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
PAC: T-39 BOGATYR
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
PAC: Type 32 Nekomata
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
EU: AVM-2 Groundhog
[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
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
PAC: T-39 BOGATYR
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
PAC: Type 32 Nekomata
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
EU: AVM-2 Groundhog
[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
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