Foxhole

Foxhole

48 ratings
Vehicle Health and Damage (Outdated)
By Africandave™
Investigating vehicle hit points and damage output.

This guide is no longer being updated, if you would like me to add you as a contributer please PM me or message below.
   
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Preface
Updated and recently tested (August 18) in the devbranch servers of the game.

This guides outlines 2 different points of information.
  • How many of a particular explosive you need to destroy a vehicle (given as a whole number)
  • How much health is removed from each single charge ( as a -% from a total 100% of health)
  • [Effective] and (Actual) Health are listed for informative purpose.

It's useful to remember that mortars and RPGs deal the same damage, however, a mortars' damage output will rapidly reduce the further the shell lands from the vehicle (even 1m makes a difference!). For these reasons I have not included them on the table.

To Do:
  • Include the Barge and Gunboat
Vehicle Health
Vehicles

Name
Health
HEs
%
RPG
%
Stick
%
Mines
%
AT Rifle
%
Tank
%
Motorbike
650
1
100%
1
100%
1
100%
N/A
N/A
6
-19%
1
100%
Logi-Truck
1000
2
-55%
1
100%
1
100%
N/A
N/A
16
-7%
1
100%
Lt. Utility Vehicle
1000
2
-55%
1
100%
1
100%
N/A
N/A
8
-14%
1
100%
Armoured Car (Front)
[2000] (2000)
4
-31%
2
-61%
2
-58%
1
100%
7
-15%
2
-79%
Armoured Car (Rear)
[1250] (2000)
2
-59%
1
100%
1
100%
1
-100%
4
-30%
1
100%
APC
2500
5
-20%
3
-37%
2
-60%
N/A
N/A
9
-11%
3
-46%
Halftrack
2500
5
-20%
3
-37%
2
-60%
2
-90%
11
-9%
3
-46%
Tank (Front) (0.7 Muliplier)
[8500] (6000)
17
-6%
7
-15%
5
-24%
3
-36%
25
-4%
6
-18%
Tank (Side) (1.1 Muliplier)
[5500] (6000)
11
-9%
8
-13%
3
-36%
3
-36%
17
-6%
4
-27%
Tank (Rear) (1.5 Muliplier)
[4000] (6000)
8
-13%
4
-26%
2
-42%
3
-36%
15
-7%
4
-32%

Guns

Name
Health
HEs
HE %
Mortars
Mortar %
RPGs
RPG %
Stickies
Sticky %
AT Rifle
AT Rifle %
Artillery Gun
1250
3
-46%
2
-92%
2
-92%
1
>-100%
10
-10%
Field MG
1250
3
-46%
2
-92%
2
-92%
1
>-100%
10
-10%
Thanks
Check out my other guides!
http://gtm.steamproxy.vip/id/Africandave/myworkshopfiles/?section=guides&appid=505460

Thanks for reading,
Africandave

24 Comments
Africandave™  [author] 28 May, 2019 @ 1:06pm 
This guide is no longer being updated, if you would like me to add you as a contributer please PM me or message below.
Africandave™  [author] 8 Aug, 2018 @ 10:16am 
Added the AT Rifle damage info against each vehicle, don't use against trucks you might as well just use a regular rifle. Also jump in a foxhole or gunnest if you can for an accuracy buff becaue these things are loose as all fuck.
Africandave™  [author] 11 May, 2018 @ 9:26am 
ofc lol but then we can shoot them with the dual memerifle turret.
Filth Burglar 11 May, 2018 @ 5:12am 
Fools will still charge with the amorored car and treat it like a tank
Africandave™  [author] 27 Apr, 2018 @ 2:01pm 
Thanks bud
Unionize Your Workplace 27 Apr, 2018 @ 1:15pm 
Fantastic work Dave!!
Africandave™  [author] 27 Apr, 2018 @ 12:45pm 
0.0.3 Added the Armoured Car (with front and rear damage models) *not yet totally complete
Africandave™  [author] 26 Apr, 2018 @ 4:22am 
Yes I missed my chance to test it on devbranch but might have to wait until the WC mode to test it against wep tech that needs to be unlocked now so it might take me some time. In the meantime I can say that it is pretty tanky in the sense that it only disables at 30% health. It also does well against Halftrack as the protected gunner can pick off the HT gunner if it is close enough. Despite the shitty stormrifle gun it is effective in early game WC and skirmish modes against light defenses. However keeping it operational is expensive with bmats and the slow off road speed means it is vulnerable to inf swarms and getting caught by tankd and HT when retreating crosscountry
Paul Newman 26 Apr, 2018 @ 4:05am 
Please add Armored Car
Delta Hooves 19 Jan, 2018 @ 2:52pm 
True but while I was meaning if the vehicle was left unattended, like they went to gather resources or repair