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Beowulf ECR
ECR angled
Overview
Weapon Type Primary Weapon
Weapon Class Battle Rifle
Rank Prerequisites Rank 21
Damage 52 → 30
Range 80 max → 150 min
Beowulf ECRgraph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 10, 11 with round in chamber
Ammo Reserve 100
Fire Modes Auto, Semi & Burst
Rate of Fire 780 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.07 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (80 studs) Min (150 studs)
(x1.4) Head 72.8 42
(x1.1) Torso 57.2 33
(x1) Arms and Legs 52 30
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 52 -> 27 80 max -> 135 min
R2 Suppressor 49.4 -> 28.5 76 max -> 142.5 min
PBS-1 Suppressor 49.4 -> 28.5 76 max -> 142.5 min
PBS-4 Suppressor 49.4 -> 28.5 76 max -> 142.5 min
Suppressor 46.8 -> 30 72 max -> 150 min
Armor Piercing 52 -> 25 0 max -> 150 min
Muzzle Velocity 1800 studs/s
Penetration Depth 1.9 studs
Suppression 1.5

ACCURACY 42

Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 17
Weapon Recovery Speed 20
Weapon Recoil Damping 0.9

HIP ACCURACY 39

Min Camera Kick (2.40, 0.41, 0.21)
Max Camera Kick (2.90, 0.60, 0.20)
Min Recoil Displacement (-0.50, 0.60, 8.19)
Max Recoil Displacement (0.80, 1.10, 9.80)
Min Recoil Rotation (-0.50, 0.30, -0.50)
Max Recoil Rotation (1.39, 1.20, 0.50)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 10
Hipfire Spread Damping 0.80

SIGHT ACCURACY 17

Min Camera Kick (2.79, -1.40, -0.50)
Max Camera Kick (3.50, 1.39, 0.50)
Min Recoil Displacement (-0.11, 0.30, 6.19)
Weapon Shot Displacement (0.10, 0.69, 8.80)
Min Recoil Rotation (0.20, 0.05, -0.31)
Max Recoil Rotation (0.60, 0.17, 0.30)
Sight Magnification 1.8x

WEAPON HANDLING

Reload Time 2.1 seconds
Empty Reload Time 3.1 seconds
Equip Speed 14
Aiming Speed 14
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15

MISCELLANEOUS

Weapon Walk Speed 13 stud/s
Aiming Walk Speed 9.1 stud/s
Ammo Type .50 Beowulf
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills


Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills


Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills


Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Armor Piercing 1000 Kills

The Beowulf ECR is an American Battle Rifle. It is unlocked at rank 21 or can be purchased with credits.

History

The Beowulf ECR (Entry - Complete Rifle) is a variant of the AR-15 platform chambered in .50 Beowulf from Alexander Arms. It features a flat-top receiver, a 16.5 inch (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture.[1]

The .50 Beowulf cartridge was developed by Bill Alexander, Alexander Arms' namesake, as a cartridge designed for hunting. The cartridge is proprietary to Alexander Arms' weapons and upper receivers. The cartridge is designed to perform at the limits of what the AR-15 bolt can handle. The bullet itself has similar ballistic performance to the .45-70 Government, being a heavy bullet (300-400gr standard loadings) with a low velocity that can punch through brush easily in order to kill game animals.

The model in game appears to have customized iron sights, and a basic stock.

In-game

General Information

The Beowulf ECR is a high-damage battle rifle, sporting a two-shot-kill (2SK) up close. At longer ranges, the weapon becomes a 4SK to the body - on par with most other members of its class. Range is fairly average for its class, with its damage drop-off commencing at 80 studs and ceasing at 150 studs, resulting in a good 2SK distance of approximately 82 studs. It is also notably has the fastest automatic rate-of-fire (RoF) of any battle rifle in-game, at 780 RPM. This equates to the weapon having the fastest time-to-kill (TTK) of any fully-automatic weapon, excluding headshots. Headshots do not reduce its TTK up close - only at longer ranges.

Magazine capacity is quite poor, at 10+1 rounds - more akin to a designated marksman rifle. Coupled with the high firerate, the weapon's ammunition consumption rate is very high. Reload times are relatively quick, however, with a tactical reload only taking 2.1 seconds to complete and an empty reload taking a moderately long 3.1 seconds.

