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Rifle
OBIR
Burst-fire Infantry Rifle
Obeya Corps. Armory
Firepower

Opt. Time to kill:

1.2s

Time to stun:

15.25s

Soft dps:

825/s

Hard dps:

99/s

Stamina dps:

100/s

Soft dps with reload:

690.7/s

Hard dps with reload:

82.88/s

Stamina dps with reload:

83.72/s

Damage

Soft damage:

165x3=495

Shots to kill:

7

Bursts to kill:

3

Stamina damage:

20

Shots to stun:

50

Hard damage:

19.8

Other

Fire interval:

0.45s

Burst shot interval:

0.05s

Shots per burst:

3

Equip time:

0.8s

Fire mechanism:

Burst-fire

Usable in car:

Can stun:

False

Marksman FoW:

/

Range

Dropoff start:

60m

Dropoff end:

85m

Min. damage:

44%

Max range:

240m

Ammunition

Magazine size:

24

Reload time:

2.8s

Reserve ammunition:

100

Accuracy

Base accuracy:

19cm/10m

Movement Modifier

Marksman:

0.23

Crouch:

0.8

Walk:

2

Run:

5.47

Sprint:

1.1

Jump:

3.5

In vehicle:

1.2

Bloom

Bloom per shot:

0.2

Bloom cap:

1.5

Recovery delay:

0.07s

Recovery per second:

7/s

Recoil

Vertical recoil:

Horizontal Recoil:

Movement

Crouched speed:

90cm/s

Walk speed:

139cm/s

Marksman speed:

139cm/s

Run speed:

412.5cm/s

Sprint speed:

600cm/s

APB:DB


This burst firing marksman rifle is a behemoth when it comes to overdamage, a single burst does 495 damage, making it almost as deadly as a High-velocity Rifle. The burst-fire mechanic may take some time to get used to, but it makes this weapon exceptionally deadly with cover. However the burst-firing comes at a price, it's accuracy with the first shot may be good, but the others are already much less accurate. Compared to the CR762 where all shots can be fired at high accuracy. It is often used with cover-popping (you crouch behind a wall, stand up and shoot and crouch again) which is very dangerous for any unexcepting foe. In emergencies the OBIR can be used as a CQC weapon, but it is advised to choose a secondary that does this job more reliably such as the S-AS PDW or the Obeya FBW.

Weapon BreakdownEdit

StrengthsEdit

  • Very high overdamage and damage per burst
  • High accuracy in marksman
  • High range
  • Requiring only 3-bursts to kill make cover very effective, even in CQC

WeaknessesEdit

  • Low accuracy while running (especially with HS3)
  • Burst-firing results in unreducable bloom, making subsequent shots in a burst less accurate
  • Bursts are harder to hit than single shots
  • Hard to get used to
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. Worsens the CQC a bit but still a great asset. 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 for a miniscule accuracy boost while running. Not worth it.
File:High-Magnification Scope.png Full StarFull StarFull StarEmpty StarEmpty Star Marksman Modifier -0.15
Run Modifier +1.5
Zoom +15
Changes Marksmanship Crosshair
Removes Non-Marksmanship Crosshair
Not as useful, zoom removes pheripheral vision. Only use if you really like HMS.
Fnmod weapon rifling3 Full StarFull StarFull StarFull StarFull Star Range +3m/+5m/+7m
Max bloom +10%/+15%/+20%
Highly recommended, really helps at higher ranges. Has practically no downside. The higher the better.
Cooling Jacket Full 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, makes bursts slightly faster, no real impact.
Heavy Barrel Full StarFull StarEmpty StarEmpty StarEmpty Star Bloom -10%/-20%/-30%
Damage +5%/+10%/+15%
Not recommended, use IR3 instead.
Magazine Pull Full StarFull StarFull StarEmpty StarEmpty Star Reload duration -20%/-30%/-40%
Magazine Capacity -15%/-20%/-25%
Can be useful. Depending on user preference. The 24 bullets make not a particularly large mag, resulting in frequent reloads with mp3. Use cover to reload. No specific level recommended.
Extended Magazine Full StarHalf StarEmpty StarEmpty StarEmpty Star Magazine Capacity +10%/+20%/+30%
Reload duration +20%/+40%/+60%
Generally not recommended, results in long reloads.
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 cars.
3-Point Sling Full StarFull StarFull StarEmpty StarEmpty Star Equip time -13%/-26%/-39% Can be useful for users of CQC secondaries. Use if you happen to have to switch back to this weapon fast often.
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, especially if you got a sniper in it. Doesn't make a huge difference with voice communication but can still prove worth it.
Mobility Sling Full StarFull StarFull StarHalf StarEmpty Star Movement Speed +50cm/s
Equip Time +15%
Can be useful for corner-popping

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