View Full Version : Vehicle Armour Weak Points
I tested the armour of all vehicles with a Pilum H-AVR (Engineer AT unlock). All vehicles have 100 Armour Points (APs) to start off with, and have areas where a shot with an anti vehicle round takes off more damage.
When a vehicle has equal or less than 15 armour points, it starts to burn out, and if not repaired in time, gets destroyed. Red colour coded areas take off around 90-95 points of damage, so effectively any shot on red areas mean a kill if no engineer or crate is repairing it.
All numbers below represent the damage taken off the total APs of the vehicle when hit by a Pilum round. For example; a hit on any green area of a Walker takes off 16 points of damage, therefore the Walker is left with a total of 84 APs. e.t.c...
Walkers:
EU: L-5 RIESIG
http://i9.photobucket.com/albums/a91/Key125/WALKER-EUfront-1.jpg
http://i9.photobucket.com/albums/a91/Key125/WALKER-EUvents-1.jpg
PAC: T-39 BOGATYR
http://i9.photobucket.com/albums/a91/Key125/WALKER-PACfront-1.jpg
http://i9.photobucket.com/albums/a91/Key125/WALKER-PACrear-1.jpg
http://i9.photobucket.com/albums/a91/Key125/WALKER-PACvents-1.jpg
Number of hits to kill:
Green: x6
Light Green: x3
Orange: x3
Red:x1
Anything above the midsection is heavily armoured and a direct hit would only take off 16 APs. The legs are slightly weaker taking off 35 points. Walkers also have vents at the underside of the middle section which are vulnerable to all weapons (Taking down a Walker using non AT weapons is possible and takes off 1 AP per bullet). A Pilum hit in one of these vents takes off 90 APs, although the underside around the vents is heavily armoured so you need a direct hit. If you can't access these vents aim for the legs and the weak points between the leg armour which is marked orange and takes off 42 APs. When the Walker is crouched these armour plates pinch together which covers the weak chinks in the leg. Be careful of this, as if you're standing underneath the Walker while he is crouching, your only use to your team will be on pancake day. So be sure to crouch or go prone when you're under a Walker, just in case.
If you're attacking from behind, the back of the middle section is also a vulnerable spot which is marked orange on the diagram and takes off 42 points, the same as the weak points on the legs.
Tanks:
EU: A8 Tiger
http://i9.photobucket.com/albums/a91/Key125/TANK-EUfront.jpg
http://i9.photobucket.com/albums/a91/Key125/TANK-EUrear.jpg
PAC: Type 32 Nekomata
http://i9.photobucket.com/albums/a91/Key125/TANK-PACfront-1.jpg
http://i9.photobucket.com/albums/a91/Key125/TANK-PACrear-1.jpg
Number of hits to kill:
Green: x5
Yellow: x2
Red:x1
Tanks are extremely vulnerable on the rear, one shot with any AT weapon will take off 95 points off the armour. The side and most of the top of the tank is marked yellow and takes off roughly half of the APs (47). Most of the front and the turret (including the secondary gunners turret) is marked green and takes off 20 APs.
When in front, aim for the tracks and from the side aim for the area just behind the turret which will be as good as a rear shot.
APCs:
PAC: BTR-4 Romanov
http://i9.photobucket.com/albums/a91/Key125/APC-PACfront-1.jpg
http://i9.photobucket.com/albums/a91/Key125/APC-PACrear-1.jpg
EU: AVM-2 Groundhog
http://i9.photobucket.com/albums/a91/Key125/APC-EUfront-1.jpg
http://i9.photobucket.com/albums/a91/Key125/APC-EUrear.jpg
[Note] The lights on each side are normally red and not weak points in the armour.
Number of hits to kill:
Green: x4
Yellow: x2
Orange: x2
Most of the APC is marked yellow where a hit would take off more than half of the APs (54). The front (marked green) takes off 25 APs. Unlike the tank the APC doesn't have an extremely weak rear area but does have vulnerable vents located at the rear. However an AT weapon hit on these vents only takes off about 66 APs which isnt as much as the 95 points on the tank. Although having less overall armour strength than the tank, the APC counter-acts this with having less weaker areas.
When in front, aim for the wheels and when behind aim for the vents.
