Foxhole Wiki
(add some deflect values)
Tag: Visual edit
No edit summary
Tag: Visual edit
(17 intermediate revisions by 9 users not shown)
Line 1: Line 1:
   
 
== Description ==
 
== Description ==
[[Tank Armor]] is a hidden parameter of armored vehicles. Tank Armor allow the vehicle to potentially deflect certain kinds of incoming fire. Deflected shots do not cause any damage. Only certain types of shells can be deflected: all armour piercing damage sources, [[Anti-Tank Rifle]]s, [[30mm]] shells, and [[R.P.G. Shell]]s. If a weapon or ammo type's description specify it can penetrate armour it means it can be deflected (ironically). All other types of weapons will always cause damage, but usually less than a penetrating armour-piercing shell.
+
[[Tank Armor]] is a hidden parameter of most armored vehicles, allowing to potentially deflect certain kinds of incoming fire. Deflected shots do not cause any damage and penetrating shots deal their full damage.
   
  +
Only certain types of shells can be deflected: all [[Armour Piercing|armour piercing]] damage sources, [[20mm]], [[30mm]], [[40mm]], and [[RPG]]s. Ironically, if a weapon or ammo type's description specify it can penetrate armour that means it has a chance to be deflected. All other types of weapons will always cause damage, but usually less than a penetrating armour-piercing shell.
   
Vehicles with higher tank armor have a higher chance to deflect incoming fire. Every deflectable shot received, whether they penetrate or not, reduces the vehicle's Tank Armor value. A decreased Tank Armor value does not modify the damage each weapon do to the vehicle. Different ammo types have different chances to penetrate Tank Armor.
+
Vehicles with higher tank armor have a higher chance to deflect incoming fire. Every penetrating shot reduces the vehicle's Tank Armor value (by the damage amount), making the next shots more likely to penetrate. Different ammo types have different chances to penetrate Tank Armor.
  +
  +
Certain shells have bonuses to penetration chance when hitting Tank Armor (mentioned in their description):
  +
* Closer shots have a higher chance to penetrate.
  +
* More direct shots (orthogonal) have a higher chance to penetrate the side and rear armour.
   
 
Deflected shots make a "pssht" sound and produce sparks.
 
Deflected shots make a "pssht" sound and produce sparks.
   
  +
[[File:Tank_Deflect_Showcase.gif|400px|left|A tank deflecting a shell]]
  +
{{clear}}
   
  +
The state of a vehicle's tank armor is reflected visually by wear and tear.
== Armour Repair ==
 
Tank Armor can only be repaired at [[Garage]]s and costs 100 [[Basic Materials]]. However vehicles specific to one faction cannot have their Tank Armor repaired in a Garage of the other faction.
 
   
  +
[[File:Damaged_Tank_Armor_Showcase.png|400px|A Light Tank with very little Tank Armor left.]]
== Vehicle Packaging ==
 
  +
{{clear}}
Vehicles with Tank Armour cannot be packaged if their Tank Armor isn't fully intact, the vehicle's Tank Armor must be repaired at a Garage first. Trying to package a vehicle can be an easy way to verify its Tank Armor is intact.
 
   
  +
Vehicles that have Tank Armor: [[Armored Car]]s, [[Landing APC]]s, [[Half-Track]]s, [[Tankette]]s, [[Tank]]s.
== Penetration Bonuses ==
 
Shells can have bonuses to penetration chance when hitting Tank Armour:
 
* More direct shots (orthogonal) have a higher chance to penetrate side/rear armour.
 
* Closer shots have a higher chance to penetrate side/rear armour.
 
   
== Vehicles with Tank Armor ==
+
== Deflection Calculation ==
   
  +
* P: Total penetration chance (%)
There are technically two armor types in the game, the only difference beside overall deflection rates is how [[Damage Types#Light Kinetic|Light Kinetic]] and [[Damage Types#Heavy Kinetic|Heavy Kinetic]] rounds behaves on the vehicle. For both type every Light Kinetic ammo will deal the same amount of damage, it takes as many pistol bullets as rifle bullets to destroy an armored vehicle. For the heavier armor type that behavior is extended to Heavy Kinetic rounds, i.e. it takes as many pistol rounds as 14.5mm bullets to kill a tank. The heavier armor type is owned by all tanks, the tankette, and all field guns except the field artillery.
 
