Phantom Pain Fultoning Tanks is Too Easy Compared to Peace Walker

Various armored vehicles, tanks, trucks, and four-wheel drives tin be acquired in Metal Gear Solid V: The Phantom Pain by the player for use in dispatch missions (if required) and in the field, or can instead be sold for GMP. These vehicles are encountered during the Main Missions and Side Ops. If the thespian has raised the relevant revenge system factors loftier enough then vehicles other than unarmored transports may spawn as reinforcements, though this only occurs in missions 03 and 35, and non in complimentary roam. Fultoning them requires the +Cargo 2 function of the Fulton devices to be developed. Like to in Metal Gear Solid: Peace Walker, the tanks and armored vehicles also come up in more than one type: Specifically, a standard colour, also as black-color and reddish-colour variants, the latter only actualization in late-game side ops or loftier-difficulty missions.

All vehicles will resist bullet and explosive damage to some caste only non completely equally even main battle tanks (MBT) can be damaged past the base model of AM D114 pistol. Each vehicle has a durability stat which appears to correspond with how much touch force is needed to apply max potential impairment, though this is not explicitly stated within the game.[one]

Tactics

The trucks and 4-wheel drives practice not actually accept whatsoever weapons installed other than those on the soldiers' person or the vehicle itself past simply running over an enemy, although if the histrion is spotted, the soldiers will disembark and effort to attack them unless currently transporting a prisoner. Since the vehicles are unarmored and the iv-bicycle drives do not have an enclosed cabin, the methods of neutralizing the vehicle and personnel come down to role player creativity. An e-stun decoy can be activated just earlier the vehicle passes over it to instantly destroy the decoy and stun the vehicle's occupants or an EMN mine can be used in its place. M21 D or ATB mines tin can exist used to effortlessly destroy these vehicles. The tires can exist destroyed which will result in the vehicle spinning out, putting the occupants in a brief daze if the vehicle is moving and the soldiers volition abandon the vehicle once half of the tires are eliminated. D-Horse's defecation will also cause the same effect if a commuter runs over it. Glass-piercing tranquilizers tin destroy a truck's windshields, allowing the player to hide in the dorsum for a mid-drive non-lethal ambush. Soldiers will stop and leave their vehicle over anything that causes suspicion which even includes cardboard boxes left in the centre of the road, only they volition not become suspicious from quiet noises like knocking or throwing magazines.

Armored fighting vehicles (AFV) accept admission to various high-explosive weapons systems and some will also accept motorcar guns equally secondaries, requiring that the player exist extra careful in dealing with them. They accept radios to acceleration soldiers with if they suspect enemy activity. Should an AFV observe an unconscious comrade they will wake them up by honking and can too remove dead bodies by doing this instead of leaving their vehicles. These vehicles will not stop if a box is left in the road and are also unaffected past D-Horse'southward defecation, but will stop if an animal or unconscious friendly is in the route, if they spot a decoy or are shot.

Armored personnel carriers (APC) and other wheeled AFVs share similar weaknesses to 1 another. Their wheels are bullet-resistant but tin still be easily destroyed past explosives or sustained gunfire. Common weak sections of their armor include backside the tires, the underside starting afterward about the first ane/3 of the vehicle, top-side to the rear behind the cannon'south mounting indicate, under the turret and lastly the rear. The consequences of having a loftier-profile is that the weak underside of their armor is left exposed at the forepart to ground-level missiles and high-explosive weapons demand only hit the ground near the vehicle to cause massive impairment. The large gap betwixt the front end and rear sets of wheels also exposes the underside of the vehicle at the sides, resulting in major vulnerabilities to missiles regardless of enemy positioning. It is for these reasons, along with depression HP and armor resistances, that these vehicles are poorly-suited for gainsay outside of self-defence against pocket-size arms fire but can prove to exist quite formidable when escorted or every bit role of a larger assault.