The rest of the vehicles have no weak points and a hit anywhere will take off the same amount:
FAVs:90
Gunships:90
Hacimotos:90
Air Transports:60
Mattsville
10-02-2007, 04:37 PM
"Soldier, you deserve a promotion!" :)
Let me be the first to say...
Sticky please!
Seriously dude, nice work. It must have taken a fair bit of time to get all of this together with the screenshots and all.
-= Edit =-
I know that this is similar to a already stickied post "Armor and you - Hit them where it hurts" at:
http://bf2142.totalgamingnetwork.com/forums/showthread.php?t=3640&page=10
But I still think this would be a good sticky as this thread has the screenshots right on the front page as opposed to page 11 on the other thread :)
Porthos
10-02-2007, 06:22 PM
Nice Tips!
n3cr0m4nc3r
10-02-2007, 10:11 PM
Alot of work on your part. Nice job.
Props!
Diamond621
10-02-2007, 11:47 PM
If you want to do good anti-armor work, you need to commit these points to memory and never lose sight of them when hunting targets.
The number one problem with most anti-vehicle engineers today is that they are too impatient, too overconfident, and too eager to get into a duel on foot with a machine that weighs 20 tons.
If you can't do it with one shot, then be patient and wait until you can before exposing your position. Great post!
Wizrdwarts
10-02-2007, 11:48 PM
Nice job!
But a rear hit to a tank with full health sets it on fire but still gives the driver time to escape if he has quick reflexes. :)
ps what about the tops of the tanks?
I..C..U
10-03-2007, 12:16 AM
and thats why i <3 the reisig try and hit thos small red bits while moving
Icecronie
10-03-2007, 02:47 AM
nice tips, the apc is helpful. i think the top of a tank works pretty good also.
If you want to do good anti-armor work, you need to commit these points to memory and never lose sight of them when hunting targets.
The number one problem with most anti-vehicle engineers today is that they are too impatient, too overconfident, and too eager to get into a duel on foot with a machine that weighs 20 tons.
If you can't do it with one shot, then be patient and wait until you can before exposing your position. Great post!
Yeah I generally dislike vehicles in 2142... Nothing is more annoying than when you're doing good infantry work and a Walker comes up to blow your whole squad away, no skill required. So when there's a Walker around I make sure its taken down.
and thats why i <3 the reisig try and hit thos small red bits while moving
That's why there is a vulnerable back plate. Much larger than the vents and easier to hit when its moving
ps what about the tops of the tanks?
Yeah the top of the tank, including the secondary gunner position is green. Although it's relatively hard to hit, it would have been unfair for them to have made a weak spot protruding out the top of the tank.
I know that this is similar to a already stickied post "Armor and you - Hit them where it hurts" at:
http://bf2142.totalgamingnetwork.com/forums/showthread.php?t=3640&page=10
But I still think this would be a good sticky as this thread has the screenshots right on the front page as opposed to page 11 on the other thread :)
Thanks. I originally posted in the "Armour & you" thread. I started the project back then and accumulated more since so I felt it needed its own thread.
n3cr0m4nc3r, Porthos, Icecronie: Thanks
bravespear
10-03-2007, 10:12 PM
FAVs, Gunships, Hachimotos and Air Transports are pretty much self explanatory ... hit them with a Pilum anywhere and they die... although Air Transports take about 2 hits.
One pilum hit in the side openings on transports = instakill.
One pilum hit in the side openings on transports = instakill.
Not true... A Pilum hit anywhere on an Air Transport takes off 60 points.
C0de_X
10-16-2007, 07:19 PM
this is great. but i'm colorblind :(
why couldn't you have used some contrasting colors dammit!
bravespear
10-16-2007, 08:39 PM
Not true... A Pilum hit anywhere on an Air Transport takes off 60 points.
Hmmm.... every transport I've shot in the open doors has been destroyed. Maybe they were all previously damaged.
BluebaronX
10-18-2007, 08:00 PM
this is great. but i'm colorblind :(
why couldn't you have used some contrasting colors dammit!
Trust me, i know what you mean, i didn't even know there were some colored things, damn colorvision.!:mad:
this is great. but i'm colorblind :(
why couldn't you have used some contrasting colors dammit!