  +
* P0: Base penetration chance (%) (Hard coded value unique to each armored vehicle)
  +
* S: Armour Stripped (%)
  +
*S0: Maximum Armour Stripped (%) (Most vehicles cannot have all their armour removed, there's always a small amount of armour that remains. Hard coded value unique to each armored vehicle)
  +
* M: Ammo Type Multiplier (Innate characteristic to each ammo)
  +
* R: Range Bonus (Pen Bonus multiplier)
  +
* A: Angle Bonus (Pen Bonus multiplier for Rear/Side shots only)
   
  +
If the ammo used doesn't have Pen Bonuses, they are equal to 1 for the following equation.
'''Light Armor:'''
 
* [[Field Artillery]]
 
* [[Armored Car]]
 
* [[Landing APC]]
 
* [[Half-Track]]
 
* [[Gunboat]]
 
   
  +
<u><b>Penetration Equation:</b></u> <code>P = min(S0,max(P0,S))*M*R*A</code>
'''Heavy Armor:'''
 
* [[Light Tank]]
 
* [[Assault Tank]]
 
* [[Siege Tank]]
 
* [[Battle Tank]]
 
*[[Armored Car|Tankette]]
 
* [[Field Machine Gun]]
 
* [[Field Cannon]]
 
* [[Field Mortar]]
 
* [[Field AT Gun]]
 
   
  +
Example 1:
== Deflection Rates ==
 
   
  +
The [[Devitt Ironhide Mk. IV|Ironhide]] has a base penetration chance of 27%, the [[ARC⧸RPG]] has an Ammo Type Multiplier of 2.5 and doesn't use Penetration Bonuses. So an Ironhide with intact tank armor hit by a [[Bonesaw MK.3|Bonesaw]] will have a 67.5% penetration chance (0.27*2.5=0.675). If its tank armor is down to 50%, the penetration chance becomes 100% (0.5*2.5=1.25).
The following table lists the percentage of '''deflection''' from tank armor on every armored vehicles and for all weapons able to penetrate armor. The values are only for '''frontal''' hits on '''intact''' armor. Due to the difficulty of acquiring data points, the values have an accuracy of '''+-10 percentage points'''.
 
   
  +
Example 2:
'''Tanks'''
 
   
  +
[[68mm AT]] shells have an Ammo Type Multiplier of 1.5. If an intact Ironhide is shot on its front there's no Angle Bonus and if the shot came from more than 40m there's no Range Bonus either, so the penetration chance is 40.5% (0.27*1.5*1*1=0.405). The ironhide's armour can't go below 33% so its Maximum Armour Stripped value is 66%, so if its armor is depleted entirely the penetration chance becomes 99% (0.66*1.5*1*1=0.99).
{| class="wikitable sortable"
 
!
 
![[File:T12 Actaeon Tankette Vehicle Icon.png|50x50px]]
 
![[File:King Spire MK-I Icon.png|50x50px]]
 
![[File:Devitte-Caine Mk-IV MMR Icon.png|50x50px]]
 
![[File:Devitt Mark III Vehicle Icon.png|50x50px]]
 
![[File:Devitt Ironhide Mk. IV Vehicle Icon.png|50x50px]]
 
![[File:H5 Hatchet Vehicle Icon.png|50x50px]]
 
![[File:H-10 Pelekys Vehicle Icon.png|50x50px]]
 
![[File:H-8 Kranesca Vehicle Icon.png|50x50px]]
 
![[File:Silverhand - Mk. IV Vehicle Icon.png|50x50px]]
 
![[File:85K-b Falchion Vehicle Icon.png|50x50px]]
 
![[File:HC-7 Ballista Vehicle Icon.png|50x50px]]
 