Capturing vehicles

To capture an armored vehicle, tank, truck, or jeep intact, the player needs to ensure that the vehicle is at a standstill, and then employ the +Cargo 2 version of the Fulton device to airlift them out of there. If the player then chooses, they can as well fulton the vehicles while soldiers are still inside them. While they tin technically exist captured by driving them out of a mission hot zone it does not contribute to the actor'due south resources until +Cargo 2 is developed. An piece of cake mode to neutralize these vehicles without negating a No Traces bonus is to have D-Horse defecate in the vehicle's path while it is nonetheless far abroad and then hide at a shut position in preparation for fultoning the vehicle and its occupants. The collision with the feces will result in the vehicle spinning out of command and and so skidding to a halt, leaving the personnel onboard briefly dazed. The vehicle will likewise lose control if it is moving when the actor blows out a tire with lethal armament. If plenty tires are stealthily destroyed then the soldiers will abandon the vehicle and continue their route on foot, often running alee without bringing a prisoner that they were transporting. If the player during a mission manages to drive the vehicle outside of the hot zone, during the terminal tally earlier the rewards screen, a spraying audio tin be heard, implying that upon the vehicle's retrieval, the Diamond Dogs either added their logo upon capture, or otherwise replaced the logo of the vehicle'due south former owner with their logo.

Although taking out either the vehicle or personnel tin be a irksome task, an EMN Mine can be used to capture vehicles intact with little effort merely this does not prevent an AFV'south gunner from spotting with the turret so caution should still exist used. The turrets will ever turn counterclockwise after hitting a mine. ATB-Mines and C4 tin can also be used to temporarily shock an AFV'southward crewmen and prevent the vehicle from moving entirely if their tires or treads are destroyed while moving. The tell of a successful disable is if a vehicle starts driving off the route. Smoke grenades can be thrown preemptively to blind tank gunners and guarantee an immediate safe approach for a fulton extraction later a mine activates.

Damage application

Each vehicle in the game has a defense force stat that determines how much touch on force is needed for a bullet to utilize full impairment. Equaling the defense stat in impact force results in 30% of a weapon's base impairment being applied. This is relayed in the vehicle stat tables every bit resistance, which is defence force past 1.7. Practical impairment can be estimated by dividing the weapon touch on force by the vehicle'southward resistance, and and so multiplying the effect past the weapon's base impairment. For AFVs the stated resistance simply applies to explosives and anti-material rounds. Applied damage from standard rounds against vehicle armor is calculated in a different fashion, and is maybe dependent on the blazon of firearm existence used. The following formulas presume the weapon is being shot within effective range.

a = applied damage  d = base of operations damage  i = bear on force  v = vehicle resistance  m = armored vehicle resistance gene          weak = 1.5          moderate = 1.75          stiff = 2        
Harm vs vehicle

This is used for calculating any lethal damage to soft-skinned vehicles. It can as well be used for impairment against vehicle armor but only applies to explosives and anti-material rounds.

a = d(i/v)        
Bullet vs AFV

This can be used for a crude interpretation of lethal harm to vehicle armor with standard firearm rounds. Note that unlike the previous formula, applied bullet damage can vary greatly across weapons. The ratio for variable 1000 is called based on what armor strength a weapon is impacting.

a = d(i/five)/1000        

Vehicle listing

Four-Wheel Drives

In that location are two types of 4-wheel drives. They can't actually harm you except if they ram into you. Nonetheless, the player needs to avert being spotted by either the driver or any passengers. Destroying one tire will slow information technology down and destroying two will accept it permanently cease. The Soviet variant is also slower but more durable than the American variant.

Name Epitome Stats
ZaAZ-S84/4W

ZaAZ-S84/4W

Health:
  • Body - 2,300[2]
  • Tire - one,600

Resistance:

  • Body - 510
  • Tire - 510
"ZaAZ-S84/4W

Multipurpose low-cal transport vehicle. A four-bike drive vehicle congenital for harsh Russian weather and road conditions. Exported around the world."

Name Image Stats
APE T-41LV

APE T-41LV

Health:
  • Body - 2,300[2]
  • Tire - i,600

Resistance:

  • Torso - 510
  • Tire - 510
"APE T-41LV

Light assault transport vehicle. Has expert traversal capability and general versatility. In addition to the U.Southward. military version, licensed versions are produced around the earth."

