FCAR

FCAR Side-View.png
FCAR
Weapon Quote
“Heavy tactical assault rifle”
// Profile //
BuildMedium
TypeAssault Rifle
// Damage //
Body22
Crit33 (1.5x)
DPS198
Falloff Start36m - 0%
Max Falloff40m - 55%
// Technical //
Mag Size25
Firing Time2.6
Reload Time2.00
Fire Rate577

The FCAR (FN Herstal Combat Assault Rifle) is a Medium class automatic assault rifle designed to deal high damage over short windows at close to moderate distances.

Usage

The FCAR can be selected as the weapon of any Medium build loadout.

The trigger can be held to continuously fire bullets that damage opponents, also dealing additional damage on headshots. The FCAR has optical sights, which have the same function as iron sights: aiming down sights increases accuracy. Moving decreases accuracy, especially when going airborne.

The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip FCAR
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Properties

Weapon

FeatIcon Ranged.png Ranged — Strikes targets by aiming and firing at them from a distance.

FeatIcon Automatic Fire.png Automatic Fire — Continues to fire automatically until the trigger is released.

FeatIcon Aim Down Sights.png Aim Down Sights — Has optical sights that significantly increase accuracy when used.

FeatIcon Full Reload.png Full Reload — Replaces the entire magazine in one animation on reload.

FeatIcon Stable Accuracy.png Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.

Bullet

FeatIcon Hitscan.png Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

FeatIcon Critical Hit.png Critical Hit — Critically hits on headshots, applying a damage multiplier.

FeatIcon High Range Falloff.png High Range Falloff — Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m).

FeatIcon Minor Structure Damage.png Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

Strategy

Strengths

  • The FCAR has a higher immediate damage output than the comparable AKM, though it has a smaller magazine size.

Weaknesses

  • The FCAR's small magazine size means it often has moments of downtime.
  • The FCAR's damage begins to fall off at moderate distances, and falls off severely at long distances. Additionally, due to bullet dispersion, it becomes more difficult to hit the target consistently.

Tactics

  • Firing should always be done while aiming down sights, unless the target is extremely close. Doing so greatly increases the accuracy of the FCAR.

Mechanics

Recoil

Fcar recoil.png

How to control:

  1. Pull straight down on the first four bullets
  2. After the 4th bullet, pull hard down and to the left
  3. After the 7th bullet, pull straight down again
  4. Pull down and left slightly during the 11th to 19th bullet
  5. Pull down slightly until the mag is empty

Hitscan

When the weapon fires a shot, a target is scanned for using a hitscan. This is a detection mechanism that scans in a straight line, meaning there is no bullet drop. The direction of this line will be deviate randomly from the direction of the crosshairs, depending on the accuracy level at the time of firing.

Immediately, the closest contestant, structure, object or shield intersecting the hitscan will be tagged as being struck. First, a bullet tracer animation quickly travels from the weapon to the hit location, then its effects are applied. This means it is possible for targets to be struck a few frames after they appear to take cover, as the hit is confirmed the moment the weapon is fired.

Attachments

Image Name Rarity Type Magnification Cost
Epic HOLOGRAPHIC-Sight.png HOLOGRAPHIC EPIC SIGHT 1x Default
Epic IRON SIGHTS-Sight.png IRON SIGHTS EPIC SIGHT 1x 400 VRs

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the FCAR.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the FCAR
Critical damage dealt by the FCAR
Opponent eliminated by damage from the FCAR
(Does not count quick melee finishers)
Assist on an opponent damaged by the FCAR
Level 1
FCAR Rank 1.png
0 XP
FCAR
Level 2
FCAR Rank 2.png
9,000 XP
Dye Job (Yellow)
Level 3
FCAR Rank 3.png
9,000 XP
Dye Job (Blue)
Level 4
FCAR Rank 4.png
36,000 XP
Dye Job (Red)
Level 5
FCAR Rank 5.png
54,000 XP
Dye Job (White)
Level 6
FCAR Rank 6.png
162,000 XP
Triangle Twinkle
Level 7
FCAR Rank 7.png
144,000 XP
Striped Grazer
Level 8
FCAR Rank 8.png
136,000 XP
Painted Predator

Trivia

  • Prior to the Open Beta, the FCAR had no holographic sight.
  • The FCAR exists in real life as the FN SCAR, an automatic rifle developed by FN Herstal, a leading firearms manufacturer based in Herstal, Belgium. The FCAR is specifically modeled after the SCAR-H battle rifle variant. The weapon came out on top in the 2004 SOCOM solicitation held by the United States Special Operations Command (USSOCOM), leading to the FN SCAR becoming the standard weapon for the USSOCOM. The weapon is one of the most recognizable battle rifles in existence, being used by numerous militaries and police forces around the world. Most notably, it has been employed by the United States Army in many operations including the Iraq war and the Russo-Ukrainian war.
    • The "F" in FCAR (and "FN" in "FN SCAR") stands for "FN Herstal", the manufacturer.
    • The "CAR" in FCAR stands for "Combat Assault Rifle".
    • The "S" in the original name "FN SCAR", means "Special Operations Forces" (US), the weapon's main user.
    • See also: List of Gun Origins.

Weapon Skins

Change History

Update Changes
2.6.0
  • Decreased damage from 25 to 22
  • Increased magazine size from 20 to 25
  • Increased the fall-off damage multiplier at max range from 50% to 55%, meaning the weapon does slightly more damage at range
2.2.0
  • Decreased damage falloff modifier at max range from 67% to 50%
  • Adjusted recoil pattern to make the weapon slightly less easy to control
2.0.0
  • Decreased damage falloff modifier at max range from 67% to 55%
1.5.5
  • Damage changedː 26 -> 25
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