Posted: 2008-06-06 14:17
Message to the reader:
If you enjoy an in depth look at a possible solution to the balancing of Light AT, Heavy AT and the capability of Tank rounds against enemy armor, this is for you. Please keep in mind that I had devoted atleast 10 hours of my time to creating, evaluating and mathmatically checking to the farthest extent of my human abilities to make sure that this is 100% correct in every possible bit of information provided in this post.
I had also gone the extent to try and make these formulas as general as possible so that they could be applied to the game engine if numeral values could be devised and adjusted to compensate. Unfortunately I do not have enough experience with the BF2 editor to check these values for myself as I would most likely find better results banging my head on the wall. Now without any more delay...
The post begins...
In my own opinion and in agreement with a handful of other players, it's becoming increasingly clear that there is an issue between munitions and armor. Especially when facing Heavy AT, this detail is the most noticeable for those that dare operate an APC. It simply comes down to the damage caused by missles and projectiles versus armor.
The biggest issue here is that Project Reality has accepted the current balance between armor, missles and projectiles over time. And with that said, there as also been a major factor that has been seldomly utilized in battlefield tactics as at this point and time as of the v0.75 patch. This detail? Shot location against enemy armor...
So, what about shot location? It's a common understanding that armored vehicles throughout history has maintained a balance between defensive capability at the cost of something else. Even to this day, modern tanks and even APC's (IFV's) still offer a greater amount of armor to the front of the vehicle as opposed to the Left, Right, Rear, Top and Bottom of the vehicle. And you know what? We should see more disabled vehicles, burning wreckages with crews and infantry fleeing as it's a very possible battlefield occurance. Especially now as we've become increasingly numb to the fact that everything's capable of being a "one shot" kill. Although I am not against this occurance as it's particularly possible, but it must be done properly and in the right measure.
Also, before you go on to browse through this archive of data, please remember one thing... When a vehicle is Destroyed it has been completely obliterated beyond the point of no return, dead is dead. However, the term Burning should also be considered a form of being Destroyed. The main point of Burning is to give the crew and occupants a chance to escape and run out of a Burning vehicle before it completely blows up. This means they will be able to possibly escape and live to see another day should they aquire medical attention after successfully escaping a Burning vehicle.
Also keep in mind that Burning vehicles CANNOT and SHOULD NOT be able to be repaired while it is aflame, as we'll see reruns of the v0.6 patch. In other words, consider a Burning vehicle your second chance to survive, not the equipment.
Aside from that, a vehicle will enter the state of Smoking when it's been damaged to an armor level range of 50%-31%. Also a vehicle will enter the state of Burning when it has been damaged to an armor level of 30%-1%. A vehicle is considered Destroyed when it reaches an armor level of 0% and below (Negative percentiles.).
To help explain the armor levels of vehicles, they're quite simple as they're done in doubles. Example...
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Light Anti-Tank damage value is 80.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +120/200 Damaged (60% Armor Remaining.)
<Note: APC has withstood a rocket attack. Immediate repairs are highly recommended.>
C. Light Anti-Tank x 2 shots = +40/200 Burning (20% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
D. Light Anti-Tank x 3 shots = -40/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
2. Left and Right Side Armor: Light Anti-Tank damage value is 90.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +110/200 Damaged (55% Armor Remaining.)
<Note: APC has withstood a rocket attack. Immediate repairs are highly recommended.>
C. Light Anti-Tank x 2 shots = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
D. Light Anti-Tank x 3 shots = -70/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
3. Rear, Top and Bottom Armor: Light Anti-Tank damage value is 100.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +100/100 Smoking (50% Armor Remaining.)
<Note: Causes the APC to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread/wheel failure.).>
C. Light Anti-Tank x 2 shots = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
Section 1B. Damage scale for APC's (IFV's) vs Heavy Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Heavy Anti-Tank damage value is 160.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +40/200 Burning (20% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Heavy AT x 2 shots = -120/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
2. Left and Right Side Armor: Heavy Anti-Tank damage value is 180.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Heavy Anti-Tank x 2 shots = -160/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
3. Rear, Top and Bottom Armor: Heavy Anti-Tank damage value is 200.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
Section 1C. Damage scale for APC's (IFV's) vs Tank Main Cannon AP (Armor Piercing) round.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Tank Main Cannon AP round damage value is 180.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Tank Main Cannon AP x 2 shots = -160/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
2. Left and Right Side Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 200.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
3. Rear, Top and Bottom Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 220.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = -20/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
Section 2A. Damage scale for Tanks vs Light Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Light Anti-Tank damage value is 80.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +320/400 Damaged (80% Armor Remaining.)
