Terminator: Dark Fate - Defiance

Terminator: Dark Fate - Defiance

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Vehicle armour and what changes with what
By HeathenSW
Armour values of the diffirent vehicles, taken directly from game files and slightly adapted in terms of readability

If you wanna know about weapon damages - they are in a different guide:
https://steamproxy.net/sharedfiles/filedetails/?id=3452018394
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Intro and some random things that I deemed interesting
So I skimmed through values in the game files and it may be interesting. I'll not shower you with the values for each and extra part of the vehicle, but the base values can help you get the picture. For the values not here just remember that tracks/tires are the least armoured part of the vehicle, with engine/turret spot being second in vulnurability.

A couple of interesting things:

- Heavy weapons platform transfers to tank armour in calculations when you equip it with Steel or Steel Cage armour. Base one and junk one are just a normal vehicle. Now Tank armour type is quite a lot more durable, the last table in this post shows that, so it'll make heavy platforms much more survivable.

- Armoured carrier trailer and Dozer gain "thick" armour when equiped with Cage armour. That means that their armour gets thinner twice slower from HE damage. Shame that it does not change a thing agaist plasma.

- Dozer is about the same armour that Bradley has overall, so if you tow Heavy platform with it it'll fit a role somewhere in-between Bradley and Abrams in terms of firepower/durability, which is cool.
- Dozer also has a huge blade in front of it that is heavily armoured (tank resistances) right of the bat and it covers about 75% of the front direction, so most of the hits will hit it and not the cabin. That makes it pretty good in baiting shots.

- Tecnical and Van have quite some different armour for different modules that's difficult to generalize, but they are overall less armoured than humvees. And with junk armour on techinical does not add any armour for the engine, so it's even worse of a vehicle.

- Every Legion vehicle is just steel, nothing more armoured exists. Just the armour values are through the roof with the tanks - they have 410 front armour on the guns and body, and 180 armour from the sides. Their tracks have quite a bit less armour (180 front and 120 sides) and their back is same 87 armour as Abrams here. So DO NOT shoot at their front if you want to kill them fast. And since it's steel all around - hit them with plasma for that juicy vulnurability.

- If the armour has more than 111 value it's not going to be penetrated by standard spider/bradley/light platform gun (25mm AP). It will still be thinned with successful shots, so after the first hit by them it can still pass damage through. This might be good to know.
Different armour resistances
Very important to understand that different armours have different resists. So for vehicles (everything we can use except Abrams at all point, Dozer and Heavy platform when equipped with steel and steel cage) it's like this:

Name
Ap resist
Cumulative resist
Plasma resist
High Explosive resist
Fragmentation resist
"Flesh" resist (damage against infantry)
Base/junk/steel/cartel
0.69
1.5
0.69
1.4
1.9
10
Carbon
0.69
1.5
0.47
1.4
1.9
10
Ceramic
0.69
3.99
4.1
1.4
1.9
10
Steel Cage
0.69
3.39
2.9
1.4
1.9
10
ERA
0.69
6.24
2.9
1.4
1.9
10

Of note is that there exists "thick" ceramic and ERA armour that are only applied to Bradleys forward armour. But it seems bugged, since Thick ceramic has not 3.99 cumulative resist but 3.39, while thick ERA has cumulative resist (like TOWs and such) of 3.99, while not thick armour has it of 6.24.

Devs corrected this assumption of mine and this is intended, to work better with added thickness. What it means is that it thins twice slower from the cumulative shots (and als from plasma in case of ceramics) in comparison to normal armour on other vehicles, thus withstanding more shots in total and providing more defence in prolonged fights.

Same "thick" armour quality is applied to Abrams front armour if it's carbon or ceramic and dozer Steel Cage front armour. It's also there for movement passenger trailer Steel Cage regardless of direction.



