmpty Star Reload duration -20%/-30%/-40%
Magazine Capacity -15%/-20%/-25%
Generally not recommended, might be useful for some users but the mag size isn't really large enough to be reducing it.
Extended Magazine Full StarFull StarEmpty StarEmpty StarEmpty Star Magazine Capacity +10%/+20%/+30%
Reload duration +20%/+40%/+60%
Generally not recommended, can be useful to blow cars up in one mag.
Bandolier Full StarFull StarEmpty StarEmpty StarEmpty Star Reserve Ammunition +20%/+35%/+50%
Resupply time +25%/+50%/+75%
Not worth it unless the user plans on going on kill-streaks or blow up multiple cars.
3-Point Sling Full StarFull StarFull StarFull StarFull Star Equip time -13%/-26%/-39% Very useful to improve mobility. Especially due to the DMR having a rather long equip time.
File:Tagger.png Full StarFull StarFull StarEmpty StarEmpty Star Places a Target Marker for 8s over enemies you hit
Enemies see when they are tagged
Useful while playing in a team. Doesn't make a huge difference with voice communication but can still prove worth it.
Mobility Sling Full StarFull StarFull StarEmpty StarEmpty Star Movement Speed +50cm/s
Equip Time +15%
Can be useful to corner pop, high equip time really hurts however.
Image Name Mods Acquisition/Unlock Price Stats Description Advise
Agrotech DMR-SD Agrotech DMR-SD Closed SlotClosed SlotClosed Slot Ty Durrant/Britney Bloodrose Rank 6

Weapon selector from Tutorial

10day: 3,450$ Default
skinnable
not tradable
The Agrotech Designated Marksman Rifle (Sound Dampened) is designed for long range combat, featuring both a moderate rate of fire and damage, but its weight restricts mobility and the weapon has a large amount of recoil. Subsonic rounds without tracers are used when firing the DMR in order to obscure the operators position. Only use it if you can't afford or don't have access to moddable variants, as the DMR gets significantly better with a few mods
DMR-SD R&D I Open SlotClosed SlotClosed Slot Sniper Role Rank 5 10day: 12,000$ (R20) Skinnable
not tradable.
A modular DMR-SD with attachments for a single custom modification. Hunting Sight 3 or 3-point Sling 3.
DMR-SD R&D II Open SlotOpen SlotClosed Slot Sniper Role Rank 10 10day: 18,376$ (R30) Skinnable
not tradable.
A modular DMR-SD with attachments for up to 2 custom Modifications. HS3 and 3PS3.
DMR-SD R&D III Open SlotOpen SlotOpen Slot Sniper Role Rank 15 10day: 22,126$ (R40)

Armas: 2,699G1C/3,599G1C

Skinnable
not tradable
A modular DMR-SD with attachments for up to 3 custom Modifications. HS§ and 3PS3. Maybe a blue mod into the last slot, probably not worth getting the 3-slot variant as the DMR really only benefits from Orange and Purple mods.

DMR-AVEdit

High-velocity Rifle
Agrotech DMR-AV
Designated Marksman Rifle - AV
Agrotech
Firepower

Opt. Time to kill:

1.6s

Time to stun:

1.6s

Soft dps:

500/s

Hard dps:

225/s

Stamina dps:

500/s

Soft dps with reload:

318.18/s

Hard dps with reload:

143.18/s

Stamina dps with reload:

318.18/s

Damage

Soft damage:

400

Shots to kill:

3

Stamina damage:

400

Shots to stun:

3

Hard damage:

180

Other

Fire interval:

0.8s

Equip time:

1.2s

Fire mechanism:

Semi-automatic

Usable in car:

False

Can stun:

True

Marksman FoW:

35/35

Range

Dropoff start:

80m

Dropoff end:

95m

Min. damage:

150%

Max range:

100m

Ammunition

Magazine size:

7

Reload time:

3.2s

Reserve ammunition:

35

Accuracy

Base accuracy:

19cm/10m

Movement Modifier

Marksman:

0.2

Crouch:

0.4

Walk:

4

Run:

12

Sprint:

1.5

Jump:

8

In vehicle:

1

Bloom

Bloom per shot:

4

Bloom cap:

1

Recovery delay:

0.6s

Recovery per second:

6/s

Recoil

Vertical recoil:

Horizontal Recoil:

Movement

Crouched speed:

90cm/s

Walk speed:

90cm/s

Marksman speed:

90cm/s

Run speed:

350cm/s

Sprint speed:

475cm/s

APB:DB


The DMR-AV variant features higher recoil than the common SD one, but significantly higher hard damage (180 instead of 108), which makes it even more potent at destroying vehicles. However, it is not available with free slots for modifications, which means that the only mod you are going to have is the Hunting Sight 3. It is not advised to get the DMR-AV PR2 which comes with Cooling Jacket, because it increases the time needed for the crosshair to settle giving the DMR a higher TTK than it has as stock variant. The DMR-AV delivers more hard damage than most other weapons and on top of that with incredible precision. It's possible to snipe cars at 90m where the enemy has no chance to fight back, especially with the damage increase of the DMR. When fighting one of these it is not advised to run away as the damage is only going to get worse.

Weapon BreakdownEdit

StrengthsEdit

  • High stamina damage
  • Very high hard damage
  • Pin-point accuracy in marksman with HS3 (very good accuracy without)
  • Gets even stronger at high range
  • Move forgiving than other sniper rifles
  • First shot often gets ignored by camping Enemies
  • Damage increases at high ranges instead of dropping off

WeaknessesEdit

  • Low accuracy while moving
  • Slows the user down and can't be used from inside a car
  • Relatively high shots required to kill for a sniper rifle
  • High TTK
  • Only available as preset with limited choice for mods
Image Name Mods Acquisition/Unlock Price Stats Description Advise
Agrotech DMR-AV Agrotech DMR-AV JT1 Hunting Sight 3Closed SlotClosed Slot Joker Distribution Store 7day: 4,500$ & 700JT Skinnable
not tradable
The Agrotech Designated Marksman Rifle is designed for long range combat, featuring both a moderate rate of fire and damage, but its weight restricts mobility and the weapon has a large amount of recoil. This model fires higher caliber rounds specially designed to do maximum damage to hard targets. Best mod setup, but rather expensive. Definitely only worth it if you have Carfurfer.
Agrotech DMR-AV PR1 Hunting Sight 3Closed SlotClosed Slot Armas 1499/1799G1C Skinnable
not tradable.
II Best available mod setup and rather cheap. Get it if you want a Sniper Rifle that is strong against Vehicles too.
Agrotech DMR-AV PR2 Hunting Sight 330pxClosed Slot Armas 2099/2799G1C Skinnable
not tradable.
II Do not buy this. Cooling Jacket 3 completely kills the Sniper efficiency and it's even more expensive. Really only get it if you really want to use Cooling Jacket 3 on it.

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