![[File:BattleTank War.png|50x50px]]
 
![[File:Flood Juggernaut Mk. VII Vehicle Icon.png|50x50px]]
 
![[File:Flood Ascension Mk. V Vehicle Icon.png|50x50px]]
 
![[File:BattleTank Col.png|50x50px]]
 
![[File:Lance-40 Hallberd Vehicle Icon.png|50x50px]]
 
|- bgcolor="#000000"
 
|<blockquote>Name</blockquote>
 
|[[Armored Car#Variants|Tankette]]
 
|[[Scout Tank|King Spire Mk. 1]]
 
|[[Light Tank|Devitt-Caine MK-IV MMR]]
 
|[[Light Tank|Devitt Mark III]]
 
|[[Light Tank#Variants|Devitt Ironhide Mk. IV]]
 
|[[Light Tank|H5 Hatchet]]
 
|[[Light Tank#Variants|H-10 “Pelekys”]]
 
|[[Light Tank#Variants|H-8 "Kranesca"]]
 
|[[Assault Tank|Silverhand - Mk. IV]]
 
|[[Assault Tank|85K-b "Falchion"]]<br />
 
|[[Siege Tank|HC-7 "Ballista"]]
 
|[[Battle Tank|Flood Mk-1]]
 
|[[Battle Tank#Variants|Flood Juggernaut Mk. VII]]
 
|[[Battle Tank#Variants|Flood Ascension Mk. V]]
 
|[[Battle Tank|Lance-36]]
 
|[[Battle Tank#Variants|Lance-40 "Hallberd"]]
 
|- bgcolor="#150000"
 
|[[13.5mm]] [[File:ATRifleAmmoItemIcon.png|30x30px]]
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#000015"
 
|[[30mm]] [[File:30mm.png|30x30px]]
 
|93%
 
|
 
|
 
|
 
|
 
|83%
 
|
 
|
 
|
 
|88%
 
|
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#000015"
 
|[[40mm|40mm Round]] [[File:LightTank Ammo.png|30x30px]]
 
|
 
|
 
|
 
|
 
|
 
|80%
 
|
 
|
 
|
 
|95%
 
|
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#151500"
 
|[[R.P.G. Shell]] [[File:RPG shell .png|30x30px]]
 
|81%
 
|
 
|
 
|
 
|
 
|74%
 
|
 
|
 
|
 
|
 
|85%
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#151500"
 
|[[Anti-Tank RPG#Ignifist 30|Ignifist 30]] [[File:Ignifist Icon.png|30x30px]]
 
|75%
 
|
 
|
 
|
 
|
 
|75%
 
|75%
 
|
 
|
 
|81%
 
|71%
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#151500"
 
|[[A.T.R.P.G. Shell]] [[File:ATRPG Shell.png|30x30px]]
 
|54%
 
|
 
|
 
|
 
|
 
|63%
 
|
 
|
 
|
 
|76%
 
|70%
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#151500"
 
|{{nowrap|[[A.T.R.P.G. Indirect Shell]] [[File:ATRPG Indirect shell.png|30x30px]]}}
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#000015"
 
|[[68mm AT]] [[File:68mm.png|30x30px]]
 
|
 
|
 
|
 
|
 
|
 
|60%
 
|
 
|
 
|
 
|73%
 
|
 
|
 
|
 
|
 
|
 
|
 
|}
 
   
  +
== Armour Repair ==
'''Armored Vehicles'''
 
  +
Tank Armor can only be repaired at [[Garage]]s and costs 100 [[Basic Materials]]. However vehicles specific to one faction cannot have their Tank Armor repaired in a Garage of the other faction.
<font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font><font color="#777777"></font>
 
{| class="wikitable sortable"
 
!
 
