Vehicles

Vehicles

Our roster by map tier, with the BF4 rows each class was set against. One HP pool per vehicle, BF3-style disable thresholds.
classHP · disable · regenangle F/S/R/Tspawntier
MBT1000 · 50 % · 14 s / 10 HP/s0.75 / 1.0 / 1.75 / 1.560 s, home camplarge: 1 per 2 sectors
IFV / APC (mobile squad spawn)800 · 50 % · 14 s / 10 HP/s (APC_HP 600 today → 800)0.85 / 1.0 / 1.5 / 1.390 s (APC_RESPAWN_S)medium+: 1 per platoon
Mobile AA800 · 50 % · 14 s / 10 HP/s0.85 / 1.0 / 1.5 / 1.3120 s, homemedium+: 1 per side, large: 2
Light car / truck400 · 34 % · 10 s / 25 HP/s1 / 1 / 1 / 140 s at captured zonessmall+: 2 per sector
Heavy car (armoured truck)600 · 34 % · 10 s / 25 HP/s1 / 1 / 1.35 / 160 s at captured zonesmedium+: 1 per sector
Attack heli500 · 34 % · 10 s / 10 HP/s1 / 1 / 1 / 1 (air ignores angle)90 s, homelarge (4+ sectors): 1 per side
Scout helinot in v1. No model (ASSETS.md). The attack heli covers the role–––
Transport heli (forward spawn)750 · 34 % · 10 s / 12.5 HP/s1 / 1 / 1 / 160 s, homelarge: 1 per side, 2 on 8 sectors
Attack jet500 · 34 % · 10 s / 10 HP/s1 / 1 / 1 / 1120 s, home, air start8 sectors only: 1 per side
Fighter jetnot planned. One jet type keeps the sky readable (DESIGN §4a)–––
Attack boat800 · 50 % · 14 s / 10 HP/s0.85 / 1.0 / 1.5 / 1.390 s, water mapsmaps with water, medium+
RHIB400 · 34 % · 10 s / 25 HP/s1 / 1 / 1 / 130 s at captured shore zoneswater maps, any tier
Stationary AT200 · none (dies at 0) · no regen, repairable1 / 1 / 1 / 130 s at captured zonesmedium+: 2 per captured zone
Stationary AA (counter-drone battery)1000 · 50 % · no regen, repairable1 / 1 / 1 / 1.5none. It is an objective (DESIGN §4a)medium+: 1 per side home + 1 per core

Rules (DESIGN §18)

Reference: research/bf3-vehicles.md (public numbers from Battlefield 3, clean-room). Our rules, in our words:

Roster by map tier (DESIGN §4: small maps = infantry, big maps = vehicles). Numbers scale with sector area, never with headcount alone.

TierPer sideRole
Small (1 sector)2 light trucksfast squad transport, open seats
Medium (2 sectors)+ 1 APC (exists: mobile squad spawn), 1 mobile AA, 2 AT emplacements at captured zonesarmour appears, air denial
Large (4–8 sectors)+ 1 MBT per 2 sectors, 1 attack helicopter, 1 transport helicopter (forward spawn, MAG style), jets only on 8-sector mapsthe full combined-arms game

Health, disable, repair. Hull HP is per class (truck 500, APC 600 as built, mobile AA 1000, MBT 1000, transport heli 750, attack heli / jet 500). Below the disable threshold (armour 50 %, air 34 %) the vehicle burns, crawls at 30 % speed and cannot regenerate; it is dead 20 s later unless an engineer repairs it. Above the threshold it regenerates 2 %/s after 8 s without damage. Repair tool: 25 HP/s, needs the engineer within 3 m, interrupted by damage.

Angle multipliers. Hits on armour are multiplied by facing: front 0.6, side 1.0, rear 1.6, top 1.3. A rear rocket hit disables an MBT in one hit; a frontal one takes four. Positioning is the tank fight.

