Battlezone: Combat Commander

Battlezone: Combat Commander

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Unit and Weapon Stats (Stock BZCC)
By Bytesmee
Stock ISDF and Scion unit and weapon stats for Battlezone Combat Commander.
   
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Quick Overview
Values were pulled directly from the games files. Explanations are provided in each section as required.

Weapons deal specific amounts of damage depending on what armour the target has, or shield for certain Scion units. The relationship between armour and shields is:
TotalDamage = (DamageValue[ShieldType] / DamageValue[NoArmour]) * DamageValue[ArmourType]
This formula benefits any unit that has both Light/Heavy armour and a shield. In stock BZCC this only applies to the Lancer.

C = Combat
A = Assault
ISDF Vehicles
Name
Nickname
Hull
Ammo
Armour
Heat
Image
Radar
Hardpoints
APC
-
3000
-
Light
1000%
50%
0%
4 Bazooka Soldiers
Assault Tank
Bulldog
4500
3000
Heavy
50%
500%
500%
1A Cannon | 2 Mortar
Bomber
Liberator/Thunderbird
2000
5000
Light
1000%
50%
0%
'Day Wrecker' Bomb
Constructor
-
2000
-
Heavy
100%
200%
200%
-
Missile Scout
Avenger
2000
2500
None
100%
250%
50%
2C Rocket | 1 Special
Mortar Bike
Jackal
1200
1000
None
300%
100%
10%
1 Mortar | 1 Special
Rocket Tank
Griffin
3000
2500
Heavy
50%
250%
10%
2C + 1A Rocket
Scavenger
-
3000
-
Heavy
500%
300%
200%
-
Scout
Thunderbolt
1800
1500
None
50%
300%
30%
2C Gun | 1C Rocket | 1 Special
Service Truck
-
2000
1200
Light
10%
100%
0%
-
Tank
Sabre
3500
2200
Light
200%
250%
50%
1C Cannon | 2C Gun | 1 Mortar | 1 Special
Tug
Handyman
2500
-
Light
10%
200%
200%
-
Turret
Rattler
2500
3000
None
10%
100%
10%
2A Gun
Walker
Atilla
8000
6000
Heavy
10%
500%
500%
2A Cannon | 2A Gun

*The Assault Tank is the only ISDF vehicle that can regenerate hull over time.
Scion Vehicles
Scout, Sentry, Lancer, and Warrior can morph from Combat-Mode into Assault-Mode
Combat-Mode is faster and regenerates ammo
Assault-Mode is slower and regenerates hull

Name
Nickname
Hull
Ammo
Armour
Heat
Image
Radar
Hardpoints
Archer
-
1400
2000
None
1000%
10%
0%
1 Mortar
Builder
-
2000
-
Heavy
100%
200%
200%
-
Guardian
-
2750
3000
Light
10%
100%
10%
2A Gun
Harvester
-
3000
-
Heavy
500%
300%
200%
-
Hauler
-
2500
1200
Light
10%
200%
200%
-
Healer
-
2500
1200
Light
10%
100%
0%
-
Lancer (C)
-
2500
3000
Light
200%
75%
50%
1C Rocket | 1 Special | 1 Shield
Lancer (A)
-
2000
3000
Light
200%
75%
50%
1A Rocket | 1 Special | 1 Shield
Mauler
-
4000
5000
Heavy
100%
500%
500%
2A Cannon
Scout (C)
Drone
1200
2000
None
200%
300%
10%
1C Cannon | 1 Special | 1 Shield
Scout (A)
Drone
900
1500
None
200%
300%
10%
1A Cannon | 1 Special | 1 Shield
Sentry (C)
-
2000
2500
None
50%
250%
30%
2C Gun | 1 Special | 1 Shield
Sentry (A)
-
1500
2500
None
50%
250%
30%
2A Gun | 1 Special | 1 Shield
Titan
-
6000
6000
Heavy
50%
500%
500%
2C Cannon | 2C Gun
Warrior (C)
-
3500
3000
None
200%
250%
50%
1C Cannon | 2C Gun | 1 Special | 1 Shield
Warrior (A)
-
2500
3000
None
200%
250%
50%
1A Cannon | 2A Gun | 1 Special | 1 Shield

