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The Combat Advanced Round Submachine Gun (C.A.R. SMG) is a Pilot anti-personnel fully automatic submachine gun that appears in Titanfall and Titanfall 2.

Titanfall

The C.A.R. (Combat Advanced Round) submachine gun is designed to fire a more powerful round that provides greater damage and accuracy at range, at the cost of fire rate and capacity.
— In-game description.

The C.A.R. SMG is a Pilot anti-personnel fully automatic submachine gun that appears in Titanfall.

Performance

The C.A.R. SMG is one of the two submachine guns developed from the R-101C Carbine platform, though unlike the R-97, it has far greater power, able to kill in one less shot at all ranges. Unfortunately, though, this is at the expense of fire rate, range and capacity. This makes the weapon a hybrid between the R-101C Carbine and R-97 Compact SMG, dealing similar damage to the former, with a slower rate of fire than the latter.

Strengths

  • High rate of fire beneficial in close quarters
  • Dampened recoil makes weapon accurate at intermediate range

Weaknesses

  • Lower rate of fire/magazine capacity than R-97 Compact SMG
  • Outclassed at long range by rifles

Field Notes

  • The C.A.R. SMG has a lower rate of fire when compared to the R-97 Compact SMG, but what it lacks in fire rate it makes up for in damage output and accuracy. This weapon provides players with the versatility of clearing out waves of Grunts and Spectres while at the same time providing the right amount of firepower to mow down Pilots.
  • With a stable and accurate shot, this weapon can make quick work of enemy Pilots. If long-distance shooting isn’t your forte, don’t let that worry you. This weapon has the perfect magazine capacity, allowing players to hold down the trigger in medium to close distances to make light work of the opponent. When facing off against enemy Pilots, try to close the distance to use this weapon effectively.
  • This weapon is very useful against Grunts and Spectres. With thirty bullets in the magazine, players will want to quickly become friendly with the spawn locations of the minions. The C.A.R. SMG allows you to lay down steel and helps you quickly gain access to your Titan. This will then allow you to engage opposing Pilots more effectively.
  • This is a very popular weapon among Pilots, being the second most used assault weapon next to the R-101C Carbine. Pilots who utilize this weapon will commonly use this as a rush weapon to quickly take out their enemy's at medium to close range while continuously sprinting and using parkour in order to keep themselves from being easy targets. The best way to deal with these types of pilots is to keep your distance and to take them out at medium to long range.
  • The Counterweight attachment is unique for the C.A.R. It will keep the weapon's crosshairs at a fixed size, allowing for more accurate hipfire. Pairing this with the Run N Gun Kit will let you maintain accuracy and maximum mobility, possibly shaving precious seconds off of your reaction time if you're caught by surprise at close ranges. Likewise, the Enhanced Parkour Kit can work well if you like to ambush enemies while hanging or running on walls. Choosing Stim will further increase mobility and survivality while using either kit with the C.A.R.

Weapon Attachments

Image Name Description Unlock / Challenge
Iron sights
Iron Sights Default factory issue gunsight. Default Weapon Sight
Hcog
HCOG HCOG has an open sight reticle, easily acquire and  track vertical targets, 1.85x fixed magnification and ammo readout. The Expendables (III):
Kill 50 Grunts

Weapon Mods

Image Name Description Unlock
Extended magazine
Extended Magazine Increases the ammo capacity of the weapon. Machine War (II)
Kill 25 Spectres
Mod suppressor
Suppressor Reduces the firing noise and muzzle flash of the weapon If It Moves... (II)
Kill 25 Enemies
Counterweight
Counterweight Keeps the weapon's crosshairs at a fixed size, allowed for higher accuracy when shooting from the hip while moving. Top Gun (II)
Kill 15 Pilot(s)

Challenges

If It Moves...

Image Tier Criteria Reward
Challenge weapon kills
1
Kill 10 Enemies 500 XP
Challenge weapon kills
2
Kill 25 Enemies 1,000 XP, Suppressor Mod, Amped C.A.R. Burn Card
Challenge weapon kills
3
Kill 50 Enemies 2,500 XP, Amped C.A.R. Burn Card
Challenge weapon kills
4
Kill 100 Enemies 5,000 XP, Amped C.A.R. Burn Card
Challenge weapon kills
5
Kill 200 Enemies 10,000 XP, Amped C.A.R. Burn Card

