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I've yet to put up the Explosive/Gadget chart, so the damage radius on these vehicle weapons may be unclear.
The Blast Damage of a weapon is modified by "Blast Radius" and "Inner Blast Radius".
Explosive projectiles have both Direct and Blast damage as indicated by a bullet and a little fuzzy thing meant to be an explosion.
An explosive has only one damage amount and that damage continues to the Inner Radius. (red number)
After that, damage begins decreasing until it reaches zero at the edge of the Blast Radius.
...At least, that's how I think it works. It seems like that's how it works.
All vehicles can generally be taken out with a single explosive weapon, but Tanks and APCs take extra damage from the side and rear.
To minimize damage to those weak sides, armored vehicles can angle themselves to decrease damage.
Taking a hit from a steep angle will multiply damage by 0.5x for tanks and 0.6x for the Bradley and BMD-3.
And yes, the BMD-3 takes extra damage to the front.
There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.
Even though I do have the numbers, I'm not sure which is which - the file that holds the info is not completely converting for me.
While just about anything else on there should be simple enough, a slightly more detailed description of the Power Tool and the way it repairs:
The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.
With each "shot", it gains 0.041 heat. Constantly fighting against that heat is a cooldown of 0.5.
The two combined with the rate of fire allows the Power Tool to fire 125 times over the course of 8.3 seconds.
It repairs 5 points of damage with each shot.
With the 0.3 second delay before the tool starts up, that's 625 vehicle health repaired over 8.6 seconds.
Holding the trigger for 8.6 seconds will cause the tool to overheat.
For reference, All armored ground vehicles have 1250 health.
I was wondering why there was very little difference in "feel" of the weapons and now I understand. I also agree with HiTestFest in that it seems like the weapons kinda get crappier as you go along. There are some exceptions to this. Just seems like some took a dart board to determine what the next unlock is. And why would two different 12 gauge shot guns do different damage for the same type round? I understand that there would be some variance to the damage but halving 60 points differnce? Also with the 7.62mm LMGs, very little consistency here. Oh well...guess thats the problem with basing a game on real world items. Game is fun all the same and we shouldnt try forcing our ideas of what it should be just because we have used these very same weapons IRL.