![[File:O'Brien v110 Vehicle Icon.png|50x50px]]
 
![[File:O'Brien v.121 Highlander Vehicle Icon.png|50x50px]]
 
![[File:T3 Xiphos Vehicle Icon.png|50x50px]]
 
![[File:T5 Percutio Vehicle Icon.png|50x50px]]
 
![[File:O'Brien v.101 Freeman Vehicle Icon.png|50x50px]]
 
![[File:Field Artillery.png|50x50px]]
 
![[File:FieldMG.png|50x50px]]
 
![[File:Balfour Wolfhound 40mm Vehicle Icon.png|50x50px]]
 
![[File:Field AT Gun.png|50x50px]]
 
![[File:Balfour Falconer 250mm Vehicle Icon.png|50x50px]]
 
![[File:Mulloy LPC Vehicle Icon.png|50x50px]]
 
![[File:AB-8 Acheron Vehicle Icon.png|50x50px]]
 
![[File:AB-11 Doru Vehicle Icon.png|50x50px]]
 
![[File:HH-a_Javelin_Vehicle_Icon.png|50x50px]]
 
![[File:HH-d Peltast Vehicle Icon.png|50x50px]]
 
![[File:HH-b Hoplite Vehicle Icon.png|50x50px]]
 
![[File:Niska Mk. 1 Gun Motor Carriage Vehicle Icon.png|50x50px]]
 
![[File:Niska Mk. 2 Blinder Vehicle Icon.png|50x50px]]
 
|- bgcolor="#000000"
 
|<blockquote>Name</blockquote>
 
|[[Armored Car|Warden Armored Car]]
 
|[[Armored Car#Variants|Tracked AC]]
 
|[[Armored Car|Colonial Armored Car]]
 
|[[Armored Car#T5 .E2.80.9CPercutio.E2.80.9D .28Colonial.29|AT Rifle AC]]
 
|[[Armored Car#O.27Brien v.101 Freeman .28Warden.29|40mm AC]]
 
|[[Field Artillery]]
 
|[[Field Machine Gun]]
 
|[[Field Cannon]]
 
|[[Field AT Gun]]
 
|[[Field Mortar]]
 
|[[Landing APC|Warden APC]]
 
|[[Landing APC|Colonial APC]]
 
|[[Landing APC#Variants|HMG APC]]
 
|[[Half-track|Colonial Half-Track]]
 
|[[Half-Track#Variants|Mortar Half-Track]]
 
|[[Half-Track#Variants|Uparmored Half-Track]]
 
|[[Half-track|Warden Half-Track]]
 
|[[Half-Track#Variants|AT Half-Track]]
 
|- bgcolor="#150000"
 
| 13.5mm [[File:ATRifleAmmoItemIcon.png|30x30px]]
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|- bgcolor="#000015"
 
| 30mm [[File:30mm.png|30x30px]]
 
|
 
|
 
|34%
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|62%
 
|73%
 
|
 
|
 
|- bgcolor="#000015"
 
| 40mm [[File:LightTank Ammo.png|30x30px]]
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|51%
 
|
 
|
 
|- bgcolor="#151500"
 
| RPG Shell [[File:RPG shell .png|30x30px]]
 
| 8%
 
|
 
|6%
 
|
 
|
 
|
 
| 12%
 
|
 
|
 
|
 
|
 
|
 
|
 
|
 
|33%
 
|58%
 
|
 
|
 
|- bgcolor="#151500"
 
|Ignifist 30 [[File:Ignifist Icon.png|30x30px]]
 
|0%
 
|
 
|0%
 
|
 
|
 
|
 
|0%
 
|
 
|
 
|
 
|
 
|30%
 
|
 
|33%
 
|41%
 
|43%
 
|
 
|
 
|- bgcolor="#151500"
 
|A.T.R.P.G. Shell [[File:ATRPG Shell.png|30x30px]]
 
|0%
 
|
 
|0%
 
|
 
|
 
|
 
|0%
 
|
 
|
 
|
 
|
 
|
 
|
 
|0%
 
|0%
 
|35%
 
|
 
|
 
|- bgcolor="#151500"
 