<Note: Did you feel something?>
C. Light Anti-Tank x 2 shots = +240/400 Damaged (60% Armor Remaining.)
<Note: Yeah, that's Light Anti-Tank.>
D. Light Anti-Tank x 3 shots = +160/40 Smoking (40% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>
E. Light Anti-Tank x 4 shots = +80/400 Burning (20% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
F. Light Anti-Tank x 5 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
2. Left and Right Side Armor: Light Anti-Tank damage value is 90.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +310/400 Damaged (77.5% Armor Remaining.)
<Note: Um, was that a Light Anti-Tank?>
C. Light Anti-Tank x 2 shots = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood several rocket attacks. Immediate repairs are highly recommended.>
D. Light Anti-Tank x 3 shots = +130/400 Smoking (32.5% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>
E. Light Anti-Tank x 4 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
F. Light Anti-Tank x 5 shots = -50/400 Destoyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
3. Rear, Top and Bottom Armor: Light Anti-Tank damage value is 100.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +300/400 Damaged (75% Armor Remaining.)
<Note: Um, was that a Light Anti-Tank?>
C. Light Anti-Tank x 2 shots = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
D. Light Anti-Tank x 3 shots = +100/400 Burning (25% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
E. Light Anti-Tank x 4 shots = 0/40 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
Section 2B. Damage scale for Tanks vs Heavy Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Heavy Anti-Tank damage value is 160.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +240/400 Damaged (60% Armor Remaining.)
<Note: Tank has withstood a Heavy Anti-Tank missle. Immediate repairs are highly recommended.>
C. Heavy Anti-Tank x 2 shots = +80/400 Burning (20% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Heavy Anti-Tank x 3 shots = -80/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
2. Left and Right Side Armor: Heavy Anti-Tank damage value is 180.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood a Heavy Anti-Tank missle. Immediate repairs are highly recommended.>
C. Heavy Anti-Tank x 2 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Heavy Anti-Tank x 3 shots = -140/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
3. Rear, Top and Bottom Armor: Heavy Anti-Tank damage value is 200.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. Heavy Anti-Tank x 2 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
Section 2C. Damage scale for Tanks vs Tank Main Cannon AP (Armor Piercing) round.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Tank Main Cannon AP round damage value is 180.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood an enemy Tank Main Cannon AP (Armor Piercing) round. Immediate repairs are highly recommended.>
C. Tank Main Cannon AP x 2 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Tank Main Cannon AP x 3 shots = -140/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
2. Left and Right Side Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 200.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. C. Tank Main Cannon AP x 2 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
3. Rear, Top and Bottom Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 220.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +180/400 Smoking (45% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. Tank Main Cannon AP x 2 shots = -40/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
Now if your mind isn't frizzled out by now, you're the lucky one... Although I could have spent another 4 hours attempting to make values for numerous other munitions we face in game, I figured I'd stop myself as I am firmly aware that there is a 90% chance in which all that I just typed was in vain. So to save myself a headache as my advil bottle is running low, tell me if this does not draw a more intresting picure for Project Reality.
One thing is for sure, there will certainly be more burning vehicles with crewman and occupants running for thier lives. This will certainly add to the atmosphere and still provide a true realistic feel of enemy and friendly soldiers fleeing for thier lives from a burning wreckage. This will also reduce the amount of "one shot" kills while still maintaining the achievement of destroying the enemy armor and removing it from the battlefield for the next 20 minutes. Not to mention that it will hopefully encourage players to use APC's (IFV's) again without having to constantly be fearful of being part of a mass vehicular suicide.
I just hope someone can take this and apply it in some manner. Otherwise I think I just may verywell have to dig out the BF2 editor and start teaching myself.
Version 1.5
If you enjoy an in depth look at a possible solution to the balancing of Light AT, Heavy AT and the capability of Tank rounds against enemy armor, this is for you. Please keep in mind that I had devoted atleast 10 hours of my time to creating, evaluating and mathmatically checking to the farthest extent of my human abilities to make sure that this is 100% correct in every possible bit of information provided in this post.
I had also gone the extent to try and make these formulas as general as possible so that they could be applied to the game engine if numeral values could be devised and adjusted to compensate. Unfortunately I do not have enough experience with the BF2 editor to check these values for myself as I would most likely find better results banging my head on the wall. Now without any more delay...
The post begins...
In my own opinion and in agreement with a handful of other players, it's becoming increasingly clear that there is an issue between munitions and armor. Especially when facing Heavy AT, this detail is the most noticeable for those that dare operate an APC. It simply comes down to the damage caused by missles and projectiles versus armor.
The biggest issue here is that Project Reality has accepted the current balance between armor, missles and projectiles over time. And with that said, there as also been a major factor that has been seldomly utilized in battlefield tactics as at this point and time as of the v0.75 patch. This detail? Shot location against enemy armor...