Trucks

There are two types of trucks. Like the jeeps in a higher place, they can't actually impairment you except if they ram into yous. Also similar four-bike drives, destroying 2 tires is enough to have it terminate completely, and shooting out one tire has it ho-hum down. Both variants have equal statistics

Proper noun Image Stats
Zi-GRA 6T

Zi-GRA 6T

Health:
  • Body - two,300[2]
  • Tire - 2,000

Resistance:

  • Body - 2,500
  • Tire - 1,020
"Zi-GRA 6T

Multipurpose transport truck. Its 6x6 all-cycle drive gives it great traversal and transport adequacy, and it has become firmly established every bit the Soviet Army's truck of selection."

Proper noun Paradigm Stats
BOAR-53CT

BOAR-53CT

Wellness:
  • Body - 2,300[ii]
  • Tire - 2,000

Resistance:

  • Torso - 2,500
  • Tire - 1,020
"BOAR-53CT

Operational frontline support carrier truck. An all-wheel drive truck used past European besides as American forces. Serves a key function in delivering supplies to the front end line."

Wheeled AFVs

These vehicles are designed to behave troops and therefore have high speed on land and less emphasis on firepower and defense force. and may have a secondary machine gun to ward off threats. They all carry pocket-sized cannons, although some will bear either large cannons/motorcar guns or a multi-barrel rocket launcher depending on the type. Their tires are weak points, with 2-iii tires being destroyed slowing the vehicle downwardly and four tires causing the vehicle to be halted permanently. Mines are recommended for taking out the wheels. It is suggested that the thespian aim for the rear, top, and bottom since that's where their armor is weakest if they are to destroy the tank.

In that location are four types of Armored Vehicles. In an interesting deviation from the norm, the American variants tend to be more durable than the Soviet ones, though they do less damage. Speed is near the same.

During events where armored vehicles are present among manned troops, if a soldier falls asleep in close proximity to an armored vehicle, the armored vehicle's driver volition instantly wake up the soldier by loudly honking its horn.

ZHUK
Name Image Stats
ZHUK BR-3

ZHUK BR-3

Health:
  • Body - 2,800[2]
  • Tire - ii,800

Resistance:

  • Armor
    • Moderate - 15,300
    • Weak - 10,200
  • Tire - 7,650

Armament:

  • 30mm autocannon
    • 500 shells
"ZHUK BR-iii

Armored personnel carrier. Used past many Eastern Bloc forces, mainly to transport troops. Equipped with a 30mm heavy cannon turret."

ZHUK BR-iii (Blackness)
ZHUK BR-3 (Cerise)
ZHUK RS-Z0

ZHUK RS-70

Health:
  • Body - 2,800[2]
  • Tire - 2,800

Resistance:

  • Armor
    • Moderate - 15,300
    • Weak - ten,200
  • Tire - 7,650

Armament:

  • 30mm autocannon
    • 500 shells
  • 130mm rockets
    • 36 rockets or half dozen bursts
"ZHUK RS-ZO

Self-propelled multiple rocket launcher. An armored vehicle equipped with a multiple launch rocket organization. Capable of attacking a wide area past firing a continuous barrage of 130mm rockets."

ZHUK RS-Z0 (Black)

ZHUK RS-70

ZHUK RS-70 (Ruby-red)

ZHUK RS-70

STOUT IFV
Name Image Stats
STOUT IFV-SC

STOUT IFV-SC

Health:
  • Body - 2,800[2]
  • Tire - 2,800

Resistance:

  • Armor
    • Moderate - 15,300
    • Weak - 10,200
  • Tire - seven,650

Armament:

  • 20mm autocannon
    • 500 shells
"STOUT IFV-SC

Reconnaissance vehicle. Armored vehicle used by many Western forces, mainly for reconnaissance missions. Equipped with a 20mm cannon turret."

STOUT IFV-SC (Black)

STOUT IFV-SC

STOUT IFV-SC (Red)

STOUT IFV-SC

STOUT IFV-FS

STOUT IFV-FS

Health:
  • Body - 2,800[two]
  • Tire - two,800

Resistance:

  • Armor
    • Moderate - 15,300
    • Weak - 10,200
  • Tire - 7,650

Armament:

  • 105mm gun
    • 50 shells
  • HMG-3 WINGATE
    • 500 rounds
"STOUT IFV-FS

Fire back up armored vehicle. A mobile fighting vehicle developed to provide fire support and equipped with a 105mm tank gun. Its defensive capability is weaker than that of a tank."