LOL how unfortunate, although I have used contrasting colours: Green and red.
How could I colour it so you're able to see the contrast?
Paudman
10-20-2007, 02:39 PM
I'm almost afraid to post a reply to this in case it's an old thread and everybody laughs at me...:D
HOWEVER: many thanks for one of the most interesting threads on this forum ever.
One motion mine + one pilum shot will take out anything, no matter the armour - it's a handy combination. Makes the ammo go much further between resupplies!!
[BwZ]Talon
10-21-2007, 07:37 AM
How could I colour it so you're able to see the contrast?
try to draw black outlines around it and make some different hachures, that should do it
One motion mine + one pilum shot will take out anything, no matter the armour - it's a handy combination. Makes the ammo go much further between resupplies!!
That would depend on the speed of the motion mine ... as the damage it deals increases, the faster it travels.
{mEr}Sarge
10-22-2007, 09:33 AM
Ye thats a fantastic post can i ask does the pilum represent the same amount of damage as the the rorsch????
Minmaster
10-24-2007, 10:15 PM
wow some of the weak spots on the walker, especially the PAC walker seems almost impossible to hit. they are so tiny and are sorta beneath other parts. how do you hit these unless you're right next to it?
BandoIruka
10-30-2007, 05:48 PM
Are you sure that hitting the yellow areas of the walker legs do 50 damage? I could had sworn on my experience on fighting walkers that it take 3 shots to the legs to bring it down. Maybe two if I hit the orange areas. But as an engineer, you see the enemy vehicle health bar, and i usually see the bar go down by a third.
And vehicles start to burn and self destruct at about 15 or 10, never really sure since i never really stayed in a burning vehicle to satisfy my curiousity :p. Ive seen damaged vehicles burn for quite a while before finally exploding
Dtneter
10-30-2007, 07:55 PM
correction to the walkers: the side on their hips is also a red zone actually their leg is pretty much a red zone and oh btw if you manage to get a rocket inside the barrel of the pac walker it means you can get a instant kill
Are you sure that hitting the yellow areas of the walker legs do 50 damage? I could had sworn on my experience on fighting walkers that it take 3 shots to the legs to bring it down. Maybe two if I hit the orange areas. But as an engineer, you see the enemy vehicle health bar, and i usually see the bar go down by a third.
There are no yellow areas on a walker but I can understand how you made that mistake, the process I've used makes the legs look more yellow depending on the lighting. However the legs are light green and take off 35 points of damage, so 3 shots to kill sounds about right.
And vehicles start to burn and self destruct at about 15 or 10, never really sure since i never really stayed in a burning vehicle to satisfy my curiousity . Ive seen damaged vehicles burn for quite a while before finally exploding
Yeah you're right. vehicles start to burn when they have equal or less than 15 armour points. I'll change it on the main post.
HOWEVER: many thanks for one of the most interesting threads on this forum ever.
Thanks
correction to the walkers: the side on their hips is also a red zone actually their leg is pretty much a red zone and oh btw if you manage to get a rocket inside the barrel of the pac walker it means you can get a instant kill
None of this is true.
wow some of the weak spots on the walker, especially the PAC walker seems almost impossible to hit. they are so tiny and are sorta beneath other parts. how do you hit these unless you're right next to it?
Like this: http://www.youtube.com/watch?v=mCAQuqUZSLk (Youtube link)
P.S. Ive updated the pictures with more detailed damage figures and descriptions, which I hope will allow people with colour blindness to have a better idea of how the armour is distributed...note: numbers indicate damage points taken off using a Pilum. Look to page 1 for the update.
Dtneter
10-31-2007, 03:46 PM
seriously its true go ahead and test it out i bet the hip one is true but the barrel one can be a lucky shot.
BluebaronX
10-31-2007, 06:14 PM
Was wondering if you hit a gunship or transport with a pilum round if it does the same amount of damage no matter where you hit it or is there any weak points on them?
Was wondering if you hit a gunship or transport with a pilum round if it does the same amount of damage no matter where you hit it or is there any weak points on them?
Yes it does the same amount of damage: Gunships 90 and Air Transports 60. Look to the end of the first post to see the update.