So, what about shot location? It's a common understanding that armored vehicles throughout history has maintained a balance between defensive capability at the cost of something else. Even to this day, modern tanks and even APC's (IFV's) still offer a greater amount of armor to the front of the vehicle as opposed to the Left, Right, Rear, Top and Bottom of the vehicle. And you know what? We should see more disabled vehicles, burning wreckages with crews and infantry fleeing as it's a very possible battlefield occurance. Especially now as we've become increasingly numb to the fact that everything's capable of being a "one shot" kill. Although I am not against this occurance as it's particularly possible, but it must be done properly and in the right measure.
Also, before you go on to browse through this archive of data, please remember one thing... When a vehicle is Destroyed it has been completely obliterated beyond the point of no return, dead is dead. However, the term Burning should also be considered a form of being Destroyed. The main point of Burning is to give the crew and occupants a chance to escape and run out of a Burning vehicle before it completely blows up. This means they will be able to possibly escape and live to see another day should they aquire medical attention after successfully escaping a Burning vehicle.
Also keep in mind that Burning vehicles CANNOT and SHOULD NOT be able to be repaired while it is aflame, as we'll see reruns of the v0.6 patch. In other words, consider a Burning vehicle your second chance to survive, not the equipment.
Aside from that, a vehicle will enter the state of Smoking when it's been damaged to an armor level range of 50%-31%. Also a vehicle will enter the state of Burning when it has been damaged to an armor level of 30%-1%. A vehicle is considered Destroyed when it reaches an armor level of 0% and below (Negative percentiles.).
To help explain the armor levels of vehicles, they're quite simple as they're done in doubles. Example...
- Medium jeeps such as a Hummer (M1114 HMMWV), Vodnik (GAZ 39371) and an Nanjing (NJ-2046) is worth 100% armor value.
- APC's (IFV's) such as a Pirana (LAV-25), BTR-90 and a WZ-551 (Wuzhuang) is worth double a medium jeep at 200% armor value.
- Tanks (MBT's) such as an Abrams (M1A2), Challenger 2 (FV4034), T-90 and a Type-98 is worth double of an APC (IFV) at 400% armor value.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Light Anti-Tank damage value is 80.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +120/200 Damaged (60% Armor Remaining.)
<Note: APC has withstood a rocket attack. Immediate repairs are highly recommended.>
C. Light Anti-Tank x 2 shots = +40/200 Burning (20% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
D. Light Anti-Tank x 3 shots = -40/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
2. Left and Right Side Armor: Light Anti-Tank damage value is 90.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +110/200 Damaged (55% Armor Remaining.)
<Note: APC has withstood a rocket attack. Immediate repairs are highly recommended.>
C. Light Anti-Tank x 2 shots = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
D. Light Anti-Tank x 3 shots = -70/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
3. Rear, Top and Bottom Armor: Light Anti-Tank damage value is 100.
A. Light Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +100/100 Smoking (50% Armor Remaining.)
<Note: Causes the APC to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread/wheel failure.).>
C. Light Anti-Tank x 2 shots = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
Section 1B. Damage scale for APC's (IFV's) vs Heavy Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Heavy Anti-Tank damage value is 160.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +40/200 Burning (20% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Heavy AT x 2 shots = -120/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
2. Left and Right Side Armor: Heavy Anti-Tank damage value is 180.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Heavy Anti-Tank x 2 shots = -160/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
3. Rear, Top and Bottom Armor: Heavy Anti-Tank damage value is 200.
A. Heavy Anti-Tank x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
Section 1C. Damage scale for APC's (IFV's) vs Tank Main Cannon AP (Armor Piercing) round.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Tank Main Cannon AP round damage value is 180.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +20/200 Burning (10% Armor Remaining.)
<Note: Causes the APC to burn and lead to explosion (Engineers cannot repair to recover the vehicle as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread/wheel loss.).>
C. Tank Main Cannon AP x 2 shots = -160/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
2. Left and Right Side Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 200.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = 0/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
3. Rear, Top and Bottom Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 220.
A. Tank Main Cannon AP x 0 shot = +200/200 Undamaged (100% Armor Remaining.)
<Note: The APC (IFV) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = -20/200 Destroyed (0% Armor Remaining.)
<Note: Causes the APC to be completely destroyed.>
Section 2A. Damage scale for Tanks vs Light Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Light Anti-Tank damage value is 80.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +320/400 Damaged (80% Armor Remaining.)
