Tick, Tank, Boom: Hit Zones Guide

In the game, knowing which section of your tank and ammunition has taken damage is important for making effective attacks. Check out the details in this guide and learn about hit zones and how performance is affected by damage.

Hit Zones Guide

This guide contains information and numbers on how much damage different parts of the tank receive from which ammunition and how that damage affects the tank’s performance.

Damage and Zones

Depending on where you hit a tank, different amounts of damage are dealt and different components of the tank can be damaged.

Each tank has the best armor on the front, so you should always try and face an enemy head-on to reduce the chance of receiving high amounts of damage. All tanks have a damage multiplier of 0.5 on the front for armour piercing ammunition. T09 has an additional multiplier for non-armor-piercing ammunition of 0.5 on the front, Bangur and Mayraj of 0.65.

Some parts have an additional health value. Damage received to that particular part will reduce the part health and the part will not be damaged before it’s health is reduced to 0.

The amount of damage received is calculated by taking the base damage of the projectile and multiplying it with the damage multiplier of the part of the hull that was hit. If the ammunition is not armor-piercing, an additional “non-armor-piercing-multiplier” is factored in, further reducing the damage received. The following tables list all values that are used for calculation.

T09

Ammunition: HEAT (high explosive anti-tank)

LocationDamage MultiplierNon-Armor-Piercing MultiplierEffectPart Health
Front0.50.5
Side1.20.8
Rear1.51Disable Motor25
Turret10.5Disable Turret40
Tracks L0.81Disable Trks L20
Tracks R0.81Disable Trks R20
Hit Zones – T09

Bangur

Ammunition: EF (explosive fragmentation)

LocationDamage MultiplierNon-Armor-Piercing MultiplierEffectPart Health
Front0.50.65
Side1.21
Rear1.51Disable Motor20
Turret10.8Disable Turret50
Tracks L0.81Disable Trks L20
Tracks R0.81Disable Trks R20
Hit Zones – Bangur

Mayraj

Ammunition: Guided Rockets

LocationDamage MultiplierNon-Armor-Piercing MultiplierEffectPart Health
Front0.50.65
Side11
Rear1.51Disable Motor25
Turret10.8Disable Turret40
Tracks L0.81Disable Trks L20
Tracks R0.81Disable Trks R20
Hit Zones – Mayraj

Ammunition

NameBase DamageIs Armor Piercing
EF50No
HEAT80Yes
Rocket70No
Hit Zones – Ammunition
Written by PixelSnake

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