Top Gun

Image Tier Criteria Reward
Challenge pilot
1
Kill 5 Pilots 500 XP
Challenge pilot
2
Kill 15 Pilots 1,000 XP, Counterweight Mod, Amped C.A.R. Burn Card
Challenge pilot
3
Kill 30 Pilots 2,500 XP, Amped C.A.R. Burn Card
Challenge pilot
4
Kill 50 Pilots 5,000 XP, Amped C.A.R. Burn Card
Challenge pilot
5
Kill 75 Pilots 10,000 XP, Amped C.A.R. Burn Card

Machine War

Image Tier Criteria Reward
Challenge spectre
1
Kill 10 Spectres 500 XP
Challenge spectre
2
Kill 25 Spectres 1,000 XP, Extended Magazine Mod, Amped C.A.R. Burn Card
Challenge spectre
3
Kill 50 Spectres 2,500 XP, Amped C.A.R. Burn Card
Challenge spectre
4
Kill 75 Spectres 5,000 XP, Amped C.A.R. Burn Card
Challenge spectre
5
Kill 100 Spectres 10,000 XP, Amped C.A.R. Burn Card

The Expendables

Image Tier Criteria Reward
Challenge grunt
1
Kill 10 Grunts 500 XP
Challenge grunt
2
Kill 25 Grunts 1,000 XP, Amped C.A.R. Burn Card
Challenge grunt
3
Kill 50 Grunts 2,500 XP, HCOG Attachment, Amped C.A.R. Burn Card
Challenge grunt
4
Kill 100 Grunts 5,000 XP, Amped C.A.R. Burn Card
Challenge grunt
5
Kill 200 Grunts 10,000 XP, Amped C.A.R. Burn Card

This Is My Weapon

Image Tier Criteria Reward
Challenge time played
1
Use Weapon for .5 Hour 500 XP
Challenge time played
2
Use Weapon for 1 Hour 1,000 XP, Amped C.A.R. Burn Card
Challenge time played
3
Use Weapon for 1.5 Hours 2,500 XP, Amped C.A.R. Burn Card
Challenge time played
4
Use Weapon for 2 Hours 5,000 XP, Amped C.A.R. Burn Card
Challenge time played
5
Use Weapon for 3 Hours 10,000 XP, Amped C.A.R. Burn Card

Off the Dome

Image Tier Criteria Reward
Challenge headshot
1
Get 5 Headshots 500 XP
Challenge headshot
2
Get 15 Headshots 1,000 XP, Amped C.A.R. Burn Card
Challenge headshot
3
Get 30 Headshots 2,500 XP, Amped C.A.R. Burn Card
Challenge headshot
4
Get 50 Headshots 5,000 XP, Amped C.A.R. Burn Card
Challenge headshot
5
Get 75 Headshots 10,000 XP, Amped C.A.R. Burn Card

Gallery

Titanfall 2

Consistent recoil SMG.
— In-game description.

The C.A.R., simply named the CAR, returns in Titanfall 2 as a Pilot submachine gun.

Overview

Performance

The CAR (Combat Advanced Round) is a fully-automatic submachine gun. It performs at 25 damage per bullet, with damage drop starting at 19.05 (1000 units) meters and drop ending at 57.15 meters(3000 units). It is fully automatic, with a listed fire rate of 70, but an actual fire rate of 846. It's magazine can hold 30 bullets as standard, and 36 bullets with the Extra Ammo mod equipped.

Usage

  • The CAR is at its zenith when used with the Gunrunner mod in close to mid-range combat and since its recoil is minimal, it can be a great practice weapon to high speed combat on the go. Unless you're good with slide-hopping, which effectively eliminates any use for Gunrunner.
  • Unlike the R-97 the CAR rewards the players who would accurately trace their enemies through the crosshair. It was not built for spray and pray tatics so where you point is where you shoot, don't panic.

Weapon Attachments

Image Name Description Unlock Cost
Factoryissuesights
Factory Issue
Stock sights.
CAR Level 1
credits0
Holosighttf2
Holosight
Holographic gunsight
CAR Level 2
credits5
HCOG Ranger Enhanced Zoom Scope
Threat Scope Makes enemies easy to spot by applying an AR overlay to them.

WARNING: Disables Extra Mod Slot

Weapon Mods

Image Name Description Unlock Cost
Extraammo
Extra Ammo
Increased ammo capacity.
CAR Level 3
credits5
Gunrunner
Gunrunner
Shoot while sprinting.
CAR Level 4
credits10
Speedloader
Speedloader
Faster reload.
CAR Level 5
credits15
Gunready
Gun Ready
Fast transition into aiming down the sights.
CAR Level 6
credits25

Gallery

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