<Note: Did you feel something?>
C. Light Anti-Tank x 2 shots = +240/400 Damaged (60% Armor Remaining.)
<Note: Yeah, that's Light Anti-Tank.>
D. Light Anti-Tank x 3 shots = +160/40 Smoking (40% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>
E. Light Anti-Tank x 4 shots = +80/400 Burning (20% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
F. Light Anti-Tank x 5 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
2. Left and Right Side Armor: Light Anti-Tank damage value is 90.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +310/400 Damaged (77.5% Armor Remaining.)
<Note: Um, was that a Light Anti-Tank?>
C. Light Anti-Tank x 2 shots = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood several rocket attacks. Immediate repairs are highly recommended.>
D. Light Anti-Tank x 3 shots = +130/400 Smoking (32.5% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>
E. Light Anti-Tank x 4 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
F. Light Anti-Tank x 5 shots = -50/400 Destoyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
3. Rear, Top and Bottom Armor: Light Anti-Tank damage value is 100.
A. Light Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Light Anti-Tank x 1 shot = +300/400 Damaged (75% Armor Remaining.)
<Note: Um, was that a Light Anti-Tank?>
C. Light Anti-Tank x 2 shots = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
D. Light Anti-Tank x 3 shots = +100/400 Burning (25% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
E. Light Anti-Tank x 4 shots = 0/40 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
Section 2B. Damage scale for Tanks vs Heavy Anti-Tank
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Heavy Anti-Tank damage value is 160.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +240/400 Damaged (60% Armor Remaining.)
<Note: Tank has withstood a Heavy Anti-Tank missle. Immediate repairs are highly recommended.>
C. Heavy Anti-Tank x 2 shots = +80/400 Burning (20% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Heavy Anti-Tank x 3 shots = -80/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
2. Left and Right Side Armor: Heavy Anti-Tank damage value is 180.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood a Heavy Anti-Tank missle. Immediate repairs are highly recommended.>
C. Heavy Anti-Tank x 2 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Heavy Anti-Tank x 3 shots = -140/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
3. Rear, Top and Bottom Armor: Heavy Anti-Tank damage value is 200.
A. Heavy Anti-Tank x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Heavy Anti-Tank x 1 shot = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. Heavy Anti-Tank x 2 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
Section 2C. Damage scale for Tanks vs Tank Main Cannon AP (Armor Piercing) round.
Vehicle Status: 100% is Undamaged, 99%-51% is Damaged, 50%-31% is Smoking, 30%-1% is Burning, 0% and below is Destroyed.
1. Front Armor: Tank Main Cannon AP round damage value is 180.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +220/400 Damaged (55% Armor Remaining.)
<Note: Tank has withstood an enemy Tank Main Cannon AP (Armor Piercing) round. Immediate repairs are highly recommended.>
C. Tank Main Cannon AP x 2 shots = +40/400 Burning (10% Armor Remaining.)
<Note: Causes the Tank to burn and lead to explosion (Engineers cannot repair as the fire is too intense.). Also a 75% (Large) chance of being disabled (Turret and/or tread loss.).>
D. Tank Main Cannon AP x 3 shots = -140/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
2. Left and Right Side Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 200.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +200/400 Smoking (50% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. C. Tank Main Cannon AP x 2 shots = 0/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
3. Rear, Top and Bottom Armor: Tank Main Cannon AP (Armor Piercing) round damage value is 220.
A. Tank Main Cannon AP x 0 shot = +400/400 Undamaged (100% Armor Remaining.)
<Note: The Tank (MBT) is at full armor value and has not taken any damage.>
B. Tank Main Cannon AP x 1 shot = +180/400 Smoking (45% Armor Remaining.)
<Note: Causes the Tank to smoke and a 50% (Moderate) possibility of being disabled (Turret and/or tread failure.).>.
C. Tank Main Cannon AP x 2 shots = -40/400 Destroyed (0% Armor Remaining.)
<Note: Causes the Tank to be completely destroyed.>
Now if your mind isn't frizzled out by now, you're the lucky one... Although I could have spent another 4 hours attempting to make values for numerous other munitions we face in game, I figured I'd stop myself as I am firmly aware that there is a 90% chance in which all that I just typed was in vain. So to save myself a headache as my advil bottle is running low, tell me if this does not draw a more intresting picure for Project Reality.
One thing is for sure, there will certainly be more burning vehicles with crewman and occupants running for thier lives. This will certainly add to the atmosphere and still provide a true realistic feel of enemy and friendly soldiers fleeing for thier lives from a burning wreckage. This will also reduce the amount of "one shot" kills while still maintaining the achievement of destroying the enemy armor and removing it from the battlefield for the next 20 minutes. Not to mention that it will hopefully encourage players to use APC's (IFV's) again without having to constantly be fearful of being part of a mass vehicular suicide.
I just hope someone can take this and apply it in some manner. Otherwise I think I just may verywell have to dig out the BF2 editor and start teaching myself.
Version 1.5