![]() If you want to disable a vehicle's engine, aim for the razor wire. Note that razor wire isn't on all vehicles, only some - typically IFVs or APCs. ![]() One seemingly intentional design choice by Squad's developers when it comes to some vehicles is to put razor wire over where the vehicle's engine is. However this does not apply to tanks, which can easily engage and knock out vehicles (and other tanks) at extreme ranges. Close the distance and this ceases to apply. For example if you're in an APC or IFV and are engaging another APC/IFV at extreme ranges (1000 meters and above) it is entirely possible that you will not do damage to the other vehicle, even if you're in a stronger vehicle and hitting a relatively weak spot. The distance and angle you engage a vehicle at plays a role on whether a shot will penetrate or bounce. Engine hits are also noticeable by how there will be copious amounts of sparks flying everywhere upon impact, along with a very loud and distinctive audio cue that sounds like firecrackers. This does not necessarily mean your main gun cannot defeat the vehicle you're engaging, just that you need to aim at a weaker part of the vehicle.īut how do you know if you're doing damage and not deflecting? Easy - a damaging or otherwise penetrating shot produces grey/black smoke upon impact. This is indicative of your main gun either being underpowered to do damage to the armor or hitting it at an angle that causes deflections no matter what. For example, if you shoot at an enemy vehicle and notice your shots are producing green/yellow sparks with no smoke upon impact, that means that your shots are not penetrating and are actually bouncing off the armor being shot at. There are some visual cues that denote how your shots on enemy armor are being received. The difference between 1 and 2 here could mean victory or a trip back to the spawn menu. However it often takes two or more ATGM missiles to kill a vehicle with Blue rated armor, instead of the 1 it typically takes for a well placed side or rear shot. One other thing to mention is that hitting frontal Blue rated armor with an ATGM is not at all a waste of ordinance - it does do significant damage. It is possible, and advisable, to break a Blue rated turret and either disengage or flank around to the side or rear for a kill. The damage to a turret can range from the gunner losing stabilization to being completely unable to move the turret in any direction. If damaged enough, these parts become broken and (mostly) useless until they are repaired, even if the overall health of the vehicle is still intact. The turret, along with other parts of vehicles, all have specific health values. This does not, however, mean that you should avoid targeting Blue rated turrets. Many of the turrets on vehicles in Squad have Blue rated armor, which as mentioned above protects the vehicle from serious harm when faced with explosives. Heavy Machine Guns will not do as much damage to red/yellow/orange rated armor on Tanks and some IFV's (like the Bradley) 50 cal HMG (emplacements included)ĭo not engage Blue rated armor with 14.5mm main guns - in terms of damage you'll only be scratching the paint. About Yellow/Orange/Red rated armor: Aside from AT rockets, Yellow armor and below is vulnerable to the following weapons/vehicles:
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