*The Titan is the only un-morphable Scion vehicle that can regenerate hull over time.
Yes, Scion vehicles have less hull when morphed in assault-mode
Guns
  • Ammo Cost is per 'bullet', per shot in brackets
  • Fire Rate is delay between shots in seconds
    e.g. Laser (C) shoots every 2 seconds, Pummel (C/A) twice per second
  • Damage values are per 'bullet', per shot in brackets
    e.g. Pummel (C/A) will do less damage if not all bullets hit

ISDF

Name
Ammo Cost
Fire Rate
Range
None
Light
Heavy
Stasis
Deflection
Absorption
Minigun (C)
1.25
0.1
105m
11
8
5
8
5
10
Minigun (A)
2
0.1
150m
15
12
8
12
8
15
Laser (C)
20
2
120m
250
150
50
150
250
50
Laser (A)
4
0.2
100m
35
20
8
20
35
8
Pummel (C)
3 (30)
0.5
99m
15 (150)
13 (130)
10 (100)
13 (130)
10 (100)
15 (150)
Pummel (A)
2 (20)
0.5
99m
16 (160)
16 (160)
16 (160)
14 (140)
10 (100)
16 (160)
Chaingun (C)
2.5
0.1
135m
16
16
12
15
8
16
Chaingun (A)
2.5
0.1
120m
15
14
13
14
10
15

Scion

Name
Ammo Cost
Fire Rate
Range
None
Light
Heavy
Stasis
Deflection
Absorption
Ion Gun (C)
1.5
0.1
100m
20
10
1
10
20
1
Ion Gun II (A)
3
0.2
150m
50
30
10
30
50
10
EMP Lockdown (C)
10
2
100m
10
10
10
10
10
10
EMP Stream (A)
3
0.1
45m
0
0
0
0
0
0
Gauss Gun (C)
18
0.5
139m
75
55
35
55
30
75
Gauss Gun (A)
75
2
179m
200
190
160
180
140
200

EMP Lockdown sticks to target for 2 seconds and slows their movement
EMP Stream disables target's weapons while under fire
Cannons
  • Ammo Cost is per 'bullet', per shot in brackets
  • Fire Rate is delay between shots in seconds
    e.g. Blast (C/A) shoots every 2 seconds, AT-Stab (C/A) twice per second
  • Damage values are per 'bullet', per shot in brackets
    e.g. Fang (A) will do less damage if not all bullets hit

    ISDF

    Name
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    AT-Stab (C)
    11
    0.5
    100m
    130
    120
    100
    120
    100
    130
    AT-Stab (A)
    15
    0.5
    150m
    150
    138
    125
    138
    125
    150
    Pulse Stab (C)
    14
    1
    100m
    220
    210
    190
    210
    190
    220
    Pulse Stab (A)
    30
    1.5
    200m
    210
    200
    190
    200
    190
    210
    SP-Stab (C)
    16.5
    0.6
    120m
    220
    200
    180
    200
    150
    220
    SP-Stab (A)
    15
    1.75
    150m
    600
    563
    525
    563
    500
    600
    Plasma (C)
    30
    0.5
    190m
    150
    120
    50
    120
    150
    100
    Plasma (A)
    40
    2
    260m
    700
    500
    300
    500
    700
    200
    Blast (C)
    200
    2
    170m
    800
    600
    300
    500
    800
    300
    Blast (A)
    300
    2
    250m
    900
    640
    400
    640
    900
    400

    Pulse Stab 'pulses' AoE damage as it travels, see the AoE/Splash Damage section for details

    MAG is special, having a charge mechanic that fires different shots and deals different damage.
    Holding a charge consumes ammo.
    Assault MAG does not have an uncharged shot.


