View Full Version : Vehicle Hit Boxes
Multiplex
08-05-2005, 04:37 PM
Anyone care to share their experiences on vehicle hit boxes... that being specific vulnerabilities for each vehicle?
Here are some of my observations:
1. The underside of a tank is a one shot kill from another tank. I've noticed but cannot definitely confirm that the side and back of the tank takes more damage than the from from a direct hit.
2. The top engine/turbine area of an attack chopper is a one shot kill spot from a tank shell. The rest of the attack chopper is a two shot kill. Anyone know if this applies to the BH or Guppy?
3. HMMWVs don't always explode when hit at medium range from a tank round to the back or side. I've noticed that a direct hit to the front grill will always blow one up at medium range though.
wihadmin
08-05-2005, 04:55 PM
How do you hit the underside of a tank when it's on flat ground?
dbodenheim
08-05-2005, 05:19 PM
1. The underside of a tank is a one shot kill from another tank. I've noticed but cannot definitely confirm that the side and back of the tank takes more damage than the from from a direct hit.
I told him the underside is a one shot kill because Ive done it. The way you do it is angle your tank up a hill. When the other tank comes over a rise or bump the front of the tank will up end into the air exposing its belly. My shot hit mid section undercarraige and he exploded. It was a fresh tank too because i watched the person grab it in their spawn when it spawned and i backed off.
The sides of a tank take more damage from a direct hit also. The back half sides of tanks take more damage also. An ass-end shot to a tank will have him smoking.
Multiplex
08-05-2005, 06:04 PM
How do you hit the underside of a tank when it's on flat ground?
I myself have done it... and had it done to me. There are numerous points in the game when a tank rolls over a hill at full speed leaving it's underside exposed to the point where a casual shot can hit it.
Last night when playing in a private server I also hit a tank I was close to with a USMC anti-tank rocket by aiming at the point where the tank texture appeared to meet the street texture then jerked my cursor up at the last second. The rocket turned upward enough to score a hit on the undercarriage hit box. With low ping and a good system it was an easy shot to repeat and did a metric assload of damage to the tank.
Bonez
08-05-2005, 06:46 PM
their not hit boxes, their hit materials.
(hitboxes are copyrighted by valve, per pixel hit detection is owned by Digital Extremities[the unreal people], and hit materials are owned by dice)
rear, tracks, sides, and if you can get the shot underside of the turretrear do more damage then hitting the front.
if you want in order of damage
underside of turret > rear > tracks > front or sides of turret > sides > front.
more often then not though you will need two shots to get a tank to burn, 3 to kill it.
Multiplex
08-05-2005, 06:56 PM
their not hit boxes, their hit materials.
(hitboxes are copyrighted by valve, per pixel hit detection is owned by Digital Extremities[the unreal people], and hit materials are owned by dice)
Ah yes... well lucky for me it's all the same damned thing.
Bonez
08-05-2005, 07:07 PM
their not hit boxes, their hit materials.
(hitboxes are copyrighted by valve, per pixel hit detection is owned by Digital Extremities[the unreal people], and hit materials are owned by dice)Ah yes... well lucky for me it's all the same damned thing.um, no.
hit materials are applied to areas of a model like a subskin and are assigned diffrent parameters depeding on what interacts with them. relatively accurate, has minor network issues.(http://en.wikipedia.org/wiki/Source_Engine)
hit boxes are a collection of "invisible" boxes that represent the players points of contact, followed closely by a charachter model. in-accurate, major network issues.
per pixel hit detection is where a selection of pixels within the structure of model are assigned a property, and each weapon is assigned damage based on the area that it makes contact. most accurate, minor network issues, most licenced.(http://en.wikipedia.org/wiki/Unreal_Engine)
they are diffrent things.
Multiplex
08-05-2005, 07:39 PM
their not hit boxes, their hit materials.
(hitboxes are copyrighted by valve, per pixel hit detection is owned by Digital Extremities[the unreal people], and hit materials are owned by dice)Ah yes... well lucky for me it's all the same damned thing.um, no.
hit materials are applied to areas of a model like a subskin and are assigned diffrent parameters depeding on what interacts with them. relatively accurate, has minor network issues.(http://en.wikipedia.org/wiki/Source_Engine)
hit boxes are a collection of "invisible" boxes that represent the players points of contact, followed closely by a charachter model. in-accurate, major network issues.
per pixel hit detection is where a selection of pixels within the structure of model are assigned a property, and each weapon is assigned damage based on the area that it makes contact. most accurate, minor network issues, most licenced.(http://en.wikipedia.org/wiki/Unreal_Engine)
they are diffrent things.
Ah yes... well lucky for me it's all the same damned thing.
The Needle
08-05-2005, 07:41 PM
Thanks for the clarification Bonez, now go look up "Anal Retentive"
Have a nice day.
Ramis
08-05-2005, 07:46 PM
Ah yes... well lucky for me it's all the same damned thing.
wihadmin
08-05-2005, 08:32 PM
Let's stay on topic.
Multiplex
08-06-2005, 06:57 AM
Anyone else have anything *meaningful* to contribute to this thread?
gsxrgrunt
08-06-2005, 03:15 PM
:nuts: wow you mean you can destroy tanks?
DinkyPoopStick
08-08-2005, 08:10 AM
1 day in an empty WiH server(prior to ranking) Knottwobad and my self test a tank and a LAV for sweet spots. after doing multiple tests includning front body, front turret, side body, sdie turet, side tracs/wheels, back body and back turret. there were no differences in damage taken by individual tank rounds, or 2 rounds from the LAV. The only thing that I have heard discussed and not tried was the undercarge of the tank/LAV.