Tank resists are slightly different and it seems that ERA in equations exists for Integrator tanks only:

Name
Ap resist
Cumulative resist
Plasma resist
High Explosive resist
Fragmentation resist
"Flesh" resist (damage against infantry)
Base/junk
1
1.5
1
2
40
10
Carbon
1
1.5
0.77
2
40
10
Ceramic
1
3.39
4.1
2
40
10
Steel Cage
1
3.39
2.9
2
40
10
ERA
1
1.9
1.9
2
40
10


About why there's so many damage types and which weapon uses which:
Damage formula is pretty complicated and I didn't have time to actually unravel all the damage for all the guns, since I'm not familiar with calibers and what is a legacy type of ammo in the game files and what is not.

For instance legion tank plasma is "therm750 2-4:he110 1-2:fl50" - that's 750 plasma damage, 110 explosive damage and 50 "flesh" damage. All of it is combined in calculations to my knowledge, so against a poor infantry man in the field it's 910 damage. Mind that 2-4 in explosive damage is a radius from the point of impact, so slight AOE is there.

Legion artillery is a bit different being "therm750 2-6:he120 2-12:fr130 1-2:fl100" - 750 plasma, 120 explosive, 130 fragmentation and 100 flesh damages.

HEAT shell from Abrams is "ap200 cm550 2-4:he120 2-12:fr80 1-2:fl50" - that's 200 AP damage, 550 cumulative damage, 120 explosive, 80 fragmentation damage and 50 "flesh" damage. So a whopping 1000 damage in total is possible. Mind AOE from fragmentation and explosive damage (2-12 meters radius and 2-4 radius respectively).

AP shell from Abrams is finally something easy, sitting at "ap730 1-3:fr20" - 730 AP and 20 fragmentation, 750 damage in total. Don't shoot at people with it, it's difficult to do damage, since there's no AOE.

And so on. There's a ton of calibers that are just not used in the game files (there's even "god_ammo" but i's only 90 AP for some reason) and it's very time consuming to get all of this.

For more info on damages there's a separate guide of mine:
https://steamproxy.net/sharedfiles/filedetails/?id=3452018394
Vehicle armours of heavier Movement/Founder vehicles that we can use
These are for our main battleforce - Bradley and Abrams (plus Sherman, Founder artillery piece, and Cartel Tank because why not). Keep in mind that Sherman is actually not a tank despite how it looks and what we may know from history, but a vehicle in game files (so different resists table is used for it), so it's not fit for tanking role. Abrams is very special with quite the different values for some parts, so it has more than one line here:

Name
Health
Sides armor
Forward armor
Back armor
Bradley
600
90
180
82
Bradley Junk
660
111
223
82
Bradley Carbon
600
130
260
82
Bradley Ceramic
630
100
200
82
Bradley ERA
600
90
180
82
Abrams
800
120
410
87
Abrams Turret
(the tower for the main cannon)
800
180
481
90
Abrams Junk
900
132
450
87
Abrams Junk Turret
(the tower for the main cannon)
1100
180
499
90
Abrams Carbon
800
155
530
87
Abrams Carbon Turret
(the tower for the main cannon)
800
211
620
90
Abrams Ceramic
850
126
430
87
Abrams Ceramic Turret
(the tower for the main cannon)
900
180
490
90
Sherman
600
90
200
82
Paladin
450
40
50
40
Panhard (Cartel Tank)
450
40
85
40

And this is for M113 APC and Stryker since they are quite similar and it's hard to see what's better:

Name
Health
Sides armor
Forward armor
Back armor
M113
450
40
50
40
Stryker
450
50
82
40
M113 Junk
500
40
59
40
Stryker Junk
500
59
100
40
M113 Carbon
450
59
82
40
Stryker Carbon
450
82
120
50
M113 Ceramic
480
40
59
40
Stryker Ceramic
475
55
94
50

"Battlewagon" - dozer and passenger carrier. While dozer is the only vehicle that Movement has that can fill tank role, the carrier is purely a vehicle. I just usually use them in this combo, so it fits to see how it is armoured in one place.

