Triple Take
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Triple Take |
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Triple-barrel marksman rifle. | |||
Profile | |||
Icon | |||
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Type | Marksman Weapon | ||
Ammo | |||
Fire modes | |||
Manufacturer | Burrell Defense | ||
Attachment Slots | |||
Damage | ||
Body | Head | Legs |
---|---|---|
23×3 | 37×3 | 21×3 |
Technical | |||
RPM | 105 | ||
---|---|---|---|
DPS | 121 | ||
Magazine | 12 | ||
Tac reload time | 2.6 | ||
Full reload time | 3.4 |
The Triple Take is a triple-barreled semi-automatic marksman rifle that utilizes Mythic Energy Ammo. It fires three projectiles, one in the middle and two to the sides.
The Triple Take has a Choke function, which can be turned on and off and is active by default, where the spread of the pellets is gradually reduced while aiming down sights.
Being a Supply Drop Weapon, it can only be found in Care Packages or Mythic Supply Bins and cannot equip foreign ammo, having 84 total shots at its disposal. It comes pre-equipped with a 2x-4x Variable AOG optic and a Gun Shield Generator.
Stats
Attachments
- Other
Extended Energy Mag (Legendary, pre-equipped)
Sniper Stock (Legendary, pre-equipped)
Damage Profile
Target | Modifiers | Bursts to kill | ||||||
---|---|---|---|---|---|---|---|---|
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Head (1.6×) |
- | 105 | 1 | 2 | 2 | 2 | 3 | |
99 | 2 | 2 | 2 | 3 | 3 | |||
87 | 2 | 2 | 3 | 3 | 3 | |||
81 | 2 | 2 | 3 | 3 | 3 | |||
Body | - | 66 | 2 | 3 | 3 | 4 | 4 | |
57 | 2 | 3 | 4 | 4 | 4 | |||
Leg (0.9×) |
- | 60 | 2 | 3 | 3 | 4 | 4 | |
51 | 2 | 3 | 4 | 4 | 5 |
Ability Modifiers | ||||||||
---|---|---|---|---|---|---|---|---|
Target | Modifiers | Shots to kill | ||||||
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Head (1.6×) |
- | 126 | 1 | 2 | 2 | 2 | 2 | |
117 | 1 | 2 | 2 | 2 | 2 | |||
102 | 1 | 2 | 2 | 2 | 3 | |||
96 | 2 | 2 | 2 | 3 | 3 | |||
Body | - | 79 | 2 | 2 | 3 | 3 | 3 | |
66 | 2 | 3 | 3 | 4 | 4 | |||
Leg (0.9×) |
- | 72 | 2 | 3 | 3 | 3 | 4 | |
60 | 2 | 3 | 3 | 4 | 4 | |||
Marked with | ||||||||
Head (1.6×) |
- | 120 | 1 | 2 | 2 | 2 | 2 | |
111 | 1 | 2 | 2 | 2 | 3 | |||
99 | 2 | 2 | 2 | 3 | 3 | |||
93 | 2 | 2 | 2 | 3 | 3 | |||
Body | - | 76 | 2 | 2 | 3 | 3 | 3 | |
66 | 2 | 3 | 3 | 4 | 4 | |||
Leg (0.9×) |
- | 69 | 2 | 3 | 3 | 3 | 4 | |
57 | 2 | 3 | 4 | 4 | 4 | |||
Head (1.6×) |
- | 147 | 1 | 2 | 2 | 2 | 2 | |
135 | 1 | 2 | 2 | 2 | 2 | |||
117 | 1 | 2 | 2 | 2 | 2 | |||
111 | 1 | 2 | 2 | 2 | 3 | |||
Body | - | 91 | 2 | 2 | 2 | 3 | 3 | |
78 | 2 | 2 | 3 | 3 | 3 | |||
Leg (0.9×) |
- | 81 | 2 | 2 | 3 | 3 | 3 | |
69 | 2 | 3 | 3 | 3 | 4 |
- ↑ Assuming all three bullets hit.
Advanced Stats
mp_weapon_doubletake | ||
---|---|---|
Variable | Value | Description |
charge_time | 0.5 | Time to charge shots for better accuracy. Expressed in seconds. |
fire_rate | 1.75 | Rounds fired in one second. |
projectile_launch_speed | 32000 | Speed at which projectiles travel. Expressed in hammer units per second, equals to 812 meters per second. |
headshot_distance | 17716 | Distance at which shots can no longer deal headshots. Expressed in hammer units, equals to 450 meters. |
spread_stand_hip | 4 | Hipfire spread radius while standing. |
spread_stand_hip_run | 6 | Hipfire spread radius while walking. |
spread_stand_hip_sprint | 7 | Hipfire spread radius while sprinting. |
spread_crouch_hip | 3 | Hipfire spread radius while crouching. |
spread_air_hip | 8 | Hipfire spread radius while in the air. |
deployfirst_time | 1.42 | Time before the weapon can be fired after picking it up for the first time. Expressed in seconds. |
deploy_time | 0.65 | Time to bring out the weapon. Expressed in seconds. |
holster_time | 0.55 | Time to holster the weapon. Expressed in seconds. |
raise_time | 0.5 | Time to bring out the weapon after performing an action. Expressed in seconds. |
lower_time | 0.4 | Time to holster the weapon before performing an action. Expressed in seconds. |
zoom_time_in | 0.3 | Time to enter ADS with the weapon. Expressed in seconds. |
zoom_time_out | 0.26 | Time to exit ADS with the weapon. Expressed in seconds. |
ads_move_speed_scale | 0.425 | Multiplier applied to the Legend's movement speed while ADS with the weapon. |
spread_stand_ads | 0 | Spread radius when standing and ADS. |
spread_crouch_ads | 0 | Spread radius when crouching and ADS. |
spread_air_ads | 4 | Spread radius when in the air and ADS. |
Weapon Mastery
Trial Name | Requirements | |
---|---|---|
Damage Done | Deal 25000 damages with the Triple Take | |
Hipfire Kills | Kill 100 enemies with hipfire with the Triple Take | |
ADS Kills | Kill 200 enemies while ADS with the Triple Take | |
Long Range Kills | Kill 250 enemies with 60 meters away with the Triple Take | |
Kills | Kill 600 enemies with the Triple Take |
Lore
“ | The Triple Take came close to dying at the blueprint stage. A successor to the Double Take that fires from three separate barrels with each shot, the base model's spread makes it less effective at long-range. The original Triple Take project was shelved, but a new version emerged in the Outlands after the Blackout. While many sniper rifles demand a high degree of precision from operators, the Triple Take's spread proved more forgiving and effective for operators at all skill levels. |
Skins
There are a total of 91 skins for the Triple Take: 25 Legendary, 15 Epic, 35 Rare, and 16 Common.
History
Patch notes |
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Gallery
- Concept art for the Abstract Idea skin by Dallas Doan.[1]
See also
References
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