|{{nowrap|A.T.R.P.G. Indirect Shell [[File:ATRPG Indirect shell.png|30x30px]]}}
 
|0%
 
|
 
|0%
 
|
 
|
 
|
 
|0%
 
|
 
|
 
|
 
|
 
|
 
|
 
|0%
 
|0%
 
|
 
|
 
|
 
|- bgcolor="#000015"
 
|68mm AT [[File:68mm.png|30x30px]]
 
|0%
 
|
 
|0%
 
|
 
|
 
|
 
|0%
 
|
 
|
 
|
 
|
 
|
 
|
 
|0%
 
|0%
 
|20%
 
|
 
|
 
|}
 
   
  +
== Vehicle Packaging ==
  +
Vehicles with Tank Armour cannot be packaged if their Tank Armor isn't fully intact, the vehicle's Tank Armor must be repaired at a Garage first. Trying to package a vehicle can be an easy way to verify its Tank Armor is intact.
   
   
  +
== Other armor mechanics ==
   
  +
Besides the Tank Armor [[Community_Guides#Mechanics|mechanic]], Foxhole possesses another armor mechanic that shouldn't be confused with Tank Armor. It is related to [[Light Kinetic]], [[Heavy Kinetic]], and [[Shrapnel]] damages.
  +
  +
"Light" armored vehicles are very resistant to the [[Light Kinetic]] damage type. Every Light Kinetic weapon and ammo deals only 1 point of damage to them.
  +
  +
"Heavy" armored vehicles are very resistant to the [[Light Kinetic]],[[Heavy Kinetic]], and [[Shrapnel]] damage types. Every Light Kinetic, Heavy Kinetic, and Shrapnel weapon and ammo deals only 1 point of damage to them. This means a [[Mortar Shrapnel Shell]], a [[12.7mm]] machine gun bullet and a [[8mm]] pistol bullet all deal the same damage to that vehicle.
  +
  +
Every armored vehicle with Tank Armor also possesses either "Light" or "Heavy" armor. However vehicles like [[Field Guns]] and [[Gunboat]]s use that armor mechanic but do not have Tank Armor.
  +
  +
'''Light Armor Vehicles:'''
  +
<dpl>
  +
category = Light Armor Vehicles
  +
ordermethod = title
  +
mode = inline
  +
inlinetext = &nbsp; &bull; &nbsp;
  +
</dpl>
  +
  +
'''Heavy Armor Vehicles:'''
  +
<dpl>
  +
category = Heavy Armor Vehicles
  +
ordermethod = title
  +
mode = inline
  +
inlinetext = &nbsp; &bull; &nbsp;
  +
</dpl>
   
 
== See Also ==
 
== See Also ==
Line 442: Line 82:
 
* [[Vehicle Health]]
 
* [[Vehicle Health]]
 
* [[Structure Health]]
 
* [[Structure Health]]
 
 
<br /><noinclude>[[Category:Static tables]]</noinclude>
 
 
   
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 21:41, 21 May 2022

Description

Tank Armor is a hidden parameter of most armored vehicles, allowing to potentially deflect certain kinds of incoming fire. Deflected shots do not cause any damage and penetrating shots deal their full damage.

Only certain types of shells can be deflected: all armour piercing damage sources, 20mm, 30mm, 40mm, and RPGs. Ironically, if a weapon or ammo type's description specify it can penetrate armour that means it has a chance to be deflected. All other types of weapons will always cause damage, but usually less than a penetrating armour-piercing shell.

Vehicles with higher tank armor have a higher chance to deflect incoming fire. Every penetrating shot reduces the vehicle's Tank Armor value (by the damage amount), making the next shots more likely to penetrate. Different ammo types have different chances to penetrate Tank Armor.

Certain shells have bonuses to penetration chance when hitting Tank Armor (mentioned in their description):

  • Closer shots have a higher chance to penetrate.
  • More direct shots (orthogonal) have a higher chance to penetrate the side and rear armour.

Deflected shots make a "pssht" sound and produce sparks.

A tank deflecting a shell

The state of a vehicle's tank armor is reflected visually by wear and tear.