For dozer it's important to remember that it has unchanging blade in front of it that will not update it's armour with whatever you install on the cabin, so most of these numbers are for cabin. Plus that blade has tank base armour, not vehicle one, so it's pretty resistant to everything. Honestly dozer can be written as always having 210 forward tank armour due to that, but still - we are upgrading the everything else and not the blade with armour upgrades. The blade covers about 60-70% of the front incoming fire as an obstacle.

Name
Health
Sides armor
Forward armor
Back armor
Dozer Tracks/Blade
300
30
210
20
Dozer
450
25
20
25
Dozer Junk
500
40
40
40
Dozer Steel
660
111
223
85
Dozer Steel Cage
660
111
223
85
Armored carrier trailer
660
82
82
82
Armored carrier trailer Junk
880
100
100
100
Armored carrier trailer Steel
1050
223
223
223
Armored carrier trailer Steel Cage
1100
223
223
223
Lighter Movement/Founder vehicles we can use
"13" means unarmoured basically and can be freely damaged by anything, not offering any protection.

Light vehicles, support and platforms:

Name
Health
Sides armor
Forward armor
Back armor
Humvee
350
25
50
25
Humvee (engine)
350
25
40
25
Humvee Junk
400
25
50
25
Humvee Steel
430
40
50
25
Humvee Cartel
450
40
50
40
Humvee Cartel (engine)
450
40
50
25
Technical
200
13
13
13
Technical Junk
250/350
(engine/back half)
13/25
40
25
Technical Steel
350
40
40
40
Van
200
13
13
13
Van Junk
250/350 (engine/back half)
13/25
40
25
Van Steel
350
40
40
40
Truck
200
13
13
13
Truck Cartel
400
40
50
25
Main Tractor
200
13
13
13
Main Tractor Junk
250
25
25
25
Main Tractor Steel
430
50
82
40
Main Tractor Steel Cage
430
50
82
40
Light weapon platform
350
40
50
30
Light weapon platform Junk
400
40
50
30
Heavy weapon platform
600
90
180
82
Heavy weapon platform Junk
660
111
223
82
Heavy weapon platform Steel
720
170
235
87
Heavy weapon platform Steel Cage
720
170
235
87
Legion/Integrator vehicles armour
As I've said before - Legion is only steel armour, with Legion Tank having, well, a tank steel armour and platforms/spiders having vehicle steel armour. Hit them with plasma, huge AP damage or with explosions to the sides/back and you are good.

For the spider funny and completely not "need to know info" is that it's the only vehicle that has a hashtag of "#terminator". Other ones are ordinary "#tanks" or "#cars", but this one is terminator. Does not change a single thing in calculations, just a funny detail.

Name
Health
Sides armor
Forward armor
Back armor
Legion Tank
800
180
410
87
Legion Tank Tracks
800
120
180
87
Legion Tank Turret
800
180
481
87
Legion Howitzer
500
40
50
40
Legion Platform
450
40
82
40
Legion Platform (heavy plasma)
450
50
82
40
Legion Platform (supply)
450
40
82
40
Legion Stationary Turret
200
100
100
100
Legion Spider
360
30
40
25

Big bad scary robot you encounter two times in the game. Its armour is all over the place, but it's generally a bullet sponge. "1" is for the first time and "2" is for the second time. Spoiler just to be careful.


Name
Health
Sides armor
Forward armor
Back armor
Prototype-2
Turrets
6500
410
480
180
Prototype-2
Gun
6500
180
180
87
Prototype-2
Head
5000
120
120
120
Prototype-2
Legs
6500
180
180
180
Prototype-1
Turret
6500
410
480
180
Prototype-1
Guns
6500
180
180
87
Prototype-1
Legs
6500
180
180
180


Integrator is almost the same as Legion, with the exception of Integrator Tanks that are not only having tank steel armour, but also steel cage armour on their tracks but only on the sides. So if your heavy plasma round hit their tracks - it will not do even half of the possible damage it could have produced. Not that there's any way to contol where your rounds will hit besides direction, but still.
Another thing about their tanks is that their turret (big thing, where main gun is located) is actually using ERA armour. So it's kinda very resistant to explosive damage.