Usage & Tactics

The Beowulf ECR is best for one-on-one engagements, where it can easily outgun any lone player given its incredibly quick TTK. Due to its combination of a high fire rate, high recoil, and small magazine capacity, it is generally best to avoid head-on engagements with a group of enemies. Such scenarios favor high-capacity weapons that can stay on target under sustained fire, like the M60 or the Colt LMG.

The weapon suits a slower, more methodical playstyle. While stealth is almost always the best option when using the ECR, it is completely capable of a headlong assault using bait-and-switch tactics. Singling out one or two enemies at a time means the ECR can quickly dispatch any other enemies in the area simply by gradually thinning the herd. However, should more than three enemies lock their sights on the user, it is wiser to run and restart the process.

The small magazine size and high fire rate means reloads are often frequent and can often result in an untimely death if the user is not careful. After killing a target from their flank, it may be wise to switch to a secondary weapon to tackle any possible foes that may be lurking in the area, before finding cover and reloading the ECR. At the same time, however, the ECR's faster reload speeds mean that if there's a second or two of a break in a firefight, the ECR can top right back up and be ready to shoot again.

Something that can alleviate the small magazine size is the weapon's three-round burst function. This not only helps conserve ammunition, but also takes advantage of the ECR's long 2-3SK. Any accurate user can take out three-to-four enemies within a single magazine, while using the burst mode.

Something to note is that the ECR, when set to full-auto, plays strangely like a more tame M231. The ECR, when aimed, has a strong vertical displacement much like the M231's, trading the M231's physical gun recoil for camera shift on the ECR. This means that the ECR should be aimed at someone's torso or legs for consistent headshots while aimed down sights in full-auto. This consistency continues to the hipfire characteristics, as the ECR has an incredibly stable hipfire that despite model recoil completely demolishes anyone unlucky enough to walk into the crosshairs. The ECR is so uncannily stable that with a Vertical Grip it becomes perfectly capable of running and gunning like a carbine.

Given the already low muzzle velocity, the penalty for using a suppressor is less noticeable - and given the importance of surprising the enemy and suitability for flanking and stealth-based tactics, suppressors can be a valuable addition to a user's loadout. This will, however, penalize the ECR's ability to be a flexible DMR or close quarters sweeper.

Conclusion

As this is a weapon with the highest potential DPS in the battle rifle category, it is best used for short to medium range. The ECR's biggest play is that its automatic mode can quickly dispatch any enemy within close range, especially with its extremely stable hipfire characteristics. While using it as a DMR is much more difficult, it is entirely possible, letting the ECR be flexible as a run-and-gun stealth attack weapon or a medium-range DMR.

Pros & Cons

Pros:

  • High damage - 2SK up close.
  • Fastest reload in class.
  • Extremely fast TTK, fastest out of any automatic when not going for headshots.
  • Clean iron sights.
  • Second fastest fire rate in-class. (Beaten by the AK12BR's 1000 RPM 2-round burst.)
  • Most suppressors don't reduce shots-to-kill (STK) requirement.
  • Extremely stable hipfire.
  • Access to a 3-round burst mode.

Cons:

  • High aimed recoil.
  • Slowest muzzle velocity in-class.
  • Small magazine capacity.
  • High ammunition consumption rate.

Trivia

  • Currently, this is the only AR-15 model in game using the standard A2 style handguard. The other AR-15 rifles in game use a railed handguard.
  • Alexander Arms doesn't sell the ECR with sights. The iron sights in game are third party customized sights.
  • The Beowulf ECR in-game could be considered as a spiritual successor to the AR-15/50, a battle rifle from the CTE that shot the same cartridge as the Beowulf ECR.
  • Even though classed as a battle rifle in game, the .50 Beowulf is not a "full power" military cartridge. It is indeed developed for rifles, but its main purpose is for sport and hunting. Its power is also highly comparable to some cartridges, e.g the .500 S&W, which is developed for revolvers.
  • The Beowulf ECR was added in 3.13.0 of Phantom Forces on 30th September 2018.

References

  1. https://www.shopalexanderarms.com/Rifles-_50_Beowulf_Entry_-_Complete_Rifle.html
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