STOUT IFV-FS (Black)

STOUT IFV-FS

STOUT IFV-FS (Red)

STOUT IFV-FS

Tanks

Although they possess less mobility and practice not carry extra troops they take heavy armor and are equipped with tank cannons every bit their principal source of huge firepower and an automatic weapon such as a machine gun for rapid burn to bargain with enemy personnel. The treads are weak points, simply can exist difficult to target. Destroying either of the two tracks will permanently have it cease moving. Mines are recommended for taking the treads out. Tank turrets have very limited elevation and low turret angles and uneven terrain features such as pits and hills brand evasion from cannon burn down more easy. They are particularly difficult to bargain with in open combat due to their loftier damage resistance, with the front beingness less vulnerable, the sides having average vulnerability, and the rear, top and bottom existence most vulnerable. If the player has the opportunity, even during open combat, they should effort and approach them to Fulton them out.

There are ii types of tanks. The Soviet 1 is less durable, but has a larger cannon than the western variant.

During events where tanks are present among manned troops, if a soldier falls asleep in close proximity to a tank, the tank's driver will instantly wake upward the soldier by loudly honking its horn.

Name Prototype Stats
TT77 NOSOROG

TT77 NOSOROG

Health:
  • Body - 4,500[2]
  • Tread - 4,500

Resistance:

  • Armor:
    • Strong - 25,500
    • Moderate - twenty,400
    • Weak - 15,300
  • Tread - 15,300

Armament:

  • 125mm gun
    • 100 shells
  • VOL-GA K12
    • 500 rounds
"TT77 NOSOROG

All-purpose model master battle tank. Used by Eastern Bloc countries. Sacrifices defensive capability for easier mass production, just is equipped with a powerful 125mm tank gun."

TT77 NOSOROG (Blackness)

TT77 NOSOROG

TT77 NOSOROG (Red)

TT77 NOSOROG

Proper noun Prototype Stats
M84A MAGLOADER

M84A MAGLOADER

Health:
  • Body - 4,500[2]
  • Tread - 4,500

Resistance:

  • Armor:
    • Stiff - 25,500
    • Moderate - 20,400
    • Weak - 15,300
  • Tread - 15,300

Ammunition:

  • 105mm gun
    • 100 shells
  • HMG-iii WINGATE
    • 500 rounds
"M84A MAGLOADER

Assail model primary battle tank. A well-balanced tank used by Western forces. Dubbed an "set on tank" due to its high mobility and defensive capability. Main armament is a 105mm tank gun."

M84A MAGLOADER (Black)

M84A MAGLOADER

M84A MAGLOADER (Red)

M84 MAGLOADER

Helicopters

Helicopters, besides known as gunships, practise not specifically have a direct line of sight unless its front is tilted frontwards by the pilot to investigate, making neutralizing escorts without existence defenseless easier. In fact, pilot vision is so limited that an easy way to escape is to simply curlicue or crawl abroad when spotted as the actor becomes essentially invisible to helicopters when prone. They cannot be captured by the player, and if anything are more of an obstacle. They are a threat not only during combat, but besides during stealth operations, since during the mean solar day they can discover the player at a fairly big radius, and at nighttime they accept searchlights. Taking them out can be easily done with rifle ammunition or rockets, with the CGM 25 or anti-cloth rifles being recommended for the black and crimson models. The pilots cannot be directly killed but their cockpit is the to the lowest degree armored area of the helicopter. Cockpit (pilot) wellness is calculated separately from the body of the helicopter, though this is mostly irrelevant exterior of pocket-size arms fire as any damage done to the cockpit will more often than not use to the torso as well.

Not counting the alternate colour models of each, there are two models of helicopter in the game, the HP-48 KROKODIL and the UTH-66 BLACKFOOT. The KROKODIL has As missiles on its stub wings just these are purely visual models, unused past the pilots.