Funny thing is that their techicals, regardless of how they are called in the game (heavy technical or ordinary one) all have the same armour. And no, they cannot be refueled, sadly enough. It's a design choice, not a bug.
Another thing is that their engines are unarmoured. So if you manage for some reason hit their engine they will pop just like that.
ALSO their right side of the comparment where crew resides is also unarmoured. I strongly suspect a bug here.

Integrator Dozers can't pull anything and their tracks have tank armour resists. Again, it matters little, since most of the shots will go to cabin, but still. Subjectively Integrator Dozers are just not viable to anything, since they have no utility, fighting or staying power.

UPD: As of some DLC we now have Integrator Heavy platform and Interator trailer. Platform is lightly armoured, but trailer is more formiddable, close-ish to steel armoured Movement Armoured Carrier. Platform has somewhat decent back armour, probably since it has a whole another vehicle from the front towing it, so it doesn't need that much front armour.

Another peculiar thing is that Integrator Trailer has bigger vision radius - Movement one has 100 radius, while Integrator one has 120.

Name
Health
Sides armor
Forward armor
Back armor
Heavy technical
350
40
50
25
Heavy technical (turret)
400
30
40
25
Integrator Dozer (cabin)
600
100
200
80
Integrator Dozer (tracks)
600
120
210
87
Integrator Tank
800
180
410
87
Integrator Tank (turret)
720
170
250
91
Integrator Heavy Platform
450
50
40
85
Integrator Armored Carrier
1000
180
180
180
Helicopter armour
We can't change armour on them period, but still, the numbers are nice to know, plus we at least have 4 now in total. Blackhawk and Iroquois are the same for some reason - subjectively I could've sworn that Blackhawk is more durable.

Name
Health
Sides armor
Forward armor
Back armor
MD500
220
13
13
13
Iroquois
280
40
40
40
Blackhawk
280
40
40
40
HK Aerial
350
50
85
50

There exists a script variant of HK Aerial, probably used in cutscenes - it has 1500 HP, but the same armour. So you probably can shot one down if you have a ton of firepower and know where it'll fry during cutscene.
Speed and fuel consumption affected by different armours
Now I'm not sure what exactly these numbers mean. For instance does 11.2 max speed mean meters per second, kilometers per minute or something else completely.

Some 11.2 max speeds in game files have a note that says "96 - 60 miles - 30%" and it's a complete mystery what it means. Numbers seem to be indicating miles per hour, after some calculations done by Андрей_159 RUS and him checking some more files. Well at least it's something to understand relative speeds of every vehicle.

Fuel consumption on the other hand has a note that explains it as "liters per 100 kilometers", which I find a bit unlikely, since the maps are definitely not go into kilometers range in my subjective opinon.

Vehicle
Acceleration
Deceleration
Max Forward Speed
Max Reverse Speed
Fuel consumption

Legion Vehicles
Platform
1.5
9.5
11.2
5.55
0
Spider
2
3
5
2.5
0
Tank
1
2
4
2
0
Artillery
1
2
4
2
0

Founder Vehicles
Bradley
2
5
7.84
3.92
82.75
Abrams
2
5
7.84
3.92
180
Paladin
1.2
4
6.33
3.165
120
HEMTT
(of any kind)
2.2
9.5
10
5.55
30
Stryker
2
9.5
11.2
5.55
25
M113
2
5
7.58
3.79
37.5
Humvee
7
12.5
12.16
10
10

Movement Vehicles
Van
7
12.5
12.16
10
7.5
Technical
9
13
13.6
10
6
Main tractor
3
8.5
10.5
5
22.5
Dozer
1
2
4
2
82.75

Integrator Vehicles
Technical
12
19
15
10
6
Heavy Technical
4
8.5
10
5
37.5
Tractor
4
8.5
10
5
37.5
Howitzer
3
8.5
7
5
37.5
Tank
1
2
4
2
82.75
Dozer
1
2
4
2
82.75
Sherman
1.3
3
5.6
2.8
82.75

Other Vehicles
Truck
(fuel/ammo)
4
9.5
11.2
5
30
Truck
(transport)
4
9.5
11.2
5
10
Cartel Panhard
1.5
9.5
11.2
5.55
25

Funnily enough Integrator technical are the best light vehicle basically (they are faster than Humvee/Van/Movement Technicals and are equally armoured as these ones steel level), but sadly they can't be refueled in the original campaign. If one had to choose strictly from efficiency standpoint between the usual three options - Technical seems to be the best choice, since it' the fastest and cartel armour on Humvee doesn't offer much protection anyway. Honestly Humvee doesn't shine in any role subjectively, but it's faction only light vehicle, so it's fine.