    Charge
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    0 (C)
    5 (15)
    0.2
    40m
    50 (150)
    25 (75)
    5 (15)
    25 (75)
    50 (150)
    10 (30)
    0 (A)
    -
    -
    -
    -
    -
    -
    -
    -
    -
    1 (C)
    2 (12)
    0.5
    75m
    50 (300)
    25 (150)
    5 (30)
    25 (150)
    500 (300)
    10 (60)
    1 (A)
    5 (30)
    0.5
    150m
    50 (300)
    25 (150)
    5 (30)
    25 (150)
    50 (300)
    8.4 (50.4)
    2 (C)
    5 (30)
    1
    75m
    75 (450)
    50 (300)
    17.5 (105)
    50 (300)
    75 (450)
    17.5 (105)
    2 (A)
    20 (100)
    1
    150m
    140 (700)
    80 (400)
    20 (100)
    80 (400)
    140 (700)
    24 (120)
    3 (C)
    10 (60)
    2
    100m
    166.7 (1000.2)
    116.7 (700.2)
    40 (240)
    166.7 (1000.2)
    116.7 (700.2)
    40 (240)
    3 (A)
    50 (200)
    2
    150m
    400 (1600)
    250 (1000)
    187.5 (750)
    250 (1000)
    400 (1600)
    90 (360)
    4 (C)
    20 (120)
    3.5
    120m
    291.7 (1750.2)
    204.17 (1225.02)
    70 (420)
    166.7 (1000.2)
    116.7 (700.2)
    70 (420)
    4 (A)
    100 (300)
    3.2
    150m
    991.7 (2975.1)
    641.7 (1925.1)
    210 (630)
    641.7 (1925.1)
    991.7 (2975.1)
    233.4 (700.2)
    5 (C)
    40 (240)
    5
    100m
    700 (4200)
    650 (3900)
    450 (2700)
    650 (3900)
    700 (4200)
    450 (2700)
    5 (A)
    200 (400)
    5
    150m
    2125 (4250)
    1375 (2750)
    500 (1000)
    1375 (2750)
    2125 (4250)
    625 (1250)
    6 (C)
    40 (320)
    7.5
    150m
    416.7 (3333.6)
    291.7 (2333.6)
    125 (1000)
    291.7 (2333.6)
    416.7 (3333.6)
    125 (1000)
    6 (A)
    700
    7.5
    120m
    6375
    4125
    2250
    4125
    6375
    3000

    Scion

    Name
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    Plasma Cannon (C)
    10
    0.33
    100m
    100
    80
    16
    80
    100
    16
    Plasma Stream (A)
    5.625
    0.05
    40m
    30
    20
    15
    20
    30
    15
    Quill (C)
    7 (35)
    1
    120m
    60 (300)
    52 (260)
    40 (200)
    52 (260)
    30 (150)
    60 (300)
    Fang (A)
    10 (150)
    2
    50m
    53.4 (801)
    50.8 (762)
    46.7 (700.5)
    50.8 (762)
    40 (600)
    53.4 (801)
    Sonic Blast (C)
    30
    1
    160m
    400
    270
    100
    270
    400
    170
    Sonic Wave (A)
    10
    0
    30m
    0
    0
    0
    0
    0
    0
    Arc Cannon (C)
    20 (100)
    2
    175m
    100 (500)
    100 (500)
    75 (375)
    75 (375)
    100 (500)
    50 (250)
    Arc Stream (A)
    150
    0
    10-100m
    500
    500
    400
    400
    500
    300

    Sonic Blast deflects projectiles
    Sonic Wave pushes all units and projectiles away
    Arc Stream's range increases over time from 10m to 100m max
Rockets
  • Ammo Cost is per 'bullet', per shot in brackets
  • Fire Rate is delay between shots in seconds, not including Lock-On time
    e.g. Shadower Missiles have a minimum 1 second delay between each shot
  • Range is Lock-On distance where applicable
    e.g. Shadower Missiles can travel 800m after being fired, if they don't collide with terrain
  • Damage values are per 'bullet' per shot in brackets
    e.g. Salvo Rocket will do less damage if not all rockets hit

    ISDF

    Name
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    TAG Cannon (C)
    1 + 60
    2
    175m
    60 (360)
    55 (330)
    50 (300)
    55 (330)
    50 (300)
    60 (360)
    Comet Cruise (A)
    1000
    5
    350m
    2000
    1500
    1500
    1700
    2000
    1300
    FAF Missile (C)
    50
    1
    120m
    50
    45
    40
    40
    35
    50
    Hornet Rocket (A)
    125
    1
    250m
    900
    800
    700
    800
    700
    900
    Shadower Missile (C)
    25
    1
    200m
    200
    180
    140
    180
    140
    200
    Salvo Rocket (A)
    10 (100)
    2
    150m
    110 (1100)
    100 (1000)
    90 (900)
    100 (1000)
    80 (800)
    110 (1100)