BandoIruka
11-01-2007, 04:54 PM
Been doing some single player lan to verify your numbers. A few things tho that people might be interested in knowing.
-I can hit the PAC walker legs in its delicate area for extra damage like you said, but for the EU walker, I can't seem to hit any part of its legs for more than 35 dmg. I can only assume the PAC walker has these delicate leg parts to balance out the fact that its rear orange armour is much smaller than the EU one.
-The stationary anti vehicle does more damage to walkers per shot than the engineer anti tank weapon (40+ compared to 36-34). This can make walkers extremly vulnerable to the rorche if someone can spook the enemy walker to pop its shields up early. HOWEVER it does less damage to APCs than the pilum. 45 Damage to its sides compared to 55 dmg that the pilum inflicts
-Pilum does more damage than the guilded missile weapons in the engineer kit. The extra damage makes a big difference when attacking enemy APCs where it will inflict over 50 dmg to its yellow, whereas the rocket launchers only do 45. The difference is a 2-shot instant kill and a 2-shot burning kill. For walkers the extra damage makes no difference to how much ammo you need to take a walker down
-The angle of your shot connecting to your target doesn't make a difference to how much damage it receives, so no need to worry about your shot glancing off their armour, or trying to hit the walker legs side on.
-although i have not tested this, I think I'll gamble a guess that the tank shells does the same damage as the engineer guided rockets does when it comes to attacking vehicles.
Diamond621
11-01-2007, 10:19 PM
-Pilum does more damage than the guilded missile weapons in the engineer kit.
Partially true. The Pilum actually does LESS damage against solid green zones than the stock rockets, but MORE against light green, yellow, red and so on. It's very much a weapon that's meant to be used by a skilled AV engineer with a good knowledge to begin with of how to strike the thinnest armour layers. If used stupidly, it is actually worse than the stock engineer weapons.
-I can hit the PAC walker legs in its delicate area for extra damage like you said, but for the EU walker, I can't seem to hit any part of its legs for more than 35 dmg. I can only assume the PAC walker has these delicate leg parts to balance out the fact that its rear orange armour is much smaller than the EU one.
Yeah you're right. Also the EU walker has larger vent then the PAC.
-The stationary anti vehicle does more damage to walkers per shot than the engineer anti tank weapon (40+ compared to 36-34). This can make walkers extremly vulnerable to the rorche if someone can spook the enemy walker to pop its shields up early. HOWEVER it does less damage to APCs than the pilum. 45 Damage to its sides compared to 55 dmg that the pilum inflicts
-Pilum does more damage than the guilded missile weapons in the engineer kit. The extra damage makes a big difference when attacking enemy APCs where it will inflict over 50 dmg to its yellow, whereas the rocket launchers only do 45. The difference is a 2-shot instant kill and a 2-shot burning kill. For walkers the extra damage makes no difference to how much ammo you need to take a walker down
-The angle of your shot connecting to your target doesn't make a difference to how much damage it receives, so no need to worry about your shot glancing off their armour, or trying to hit the walker legs side on.
-although i have not tested this, I think I'll gamble a guess that the tank shells does the same damage as the engineer guided rockets does when it comes to attacking vehicles.
Very useful tips... some even I didn't know about :). Do you mind if I put some of these on the first post?
BandoIruka
11-04-2007, 09:57 AM
Be my guest.
While I'm here, I also fooled around testing damage inflicted with tank shells and RDX.
Tank does the same amount of damage to vehicles as guided missiles do, more or less. However against walkers, they do slightly less damage to walker legs (30dmg), 3 hits to start it burning. It can still destroy a walker in 2 hits if it gets the shots on its backside (50dmg). And 20 dmg if you hit the green spots. Considering the tank's main weapon fires at either 15/20 shells per minute, zoomable for hitting targets accurately from +200 metres away, doesn't sound off missile warning, that measly 20dmg is reasonable enough at dealing with walkers from afar.
RDX damage seems random, but your best bet for doing the most damage to vehicles is to stick them on to is main body, close to the center if possible. If you stick them on wheels, treads, walker ankles, tank barrel, etc your damage is lessen.