Also interesting that Abrams and Bradley have the same speed. I was 100% sure that Bradley is faster, but nope.

For some reason transport truck consumes 10 fuel instead of 30 like it's fuel/ammo supply options. So it's quite a nice in-between to the Van for that role if you want some people somewhere fast, or HEMTT if you want a lot of people somewhere eventually.


Game does tell you that heavier armour will hurt your speed and fuel consupmtion, but does not tell you by how much. So here it is for tanks:

Name
Acceleration
Deceleration
Max Speed
Fuel consumption
Junk
-20%
-20%
-20%
+20%
Steel
-30%
-30%
-30%
+30%
Ceramic
-20%
-20%
-20%
+20%
Carbon
-10%
-10%
-10%
+10%
ERA
-20%
-20%
-20%
+20%
Steel Cage
-40%
-40%
-40%
+40%

And here's for lighter vehicles:

Name
Acceleration
Deceleration
Max Speed
Fuel consumption
Junk
-20%
-20%
-20%
+20%
Steel
-30%
-30%
-30%
+30%
Steel Cartel
-40%
-40%
-40%
+40%
Ceramic
-20%
-20%
-20%
+20%
Carbon
-10%
-10%
-10%
+10%
ERA
-20%
-20%
-20%
+20%
Steel Cage
-40%
-40%
-40%
+40%
Steel Cage
(Main Tractor)
-50%
-50%
-50%
+40%

So while Cartel/Cage armour is somewhat decent in protecting the vehicle - it slows it down A LOT. If you want to torture people - place them into Main Tractor with cage armour and send them off road. You'll die of old age before they get to their destination.

Also any light vehicle can outrun Legion Platform as long as it's using default armour. From the moment it uses even junk - it's slower than fully sped up Platform.
Damage Thresholds
This block is pretty confusing, so feel free to skip it. Subjectively it does not add anything for general understanding, but it may be useful for somebody to do more experiments with.

It is somewhat important to know that carbon armour can bump armour value over the threshold of 111, thus making it immune penetration from the base spider/bradley 25mm cannons. It will still get thinned and will allow penetration after a couple of shots, but first one will not damage the vehicle it's protecting.

So after a certain armour value some weapons and weapon types cannot penetrate the armour and cannot even make it thinner. That usually means that you can't even target an enemy, like the cursor doesn't become red when you select militia and try to target Legion tank.

Mind that this data is directly translated from russian additions from the game files, I "think" that they are true, but didn't commit extensive testing myself. They do not exist for every armour value, they do not explain every type of damage thresholds plus they seem to sometimes reference non-existant calibers in the game, but it's at least something.


Armour value of 20+:
- Will not be penetrated by 5.45;
- Will be penetrated by 7.62;

Armour value of 30+:
- Will not be penetrated by 5.45;
- Will be thinned by 7.62 and grenades (armour value will be reduced by 20 in general after each hit, if I understand it correctly);
- Will be penetrated by 12.7;

Armour value of 40+:
- Will not be penetrated by 5.45;
- Will be thinned by 7.62 and grenades;
- Will be penetrated by 12.7;

Armour value of 50+:
- Will not be penetrated by 7.62 ;
- Will be thinned by 12.7;
- Will be penetrated by 14.5;

Armour value of 59+:
- Will not be penetrated by 7.62 and 6.8x51 (NGSW-R);
- Will be thinned by 8.6x64 (advanced LMGs - LWMMG), plasma rifles and MGs;
- Will be penetrated by plasma MG and 20AP;
It is the maximum value that can be penetrated by 20AP. Anything more armoured will not be penetrated.