Proper name Image Stats
UTH-66 BLACKFOOT

UTH-66 BLACKFOOT

Health:
  • 5,600
  • seven,600 (armor grade 4)
  • 9,600 (armor grade 5)
  • xi,600 (armor course 6)

Resistance: ix,000

Armament:

  • H-rockets or AS missiles
  • Gatling guns
  • Flares
"Full general-purpose tactical helicopter.

A prototype for a side by side-generation helicopter pattern [...] the armament installed on the stub wings can be upgraded.

This helicopter is uniquely equipped with a Fulton recovery arm."

Proper name Image Stats
HP-48 KROKODIL

HP-48 KROKODIL

Wellness: 2,800

Resistance: half dozen,000

Armament:

  • Chain gun
    • Standard rounds
  • H-rockets
HP-48 KROKODIL (Black) Health: 2,800

Resistance: 18,000

HP-48 KROKODIL (Red) Wellness: 4,800

Resistance: 26,000

Weaponry

Car Guns

VOL-GA K12

"General-purpose machine gun.
A automobile gun commonly seen in Eastern Bloc countries.
Originally an anti-air machine gun, it has been repurposed as a stationary machine gun for anti-personnel use and outpost defense."

Damage: 1,100
Impact force: 200
Fire rate: ≈490 RPM

HMG-iii WINGATE

"Heavy machine gun.
A machine gun that has long been in service in the West. Being chambered in .l quotient gives it excellent anti-personnel suppression capability, and information technology is used for both outpost defence and equally a mounted weapon on vehicles."

Damage: 1,100
Touch on force: 200
Burn charge per unit: ≈490 RPM

Autocannons

20mm autocannon

Impairment: one,200
Touch force: 2,000
Blast radius: 2m
Fire rate: 180 RPM

30mm autocannon

Damage: one,200
Impact forcefulness: two,000
Blast radius: 2m
Fire rate: 180 RPM

Tank cannons

105mm gun

"Features a rifled inner barrel for greater accuracy. Its highly accurate burn makes it a thoroughly reliable piece of equipment."

Damage: 3,900
Affect force: 5,500
Blast radius: 7.5m
Fire rate: 12(+1) RPM

125mm gun

"125mm tank gun.
A smoothbore gun (the inner butt features no rifling). Capable of firing more powerful ammunition, only accuracy suffers equally a event."

Damage: three,900
Impact force: 5,500
Blast radius: 7.5m
Fire rate: 12(+1) RPM

Self-propelled arms

130mm rocket

"Quick-fires volleys of unguided rockets for broad area suppression. Not suited for precise aiming."

Damage: 3,900
Touch on force: 5,500
Boom radius: vii.5m
Burn rate: 48 RPM

Helicopters

Gatling gun

Damage: 1200
Impact force: 900

Chain gun

Damage: 700
Touch force: 800

H-rocket

Damage:

  • 2,300 (base)
  • 2,500 (grade three)
  • ii,700 (class 4)

Affect strength: two,000

Equally missile

Damage:

  • ii,300 (base)
  • 2,500 (form 4)
  • ii,600 (grade 5)

Bear on forcefulness: iii,000[iii] [4]

Gallery

Notes and References

  1. ^ Implied by missile launchers having null penetration but very high touch on force. Anti-textile rifles are the only actor-developed firearms with loftier impact strength and are capable of dealing massive harm to vehicles. The grade 2 AM D114 does 400 damage at 300 touch on force and the course 2 GEIST P3 does 500 damage at 200 impact force, nonetheless the GEIST P3 will have the nigh bullets to destroy a jeep.
  2. ^ a b c d e f g h i j Value was stripped from Phantom Pain's exe
  3. ^ DamageParameterTables.lua, Metal Gear Solid V: The Phantom Pain, Kojima Productions (2015).
    For weapon damage information.
  4. ^ EquipParameterTables.lua, Metal Gear Solid 5: The Phantom Pain, Kojima Productions (2015).
    For weapon nail radius information.

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Source: https://metalgear.fandom.com/wiki/The_Phantom_Pain_vehicles

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