But according to the tests we did, there were no sweet spots on the tank or LAV
LeakyNavel
08-08-2005, 09:34 AM
the MOD tools are out. When I get home I'll look at the model, it'll tell you more than guessing.
DinkyPoopStick
08-08-2005, 10:32 AM
want to add, all my tests were done at the same distance. I have heard that the closer a tank is to the target the more damage it does, i did not test that, since i heard that theory after we did the testing
UncleHo
08-08-2005, 01:23 PM
And all this time I have been laying on the ground and trying to shoot them as they run over me :dunno: :flipoff:
monos
08-08-2005, 01:35 PM
want to add, all my tests were done at the same distance. I have heard that the closer a tank is to the target the more damage it does, i did not test that, since i heard that theory after we did the testing
the anti tank rounds are not physically capable of doing more or less damage based on range since the damage they inflict is not related to velocity. the explosive force of an anti tank round (Shaped Charge) is the same at minimum distance as it is at maximum distance. now, since my post is based on reality i could be incorrect in trying to apply real world rules to BF2.
DinkyPoopStick
08-08-2005, 03:02 PM
want to add, all my tests were done at the same distance. I have heard that the closer a tank is to the target the more damage it does, i did not test that, since i heard that theory after we did the testing
the anti tank rounds are not physically capable of doing more or less damage based on range since the damage they inflict is not related to velocity. the explosive force of an anti tank round (Shaped Charge) is the same at minimum distance as it is at maximum distance. now, since my post is based on reality i could be incorrect in trying to apply real world rules to BF2.
Thank you Bonos.....errrrr Monos :yaya:
Think it was Jeff/Dave/dbodenheim that told me about this theory. he said "get within 15 feet and you can 1 shot kill a new tank"
monos
08-08-2005, 03:05 PM
Think it was Jeff/Dave/dbodenheim that told me about this theory. he said "get within 15 feet and you can 1 shot kill a new tank"
it is quite possible that it is true, like i said my post is based on reality and considering we are talking about a game in which people run around jumping in the air repeatedly to avoid being shot i should avoid posting anything pertaining to reality
Multiplex
08-08-2005, 03:59 PM
Tank rounds do have a pretty hefty dropoff. I've found that out from long ranged battles with tanks where we've had to shoot each other 5+ times to get a kill (Kubra Dam).
I don't know about the anti-tank kit though.
Bonez
08-08-2005, 07:31 PM
it is quite possible that it is true, like i said my post is based on reality and considering we are talking about a game in which people run around jumping in the air repeatedly to avoid being shot i should avoid posting anything pertaining to realitywas that a glimmer of hope that EA testing didn't screw something up regarding weapons ?
and as far as tanks, they have allways had wonky flight distances(bf1942 for example), that was the #1 thing i liked about FH is the tank rounds would be more accurate at closer ranges and hitting at long range required a little bit of a knack to get a handle on it but it was atleast possible while looking directly at your target.
SSG-Martin
08-11-2005, 05:04 AM
BF2 is far from reality when it comes to Tanks and Anti armor weapons. For example the M1A2 fires a 120MM APFSDS DU round. There is no tank on the face of the earth with maybe the exception of the Leopard IIA6 that could survive a hit. Next we come to the TOWII. TOWII's can go through 28 inches of solid steel. It takes two of them to destroy a tank in this game LOL. Simply absurd. If you get hit with a TOW your dead.
Now onto the Javelin issues. A Javelin can destroy any tank on the modern battlefield. Yet it takes up to four rounds on some vehicles?? LAME. The Eryx is even worse due to its lack of guidance system, yet it is a wire guided missile LOL. I find it amazing that EA forgot that the MEC would have the HOT or MILAN. Any of these missiles hitting you will mean a one way trip to the big man in the sky.
SFC Martin
wihadmin
08-11-2005, 09:45 AM
Well, EA never said that this game is a realistic game. They have said and continue to say that they made it to cater to arcade style gameplay. I'm sure there'll be realism mods out for it sooner or later. Unfortunately, they won't be on ranked servers.
Bonez
08-11-2005, 02:25 PM
M1A2 fires a 120MM APFSDS DU round.
which should not be used at ALL
the M1 has access to diffrent weapon types, the one in the game I highly doubt is a SABOT because it has a blast radius, and no sabot casing coming out of the end of the barrell when fired.
(http://www.globalsecurity.org/military/systems/munitions/images/apfsds.jpg)
most likely an HE family round instead of a Kenetic round.
http://www.globalsecurity.org/military/systems/munitions/120.htm
SSG-Martin
08-11-2005, 11:10 PM
If a tanker engaged another tank with a heat round then he deserves to die. You engage tanks with sabot rounds. HEAT was designed for APC's and structures ect. The mere thought of engaging another tank with a HEAT round is laughable unless I shot to much SABOT I ran out.
wihadmin
08-12-2005, 09:16 AM
If a tanker engaged another tank with a heat round then he deserves to die. You engage tanks with sabot rounds. HEAT was designed for APC's and structures ect. The mere thought of engaging another tank with a HEAT round is laughable unless I shot to much SABOT I ran out.
What are you guys talking about? IRL or BF2?
SSG-Martin
08-14-2005, 06:21 AM
Even in this game which is a combat simulation it's insane to think any tank crew would engage an enemy tank with HEAT, unless they were out of Sabot. I would love to see three man tank crews. The one slot open would be loader. But TC, Driver and Gunner would rock. Same think with the bradleys have them have TC, Gunner, driver and guys in the back. That would be fun.
Anyways peace guys see ya in game
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