Armour value of 82+:
- Will not be penetrated by 12.7 cal and plasma LMGs;
- Will be thinned by 20mm AP, 30mm HE, plasma MG and laser sniper rifles;
- Will be penetrated by 25mm AP;

Armour value of 85+:
- Will not be penetrated by 12.7;
- Will be thinned by 14.5;

Armour value of 90+:
- Will not be penetrated by 12.7 cal and plasma LMGs;
- Can block 20mm AP, plasma MG and laser sniper rifles, but will get thinner after each hit;
- Will be penetrated by 25mm AP;

Armour value of 111+:
- Will not be penetrated by 12.7 cal and plasma LMGs;
- Can block 20mm AP, plasma MG and laser sniper rifles, but will get thinner after each hit ;
- Will be penetrated by 25mm AP - is the maximum level of armour that'd get penetrated by it;
Anything above will not be penetrated by 25mm AP.

Armour value of 120+:
- Will not be penetrated by 20mm AP and plasma LMGs;
- Will get thinner by hits from 25mm AP, plasma MG and laser sniper rifles;
- Will be penetrated by 30mm AP;

Armour value of 130+:
- Will not be penetrated by 20mm AP and plasma LMGs;
- Will get thinner by hits from 25mm AP, plasma MG and laser sniper rifles;
- Will be penetrated by 30mm AP;
The max armour value to be penetrated by 30mm AP;

Armour value of 132+:
- Max armour value for it to be penetrated by plasma MG;

Armour value of 180+:
- Will not be penetrated by 25mm AP;
- Will get thinner by hits from plasma MG and 30mm AP;
- Will be penetrated by RPG;

Armour value of 211+:
- Will not be penetrated by 30mm AP;
- Will get thinner by hits from plasma MG;
- Will be penetrated by RPG;

Armour value of 230+:
- Will not be penetrated by 25mm AP (minimum level);
- Will get thinner by hits from 30mm AP;

Now I do not know what "minimum level" here is. Could be that even at minimum level of thickness it is not penetrated.

Armour value of 260+:
- Will not be penetrated by 25mm AP;
- Will get thinner by 30mm AP;
The max armour value to be affected by 30mm AP at all.

Armour value of 499+:
- Maximum armour value to be penetrated by ATGM;
Ending
SO in total (partialy a copy-paste from my own post in different thread):

Carbon is realy not good against plasma, it's around the same levels as not having any armour upgrade at all against it. Take that base Styker has front armour of 82 - if we add Carbon armor there it'll become 120, but if we shoot at it with plasma it'll register as being only 56 (120 front armour value*0.47 plasma resist modifier), due to it being weak to plasma. So instead of mitigation 120 damage form a plasma shot it will only mitigate puny 56 (56.4 to be precise). While if Stryker had base armour it'd mitigate 56.58.

That also mean that any vehicle that has Carbon armour will be lit up in an instant by Legion basically, since their health can't withstand the damage of Legion tank - it hits for 750 plasma damage plus 110 explosive damage in a splash around the point of impact. 56 armour means that it'll hit for 694 damage instead and said Stryker with carbon armour has only 450 HP, thus getting one-shotted.

In comparison if that Stryker had Ceramic armour it'd mitigate up to 385 damage (94 front armour value*4.1 plasma resist modifier), letting only 365 damage to actualy hurt Stryker HP. And since Ceramic health is 475 it'll leave Stryker barely alive, but alive.

That does NOT mean that Carbon is bad and Ceramic is good. It just means that you shall not fight plasma eqipped enemies with a vehicle that's covered in Carbon, since it'll not protect you at all, and if you fight Cartel or Spiders with ATMG/AP cannons - do not push your Ceramic protected vehicles against them, for the same reasons.

Mind that it applies for "vehicles" that have carbon. Abrams is not a "vehicle" - it's a "tank" in terms of armour, so carbon can still be counted as upgrade over junk and base armour for it, since it adds a lot of thickness that will still offer pretty decent protection against plasma due to its resistance being higher than of vehicle carbon.