A Light Tank with very little Tank Armor left.

Vehicles that have Tank Armor: Armored Cars, Landing APCs, Half-Tracks, Tankettes, Tanks.

Deflection Calculation

  • P: Total penetration chance (%)
  • P0: Base penetration chance (%) (Hard coded value unique to each armored vehicle)
  • S: Armour Stripped (%)
  • S0: Maximum Armour Stripped (%) (Most vehicles cannot have all their armour removed, there's always a small amount of armour that remains. Hard coded value unique to each armored vehicle)
  • M: Ammo Type Multiplier (Innate characteristic to each ammo)
  • R: Range Bonus (Pen Bonus multiplier)
  • A: Angle Bonus (Pen Bonus multiplier for Rear/Side shots only)

If the ammo used doesn't have Pen Bonuses, they are equal to 1 for the following equation.

Penetration Equation: P = min(S0,max(P0,S))*M*R*A

Example 1:

The Ironhide has a base penetration chance of 27%, the ARC⧸RPG has an Ammo Type Multiplier of 2.5 and doesn't use Penetration Bonuses. So an Ironhide with intact tank armor hit by a Bonesaw will have a 67.5% penetration chance (0.27*2.5=0.675). If its tank armor is down to 50%, the penetration chance becomes 100% (0.5*2.5=1.25).

Example 2:

68mm AT shells have an Ammo Type Multiplier of 1.5. If an intact Ironhide is shot on its front there's no Angle Bonus and if the shot came from more than 40m there's no Range Bonus either, so the penetration chance is 40.5% (0.27*1.5*1*1=0.405). The ironhide's armour can't go below 33% so its Maximum Armour Stripped value is 66%, so if its armor is depleted entirely the penetration chance becomes 99% (0.66*1.5*1*1=0.99).

Armour Repair

Tank Armor can only be repaired at Garages and costs 100 Basic Materials. However vehicles specific to one faction cannot have their Tank Armor repaired in a Garage of the other faction.

Vehicle Packaging

Vehicles with Tank Armour cannot be packaged if their Tank Armor isn't fully intact, the vehicle's Tank Armor must be repaired at a Garage first. Trying to package a vehicle can be an easy way to verify its Tank Armor is intact.


Other armor mechanics

Besides the Tank Armor mechanic, Foxhole possesses another armor mechanic that shouldn't be confused with Tank Armor. It is related to Light Kinetic, Heavy Kinetic, and Shrapnel damages.

"Light" armored vehicles are very resistant to the Light Kinetic damage type. Every Light Kinetic weapon and ammo deals only 1 point of damage to them.

"Heavy" armored vehicles are very resistant to the Light Kinetic,Heavy Kinetic, and Shrapnel damage types. Every Light Kinetic, Heavy Kinetic, and Shrapnel weapon and ammo deals only 1 point of damage to them. This means a Mortar Shrapnel Shell, a 12.7mm machine gun bullet and a 8mm pistol bullet all deal the same damage to that vehicle.

Every armored vehicle with Tank Armor also possesses either "Light" or "Heavy" armor. However vehicles like Field Guns and Gunboats use that armor mechanic but do not have Tank Armor.

Light Armor Vehicles:

Armored Car  •  Barge  •  Caboose  •  Container Car  •  Field Artillery  •  Flatbed Car  •  Freighter  •  Gunboat  •  Half-Track  •  Infantry Car  •  Landing APC  •  Landing Ship  •  Landing Ship/uk  •  Locomotive  •  Long-Range Artillery Car  •  Rycker 4/3-F Wasp Nest

Heavy Armor Vehicles:

Assault Tank  •  Battle Tank  •  Combat Car  •  Cruiser Tank  •  Destroyer Tank  •  Field AT Gun  •  Field Cannon  •  Field Machine Gun  •  Field Mortar  •  Heavy Field Cannon  •  Heavy Field Gun  •  Light Infantry Tank  •  Light Tank  •  Scout Tank  •  Siege Tank  •  Super Tank  •  Tankette

See Also