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07-08-2007, 06:52 PM #16
Re: Vehicle "Weak Spots"
Remember, the walker vents are different for each side. One has two rectangular vents left and right on the bottom (riesig), the other has small trapezoidal vents fore and aft (bogatyr).
|TG-6th|Ferris Bueller
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07-08-2007, 10:15 PM #17
- Join Date
- Jul 2007
- Location
- Mountain Home AFB, ID
- Posts
- 1,196
Re: Vehicle "Weak Spots"
Aye, but as was said, if you have bulletholes, you're hitting the right spot.
Going underneath with an anti-tank would destroy it nicely if you hit it, but it seems like the greatest odds for survivability would be to use the railgun, as anti-tank missiles are less then accurate at close range.
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07-08-2007, 11:10 PM #18
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07-09-2007, 12:13 AM #19
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07-09-2007, 01:23 AM #20
Re: Vehicle "Weak Spots"
The main weapon of the walker will definitely injure the infantry inside of the gunship. As will the guns on air transports randomly.

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07-09-2007, 04:04 AM #21
Re: Vehicle "Weak Spots"
Unfortunately, I think you have to be almost directly under a walker to score a hit on the vents. The other day I unloaded a single clip of sniper rifle rounds directly onto the PAC walker, with no green symbol showing hits. This was from a distance, and nearly horizontally.
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07-09-2007, 09:03 AM #22
Re: Vehicle "Weak Spots"
Yeah, you'll get the hit indicator and you'll see a bullet hole if you're hurting it.

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07-09-2007, 02:12 PM #23
Re: Vehicle "Weak Spots"
Has anyone any information on the "hull" of say the tank or apc. I think if you can get an AV rocket to hit the hull as the armor piece is cresting a hill, it should be insta-BOOM.
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07-09-2007, 03:37 PM #24
Re: Vehicle "Weak Spots"
I've actually tried this with a rorsch. Tanks dont like being shot in the bottom.
|TG-6th|Ferris Bueller
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07-09-2007, 03:53 PM #25
Re: Vehicle "Weak Spots"
Has anyone tried rdx on one. I know you'r going to think ah, just put 3 and blow it up. But, what if you only had 1 left.
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07-10-2007, 01:06 PM #26
Re: Vehicle "Weak Spots"
RDX is actually kinda odd. It does explosive damage instead of impact damage so it will ignore armor mostly, but won't have a higher base damage that's heavily affected by armor like impact weapons.
Actually, the different damage between stock AV weapons and the Pilum can be attributed to the fact that the stock weapons are both explosive and impact being rockets and the railgun/pilium are purely impact weapons. Its why when hitting high armor areas the stock guns surpass the pilium, but the pilium quickly surpasses damage in weaker low armor areas.
That being said, while a stock AV shot will take a tank to burning wreckage fast with a shot to the rear, a Pilium round will take it there faster, and RDX won't cut it. That's because the low armor value of the butt will make the higher impact damage of the pilium stand out over the slightly lower impact/explosive damage of the stock, and MUCH lower explosive damage of the RDX.
If you want theoretical numbers then let me see if I can put it in perspective.
Lets say the Pilium does 100 impact damage, the Stock AV does 60 impact and 30 explosive, and the RDX does 50 explosive damage.
Rear of the tank has 10% armor and the front of the tank has 60% armor.
A shot to the rear of a tank with the pilium will do 90 damage, 84 damage with stock AV, and 50 damage with RDX.
A shot to the front of a tank with the pilium will do 40 damage, 54 damage with stock AV, and 50 damage with RDX.
Of course those numbers are theoretical since I can't really remember off the top of my head the difference in damage from each shot nor do I REALLY want to do the research right now. The other thing I can't figure out is how much 'close exposure' you need to do full damage with RDX since explosives only do damage in a certain range and the more of what you want to go boom is in that blast radius the more damage you do.
Example: It takes 2 RDX on a tank to blow it up, but it takes 5 RDX planted on the end of the gun to do the same job because the gun is much further from the main body.
As for the cockpit of the gunship? The cover is glass or close to it so I guess the penetration armor value is very low. Be interesting if you could pistol someone out of a gunship out of spite. ^_^My sanity is not in question...
It was a confirmed casualty some time ago.
Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.





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07-11-2007, 06:06 PM #27
Re: Vehicle "Weak Spots"
I thought the cockpit provided invulnerability to small arms fire? As it is now, I just snipe the guys sitting at the gun platforms on air transports (because they'll just sit there and waste my squad on foot), and don't do squat to gunships. In a pinch, if a gunship is dumb enough to land near me, I'll put some RDX on him and blow him up, either on the ground or in the air.
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07-11-2007, 07:14 PM #28
Re: Vehicle "Weak Spots"
Yeah, small arms won't harm the pilot/gunner, but randomly you can get hit by other fire. Still not sure whether its due to lag or if they really can penetrate and hit your body.

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07-11-2007, 08:51 PM #29
Re: Vehicle "Weak Spots"
I'm not entirely sure but it might be splash damage that hurts gunship pilots because I remember being hurt when the main cannons of a walker were punching holes in our craft.
Reapator, overlord of ponies

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07-12-2007, 12:35 AM #30
Re: Vehicle "Weak Spots"
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