Hilariously enough - Junk armour is quite decent overall upgrade. It's better than the default one for every vehicle except fast moving ones, since it tanks the movement speed pretty hard. Still, if you have driver team with speed perk it offsets this debuff quite nicely.
Changelog
04/08/25 - Updated HP value of Movement Passenger Trailer on different armour variants and Legion Spider, added Integrator Heavy Platform and Trailer, added Helicopters
05/08/25 - Added actual vehicle speed parameters, corrected Legion vehicles speeds
06/08/25 - Corrected some names, added speeds for a couple of Integrator vehicles that I missed (tractor and howitzer)
07/08/25 - Corrected more names (since in gamefiles things are named differently and I got carried away), added a bit more clarification on thick armour
10/08/25 - Searched more about the differences between armoured carriers (turns out Integrator one has a bit more viewing range), plus added another line for Integrator dozer tracks
15/08/25 - Slight correction of Abrams armour values, turret has backwards armour of 90 actross the board, plus added the default turret values which I somehow missed before
49 Comments
HeathenSW  [author] 4 Sep @ 5:20am 
Thanks, glad it was of help! We are lucky that gamefiles are easy-ish to access here, or everything would be in the dark :D
Lulu 3 Sep @ 2:27pm 
Banger guide ! so hard to have info on games, why it has to be sp hard is beyond me, so little to go off of.... you went all out though, thats a lot of work so thank you !
HeathenSW  [author] 3 Sep @ 6:06am 
Glad that it helped!

I can only guess that here the info is just too much to show in game without overwhelming players due to its specifics. Both Warno and Broken Arrow show more than Terminator and it's just a shame man.
Communist Batman 2 Sep @ 11:31pm 
Thank you so much for assembling this information!
Sure would be cool if this was actually surfaced in the game :(
I was playing Warno most recently before this game and the amount of information available to the player in Warno is just leagues above what is present in Terminator.
HeathenSW  [author] 21 Aug @ 5:39pm 
It's the same resist. It'll just take some more shots to degrade it.

4.1:20 - this is for thick armor
4.1:40 - and this is for normal

While the first number before colon is "coefficient for reducing damage inflicted on the module" the second one is "coefficient for calculating armor thinning" and that's all the info in the game files about what it is.
谁家小hunter 21 Aug @ 4:21am 
Wait,if the thick ceramic that applied on Bradleys front armour can thin slowly from plasma shots,then what's its actual plasma resist?Is it 2.9?
HeathenSW  [author] 18 Aug @ 8:43am 
Tehcnically it could be due to different modules and slight AOE of HE and FL damage. Like the front hit can damage two modules at the same time, since they are close (three if we include turret), so maybe that ~84 damage becomes ~168 or even ~250 in the worst scenario. That'd bring it tiny bit closer to reality at least. Plus armor degradation that's inevitable to happen after first shots.

Plasma damage does not have AOE in this instance.
VanDaOben16 18 Aug @ 7:53am 
nvm they also do explode after just 3 shots
VanDaOben16 18 Aug @ 7:40am 
Sorry got another question.
Do you know how the 50% damage multiplier for hard difficulty is applied?
I tried it so with Bradley ceramic armour:
((750/4.1) + (110/1.4) + (50/10)) x 0.5 (for only half the damage dealt)
this left me with 133.3 damage total. With the Bradleys front armour at 200, means that the end result is a negative number: 133.3 - 200 = -66,7
I know that a Heavy Plasma Canon still deals a lot of damage to a Bradley with ceramic so the 50% are probably applied somewhere else. I think that it is perhaps after the armour reduction this way we still have a positive number, but it is laughably low and not at all what is reflected in game as my bradleys still go down (on fire not explode) after just 3-4 shots
VanDaOben16 18 Aug @ 6:01am 
Ok, thanks for the clarification. Tought that te resists had to be divided but wasn't sure.
And yes Hard difficulty is 50%.