Post release crossbow used on VR targets within its maximum damage range (30 meters). So targets have no nanoweave, flak or kinetic armor. Also explosive damage does not effect the fake infantry correctly in VR.
Standard/Explosive/Detect hits to kill. Null denotes not tested.
2 / 3 / 10 - Infantry Body (except Infil)
2 / 2 / 7 - Infantry Head (except Infil)
2 / 2 / 9 - Infiltrator Body
1 / 2 / 6 - Infiltrator Head
16/12/null - Max Body (TR & VS)
11/ 9 /null - Max Head (TR & VS)
1 /null/null - Spawn Beacon
1 /null/null - Motion Spotter
12/ 3 / null - Flash (fire 9/NA/null)
null/ 9 /null - Harasser (fire null/8/null)
19/ 4 / null - Mosquito or Scythe (fire 16/NA/null)
- Bellow to rear armor -
null/17/null - Lightening (fire null/14/null)
null/16/null - Prowler (fire null/14/null)
null/16/null - Magrider (fire null/14/null)
null/15/null - Vangaurd (fire null/13/null)
-Explosive bolts fired beyond 50m (minimum damage range) to ESF: 6 for a kill 5 to set fire.
-Explosive bolts come 3 to a magazine (standard have 4) and fire about 15% slower.
-Standard: Stated at 650
-Explosive: How VR handles direct impact, explosive and splash damage along with specific vehicle resistances makes it difficult to calculate.
-Detect: Calculated at 100, based off VR infantry kills.
Last edited by EchoVictory
on Sun Feb 23, 2014 3:50 am, edited 1 time in total.