These are for instant destruction kills from 100 armour points when placed in ideal location:
-2 for tank. 2 is more than enough, stick them on the sides. You can car bomb a tank with two if you stick them on the nose and detonate them right up against their side. You'd best be safe with 3
-2 for apcs. But you need to jump so you can land them on its dorsal surface (roof). You can stick one on its side frame (not the front or on its wheels) and one of the roof. Otherwise use 3 to be safe.
-1 for FAV. Main body
-Walkers are the strongest, they need 3 to instantly destroy. But you need to jump up to stick all 3 onto its main body. But if you are lucky, its possible to cause it to fall over if you use 3 on its legs. Oh, and rushing underneathe a walker and trying to give it an RDX enema doesn't work. (much to my disappointment. you'll only do 35 damage) Therefore be generous with dispensing your little bundles of joy
BandoIruka
11-19-2007, 05:54 PM
Just another small tip i think is worth sharing.
Rockets travel at roughly 30 metres per second and the Pilum sabot projectile travels twice that speed (60metres/second)
So if you are leading a shot on a moving target, use the range finder inbuilt inside your main weapon to estimate projectile travel time and use that estimated travel time to predict necessary lead.
Happy hunting on the highway.
katsup787
02-24-2008, 03:35 AM
First of all, your theory that vehicles start automatically losing AP at 15 is incorrect. They start losing AP at below 20, and you can tell when this happens if your vehicle is making a flashing siren sound. Now, this might not be true for all vehicles, but I was in a FAV the other day and I had to bail out at 19 AP, because my vehicle caught fire and exploded. If you don't think this is true try and test it. Secondly, If you shot the front of a hachimoto with a machine gun, sniper rifle, pistol etc. I don't think it does any damage. You might want to add that considering you said pilums do the same amount of damage for an FAV as they do a hachimoto. People might get confused thinking both of them have the same amount of armor. Thirdly, you can take out gunships with other weapons just like FAV's. This might not relate to your topic, but it's an interesting fact for people to know. Gunships are also weak against PK rockets.
Correct me on these things if I am wrong.
sempf
02-24-2008, 06:21 PM
every vehicle can be taken out by any explosive(including nades and rokets). you only need much of them.
katsup787
02-24-2008, 07:54 PM
Yes, but most vehicles aren't weak against pk rockets or nades. Pk rockets and nades do about the same amount of damage.
BandoIruka
02-25-2008, 02:51 PM
we don't usually include pk rockets and grenades in this thread because of their impracticality against armoured targets. More likely, using them against armoured vehicles is more likely to draw their attention towards you and get you killed.
Thirdly, you can take out gunships with other weapons just like FAV's.
That's just a load of dumb. Gunship armour can resist small calibre weapons fire. FAVs on the otherhand can get whittled down by infantry small arms quite easily, LMGs or HMGs being reasonably effective at this. FAV mounted machinegun and APC machinegun also counts as being a small calibre weapon.
193d DCAT1
02-27-2008, 02:09 PM
This may be obvious, but hitting a moving walker in the vulnerable parts is difficult. You need to make it stop so you can get a good hit in. Use motion mines, EMP, a comrade as bait, or wait for the walker to stop by the silo/flag. Once it stops pop up, fire, and get back under cover while you reload.
iQu'e
02-27-2008, 03:10 PM
This may be obvious, but hitting a moving walker in the vulnerable parts is difficult. You need to make it stop so you can get a good hit in. Use motion mines, EMP, a comrade as bait, or wait for the walker to stop by the silo/flag. Once it stops pop up, fire, and get back under cover while you reload.
Luckily walkers can't shoot very accurately while moving anyway :)
sempf
02-27-2008, 03:24 PM
they can(or i can). just aim a bit at the back of the target and you will get the kill. fighting walker vs walker is as easy as pea if you know that you need to keep on moving. and engieniers cant hit you easy if yuo keep on moving and changing direction.
DarkRing
02-28-2008, 08:49 PM
they can(or i can). just aim a bit at the back of the target and you will get the kill. fighting walker vs walker is as easy as pea if you know that you need to keep on moving. and engieniers cant hit you easy if yuo keep on moving and changing direction.