    TAG Cannon fires a locking shot before its payload
    Comet Cruise has hull and can be destroyed before exploding


    Scion

    Name
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    Stinger Missile (C)
    9 (45)
    1
    200m
    80 (400)
    50 (250)
    10 (50)
    50 (250)
    10 (50)
    80 (400)
    Swarm Launcher (A)
    25 (250)
    10
    100m
    140 (1400)
    125 (1250)
    100 (1000)
    125 (1250)
    100 (1000)
    140 (1400)
    Multi-Lock (C)
    25
    1
    170m
    200
    180
    140
    180
    140
    200
    Wasp Launcher (A)
    750
    5
    300m
    1500
    1100
    800
    1100
    800
    1500

    Multi-Lock can share 5 locks on up to 3 targets
    Wasp has hull and can be destroyed before exploding
Mortars
  • Range is based on the distance the AI will fire from, actual maximum ranges are difficult to confirm
  • Damage values for Splinter Mortar, Resin, and Acid Cloud are difficult to confirm
  • Splash damage is not included

    ISDF

    Name
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    Mortar
    50
    2
    200m
    400
    350
    300
    350
    300
    400
    MDM Mortar
    60
    2
    175m
    600
    500
    400
    500
    400
    600
    Splinter Mortar
    200
    4
    175m
    15 (7500)
    9 (4500)
    3 (1500)
    9 (4500)
    1 (500)
    15 (7500)

    Splinter Mortar sprays bullets around the target. Damage is potentional, not directed toward a single target

    Scion

    Name
    Ammo Cost
    Fire Rate
    Range
    None
    Light
    Heavy
    Stasis
    Deflection
    Absorption
    Howitzer
    10
    2.5
    350m
    270
    260
    250
    260
    250
    270
    Popper
    20
    1
    200m
    70
    60
    50
    60
    50
    70
    Resin
    1
    0
    80m
    50
    40
    25
    40
    25
    50
    Acid Cloud
    1000
    20
    350m
    500
    300
    50
    50
    500
    500

    Resin fires a constant stream
    Acid Cloud produces a damaging cloud at the target for the enire duration
AoE/Splash Damage (WIP)
  • Bonus damage added on top of the above values, depending on what was hit
    e.g. Shooting the ground applies the 'Ground' splash damage
  • Applies to anything within the damage radius
  • Kick values are distance and force of 'knock-back'

    Take with a grain of salt - some values don't appear to be accurate in-game

    Cannons

    Name
    Target
    Radius
    Kick
    None
    Light
    Heavy
    Stasis
    Deflect
    Absorb
    Plasma (C)
    Vehicle
    12m
    7m / 2
    100
    70
    25
    55
    100
    10
    Plasma (C)
    Building
    15m
    20m / 2
    100
    70
    25
    50
    100
    10
    Plasma (C)
    Ground
    20m
    15m / 3
    150
    70
    45
    70
    150
    10
    Plasma (A)
    Vehicle
    5m
    -
    50
    25
    5
    25
    50
    5
    Plasma (A)
    Building
    5m
    -
    50
    25
    5
    25
    50
    5
    Plasma (A)
    Ground
    5m
    -
    50
    25
    5
    25
    50
    5
    Sonic Blast
    Vehicle
    5m
    20m / 1
    150
    100
    50
    100
    150
    50
    Sonic Blast
    Building
    5m
    20m / 1
    150
    100
    50
    100
    150
    50
    Sonic Blast
    Ground
    10m
    20m / 5
    150
    100
    50
    100
    150
    50

    Pulse-Stab 'Pulse' Damage
    Type
    Delay
    Radius
    None
    Light
    Heavy
    Stasis
    Deflect
    Absorb
    Combat
    0.3
    15m
    150
    100
    50
    90
    150
    50
    Assault
    0.3
    25m
    225
    125
    75
    125
    225
    75