Counters cost less than the vehicle. Every vehicle has an infantry answer in the default kits: anti-tank rocket (3 per resupply, 450 dmg × angle, drop like a slow bullet), lock-on MANPADS vs air (2.5 s lock the pilot hears, short range 300 m, one hit disables), laser designation by the squad leader doubles guided damage and lets rockets hit air. Smoke breaks designation for 5 s.

Air is glass, countermeasures have holes. One countermeasure per vehicle: flares (11 s cooldown, spoof missiles in flight, never break a lock) or jammer (5 s on, 10 s off). No stacking across seats.

Seats. Driver, gunner, up to 4 passengers; enclosed seats cannot be suppressed, open seats can. Enter within 2.5 m with E, exit anywhere; a vehicle with no driver stops in 2 s. Bots use the same rules: a squad leader claims the nearest free vehicle for a move longer than 150 m.

Spawn and logistics. Heavy assets spawn at the home camp on timers (MBT 60 s, helis 60–90 s, AA 120 s); captured zones give trucks (40 s) and AT emplacements (30 s). Driving the asset to the front is part of the game. Transport helicopters and the APC are the mobile squad spawns; the OIC's drone abilities (DESIGN §7a) replace BF's gunship: the strongest asset is gated behind a contested zone.

Netcode. Vehicles are entities like soldiers (position, yaw, pitch, hp, seat map); the driver predicts locally with the shared move model; passengers interpolate. Vehicles sit above enemies and below damage events in snapshot priority (research/bf3-netcode-and-scale.md §6).

What BF4's data says (§20.1)

Decisions (§20.2)

Decisions that apply to every row:

One-line decisions:

Lock-on, countermeasures, designation (§20.4)

What BF4's data shows:

Our rule set:

  1. Signature per vehicle: {heat, radar, low_alt_m, low_alt_heat}. Air: heat 10, radar 1. Helis go low at 20 m, jets at 40 m, and drop to heat 1 there. Ground: heat 0, radar 10.
  2. Heat locks need heat ≥ 5. So MANPADS and AA missiles cannot lock a heli flying below 20 m. Only guns, rockets and designation reach it.
  3. Lock timers. MANPADS 2.5 s, AA vehicle missile 1.5 s, guided AT 1.5 s, designated 1.0 s. Cones: AA 6°, AT 4°. Ranges: MANPADS 400 m, AA vehicle 1000 m, guided AT 350 m (600 m designated).
  4. Two audible stages. The target hears "locking" for the whole timer, then "missile". The Stinger's silent lock is not copied. Every lock on a crewed vehicle warns (bf3-vehicles.md §6.7).
  5. Missile speeds. MANPADS 250 m/s, AA missile 300 m/s, guided AT 200 m/s. Each turns at most 60°/s. The flight is short, so a dodge is a decision, not a reflex test.
  6. One countermeasure per vehicle, chosen at spawn. No stacking across seats (bf3-vehicles.md §6.6).
    • Flares (air default): spoof missiles already in flight within 10 m. They never break a lock that is still building. 11 s cooldown.
    • Jammer (air or ground option): breaks locks and blinds missile seekers for 5 s, then 10 s cooldown. It does nothing to unguided rockets.
    • Smoke (ground default): breaks locks and designation inside 15 m for 7 s. 12 s cooldown.
  7. Laser designation (squad leader tool, IFV/MBT gunner seat). It locks in 1.5 s at 4° out to 500 m and holds while the laser stays on the target. While held:
    • guided weapons do ×2 damage and lock in 1.0 s;
    • AT rockets home on air;
    • the target hears a warning. Smoke or a jammer breaks the laser for 5 s.
  8. Designation counts as a spot. The target is spotted for 12 s, like BF4's active spot (vehicles.md Spotting).
last built 2026-10-26 from 2dba433 · generated by tools/wiki-build.mjs · BF4 numbers are observed reference values read into clean-room notes; no BF4 code, data file or asset is on this site · OpenMAG values are proposed until playtests confirm them · OpenMAG home