Beg to differ on that one, as an engineer pro, hitting a moving walker is easy. Especially if you can get them disoriented. Our clan hunts armor! I haven't seen a walker outrun, I mean, outwalk a circle of motion mines. If you bail, you're still dead... Ha ha ha... we love hunting armor.
sempf
02-28-2008, 08:58 PM
maybe never lett them give a chance to do that. as soon as people try to do that i leave that area. just shoot yuor biggest threath and move on. if you cant escape for a few shots use shield. ask for supplies at the commander. if you really need it ask for a orb strike so the infantery is pinned down. a movign walker can be easy but a walker wich somethimes just randomly takes a step back isnt. i try to keep eyes out for rockets so im not supprised if i get hit. just know how much you can do and should do is what a good walker pilot should know.moving+changing directions+good aiming+knowledge should make you unstoppeble. if all the enemies are engies just let your teammates clear them as easy as pea
DarkRing
02-28-2008, 09:26 PM
Noobs are easy but a well organized squad with good communication is not so easy to take out when hunted by armor... Practice and good squad communication can easily exploit any armor weakness. Squad communication and coordination is important when attacking armor.
sempf
02-29-2008, 01:30 PM
it also helps keeping a walker alive. just leave if there are no kills or it leads you into a death. most noob walkers just stay at the same place forever but i practicly never stand still. just have a good communications will make walkers invinceble. then it is just who has the most ammo. walker vs walker or walker vs infanterie there is no need to stop so why do that? if you are outgunned you are doing something wrong. dont move to quickly but also never stay at the same place. it can be difficult but there is no impossible.
DarkRing
03-01-2008, 05:56 AM
I am not about to tell you how our clan takes out walkers, that is classified. I never said anything about infantry either. A walker will always be out gunned with proper tactics and training. If you have seen us on the battlefield you will know it when you exploded. You mentioned the most important thing of all, always keep moving whoever you are.
sempf
03-01-2008, 06:54 PM
pistols? jk
walkers are vurnerable for getting surrounded but if you keep on moving tactically and strategically good you will survive unles the come with jihad jeeps walker infanterie infanterie in fav. you cant flee from a fav. you will have to nail them and as the rockets are made better so you will hit where you aim if you're in a moving vehicle you will be beaten to death
BandoIruka
03-02-2008, 01:14 PM
Feh, enough on this debate on which is better. Smart walkers will overcome dumb infantry and smart infantry will overcome dumb walkers. Smart infantry vs smart walkers fights don't really apply much because both would realise that they won't engage each other unless they can put the other at a disadvantage. Walkers and infatry need each other for support to cover each others weaknesses.
As for your car bomb comment, I've had my share of being exploded by some cheap recon ramming a fav into me, but ive also had my shares of getting even with them by either turning them into a burning heap or by giving the FAV a new interior paintjob, compliments of the driver. Some of it is due to luck, but most of it is simply getting to a good spot where they can't get to you, then you can destroy them before they get too close to you.
Same thing can be done against air transport rammers, but you may need buildings to conceal your location, some early warning against them and perhaps support from either a friendly gunship or another walker to help bring them down faster before they can ram you.
edit: sempf, I can barely understand what message you are trying to get across
sempf
03-02-2008, 01:25 PM
you are right. you stated in your post what is really important: walkers need infantery to give backup and infantery need a walker to give backup.
The 13th Raptor
03-02-2008, 08:47 PM
It's okay for a walker to linger around if the enemy Orbital has been fired, as the EMP is no more of a threat than a errand EMP grenade would be, and careful positioning can make Jihad jeeps a nonissue.
That leaves recons, but if they are not cloaked you should see them coming, and perhaps you have infantry covering your butt, and in the case they are cloaked the sound of it running or disengaging is enough of a clue to get the **** outta there or turn that sucker into cheese. You have your feet turned in the direction of GTFO even if you are camping, no reason to wait untill someone is putting rdx on your legs to do that.
In the case the enemy is competent enough to keep you on your toes by sending pilums your way, movement is indeed your best friend as it makes it near impossible for the enemy to hit your weak spots with pretty much every weapon, not to mention recons will have a very hard time catching up with you when you sprint away and give them a second to look stupid out in the open with rdx in hand.
[g00ns] nGamer
05-02-2008, 06:43 AM
thx I was wondering where I should hit an walker and kill him quicker
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