    Rockets

    Name
    Target
    Radius
    Kick
    None
    Light
    Heavy
    Stasis
    Deflect
    Absorb
    FAF Missile
    Vehicle
    10m
    -
    100
    70
    40
    70
    100
    40
    FAF Missile
    Building
    10m
    -
    100
    70
    40
    70
    100
    40
    FAF Missile
    Ground
    10m
    -
    100
    70
    40
    70
    100
    40
    Hornet Rocket
    Vehicle
    10m
    -
    100
    50
    10
    50
    100
    10
    Hornet Rocket
    Building
    10m
    -
    100
    50
    10
    50
    100
    10
    Hornet Rocket
    Ground
    10m
    -
    100
    50
    10
    50
    100
    10
    Shadower Missile
    Vehicle
    5m
    -
    100
    60
    20
    60
    100
    20
    Shadower Missile
    Building
    10m
    -
    100
    70
    30
    70
    100
    30
    Shadower Missile
    Ground
    10m
    -
    100
    70
    30
    70
    100
    30
    Salvo Rocket
    Vehicle
    5m
    -
    75
    75
    75
    60
    75
    35
    Salvo Rocket
    Building
    5m
    -
    75
    55
    15
    55
    75
    35
    Salvo Rocket
    Ground
    10m
    -
    45
    40
    35
    40
    35
    45

    Mortars

    Name
    Target
    Radius
    Kick
    None
    Light
    Heavy
    Stasis
    Deflect
    Absorb
    Mortar
    Vehicle
    50m
    -
    100
    50
    5
    50
    100
    5
    Mortar
    Building
    50m
    -
    100
    50
    5
    50
    100
    5
    Mortar
    Ground
    50m
    -
    100
    50
    5
    50
    100
    5
    MDM Mortar
    Vehicle
    50m
    -
    100
    50
    5
    50
    100
    5
    MDM Mortar
    Building
    50m
    -
    100
    50
    5
    50
    100
    5
    MDM Mortar
    Ground
    50m
    -
    100
    50
    5
    50
    100
    5
    Howitzer
    Vehicle
    50m
    -
    100
    50
    5
    50
    100
    5
    Howitzer
    Building
    50m
    -
    100
    50
    5
    50
    100
    5
    Howitzer
    Ground
    50m
    -
    100
    50
    5
    50
    100
    5
DPS Reference
There are many factors to choosing the best weapon for a situation. These DPS numbers are purely the single-shot damage values per 1 second.
Note:
  • Guns come in pairs, double the values for true DPS
  • Splash is not included (e.g. Plasma's DPS would be higher with splash damage)
  • DPS assumes all shots hit point-blank. (e.g. Pummel suffers at range)
  • MAG not included because MAG. Seriously. Don't use it.

Guns
N
L
H
S
D
A
Minigun (C)
110
80
50
80
50
100
Minigun (A)
150
120
80
120
80
150
Laser (C)
125
75
25
75
125
25
Laser (A)
175
100
40
100
175
40
Pummel (C)
300
260
200
260
200
300
Pummel (A)
320
320
320
280
200
320
Chaingun (C)
160
160
120
150
80
160
Chaingun (A)
150
140
130
140
100
150
Ion Gun (C)
200
100
10
100
200
10
Ion Gun II (A)
250
150
50
150
250
50
EMP Lockdown (C)
5
5
5
5
5
5
Gauss Gun (C)
150
110
70
110
60
150
Gauss Gun (A)
100
95
80
90
70
100

Cannons
N
L
H
S
D
A
AT-Stab (C)
260
240
200
240
200
260
AT-Stab (A)
300
276
250
276
250
300
Pulse Stab (C)
220
210
190
210
190
220
Pulse Stab (A)
140
133
127
133
127
140
SP-Stab (C)
367
333
300
333
250
367
SP-Stab (A)
343
322
300
322
286
343
Plasma (C)
300
240
100
240
300
200
Plasma (A)
350
250
150
250
350
100
Blast (C)
400
300
150
250
400
150
Blast (A)
450
320
200
320
450
200
Plasma Cannon (C)
303
242
48
242
303
48
Plasma Stream (A)
600
400
300
400
600
300
Quill (C)
300
260
200
260
150
300
Fang (A)
401
381
350
381
300
401
Sonic Blast (C)
400
270
100
270
400
170
Arc Cannon (C)
250
250
188
188
250
125

Missiles
N
L
H
S
D
A
TAG Cannon (C)
180
165
150
165
150
180
Comet Cruise (A)
400
300
300
340
40
260
FAF Missile (C)
50
45
40
40
35
50
Hornet Rocket (A)
900
800
700
800
700
900
Shadower Missile (C)
200
180
140
180
140
200
Salvo Rocket (A)
550
500
450
500
400
550
Stinger Missile (C)
400
250
50
250
50
400
Swarm Launcher (A)
140
125
100
125
100
140
Muti-Lock (C)
200
180
140
180
140
200
Wasp Launcher (A)
300
220
160
220
160
300

Mortars
N
L
H
S
D
A
Mortar
200
175
150
175
150
200
MDM
300
250
200
250
200
300
Howitzer
108
104
100
104
100
108
Popper
70
60
50
60
50
70
Notes
Mines/Specials/'Secret' Weapons
There are more weapons, mainly found on Deathmatch maps, that are not currently included in this guide. I plan to add them soon.

Only a few mines and specials deal any damage and were not included to keep this guide semi-neat. I may or may not add them at a later date.


Other Comments
Please let me know if something is wrong, looks wrong (double checking is welcome), or you know some values/files to find values to add to this guide.
28 Comments
Dark Mage 2 May, 2021 @ 7:04am 
Thanks Bytesme, I appreciate the time you spent putting this together. Playing Scion vs ISDF, I always have a tough time countering their Ass Tanks Plasma Cannon in Assault mode, it has a huge range!, now I know the way to go is Mortars. Thanks!
AleK 22 Aug, 2018 @ 2:50am 
Also I've read in the manual that ISDF mortars can be fired at around 300m and this is fairly accurate from what more advanced players are able to do with automatic leveling turned off though I understand that the distance the AI fires from is probably more important to know than what wacky tricks you can do since the AI is more of your army than the one guy that keeps flying his mortar bike upside down to rain splinters inside the control room of the enemy gun spires for maximum damage
AleK 20 Aug, 2018 @ 10:52pm 
Yeah I absolutely never use mag lmao
Bytesmee  [author] 20 Aug, 2018 @ 9:13pm 
Strangely enough, yes. Mag is a mess of a weapon. If you happen to use it, aim for charge 3 and 4 for best "bang for your buck". 0/1/2 do terrible damage, and 5/6 are a waste of ammo and time. Better yet - Don't use Mag. :P
AleK 20 Aug, 2018 @ 6:11pm 
Wait so the combat MAG does more damage if you only charge it to 5 instead of 6?
Cyn0sure 29 Jul, 2018 @ 5:47pm 
Ah! Thank you very much.
Bytesmee  [author] 29 Jul, 2018 @ 5:29pm 
Every weapon comes in 2 forms, combat and assault. Combat version is weaker, cheaper to fire, and has less range than assault. For ISDF, each unit is locked in to what type it fires. Scouts always use combat guns, Assault Tanks always fire an assault cannon. Scions are special since their hover units (Lancers/Warriors/etc) can change their weapons between combat and assault on the fly. Look at the vehicle sections at the start of the guide to see what type of weapon everything uses, under the "Hardpoints" column. ISDF Rocket Tanks have "2C + 1A Rockets" meaning it fires 2 combat-version rockets (Shadower Missile) and 1 assault-version rocket (Salvo Rocket).
Cyn0sure 29 Jul, 2018 @ 1:04pm 
I'm sorta' new to this game. You have two different sets of values for some weapons, a set for "combat" and another for "assault". What does that mean, "combat" and "assault"?
Certified Bad Guy 1 Apr, 2018 @ 8:17pm 
When I tried it, Pummel took 40 I believe and I definately agree on the ammo regen
Bytesmee  [author] 1 Apr, 2018 @ 9:29am 
Regarding Pummel in a Scout, 37 is way off. Scouts should be able to kill it with no ammo remaining. Maybe get even closer if possible, I'm not sure how far away you are.