Indirect Fire Shelter
| Indirect Fire Shelter | |
|---|---|
| General | |
| Category | Multi-part structure |
| Hammer | Large |
| Building | |
| Build cost | 200 Build Supplies (100 in Season 1) |
| Build time | 134 hits Large (about 118.3 s). Derived from the hammer swing timing, not timed in play. |
| Health | 5,000 HP |
| Damage | |
| Bullets | -80% |
| Melee | -10% |
| Grenades | -50% |
| Rockets | +45% |
| C4 | +50% |
| IEDs | +200% |
| Internal name | DA_Buildable_AirRaidShelter, with parts DA_Buildable_AirRaidShelter_Floor and DA_Buildable_AirRaidShelter_Ceiling |
The Indirect Fire Shelter is a large shelter with a floor and a ceiling. Only the Large Hammer can build it. It has 5,000 HP and takes the same damage as the Bunker. It is a different structure from the Shelter.
Overview
The Indirect Fire Shelter costs 200 Build Supplies and has 5,000 HP. Its two parts, the floor and the ceiling, each cost 10 Build Supplies and have 2,250 HP.
Destroying an enemy Indirect Fire Shelter pays 200 cash and 50 Role XP.
Building it
- Cost: 200 Build Supplies for the shelter, whichever hammer builds it. Each part costs 10 Build Supplies, but the parts are not added on top: the 200 is the whole price of the shelter, and a part’s own price most likely applies only when that part is repaired by itself (inferred). Nothing is charged at placement.
- Hammers: Large only.
- Placement: The shelter must be inside a friendly Forward Operating Base radius. It cannot be placed within 3 m of a safe zone or while standing in one, and not within 1 m of a ladder.
- Stack limit: 1.
- Build stages: Five, at 0, 25, 50, 75 and 100% of progress. The earlier stages have 26, 40, 72 and 86 weak spots. A hammer hit on a weak spot adds more progress (see Buildables).
- Parts: When the shelter is finished, it turns into separate parts: a floor, a ceiling, and Hesco Blocks around them. Each part is its own buildable with its own health. The floor and ceiling each have 2,250 HP. This is derived from the build stages (see Buildables).
- Build time: Estimated from the hits to build in the table below, one hit per swing (derived, not timed in play).
| Building it | Small hammer | Medium hammer | Large hammer |
|---|---|---|---|
| Hits to build | cannot place | cannot place | 134 (about 118.3 s) |
| Hits to repair from zero health | 60 | 30 | 20 |
| Hits to dismantle (your own) | 34 | 25 | 20 |
Seconds are an estimate: one hammer hit per swing, 0.567 s per hit for the Small and Medium hammers and 0.883 s for the Large (derived from the use animation, not measured).
The Large Hammer is the only one that can place the shelter. The repair and dismantle hits for the other hammers are what their hits do; they are not checked for this structure. The build count assumes normal hits, and hitting weak spots brings it down.
What it does
The shelter is a large structure with a floor and a ceiling. What a player can do inside it is not described. Its effect in play is its health and how it takes damage.
Durability
| Source | Change | Share of damage that gets through |
|---|---|---|
| Bullets | -80% | 20% |
| Melee | -10% | 90% |
| Grenades | -50% | 50% |
| Rockets | +45% | 1.45 times |
| C4 | +50% | 1.5 times |
| IEDs | +200% | 3 times |
The table below gives the hits it takes to destroy, for each source. For how the percentages combine, see the Damage Pipeline.
Hits to destroy (point blank, derived)
Derived from each source’s base damage and the damage table. It is not a count from play: each figure assumes every shot lands at point blank for full damage, with no falloff and no other rules, so real fights can differ. Base damage used: M4 5.56 mm FMJ 28, .50 cal FMJ 90, 120 mm rocket 150, M67 frag grenade 100 (it counts as a rocket against structures), C4 charge 250, IED 300. Each figure is the number of hits needed after every matching damage entry is applied.
| Structure | HP | M4 5.56 mm FMJ | .50 cal FMJ | 120 mm rocket | M67 frag grenade | C4 charge | IED |
|---|---|---|---|---|---|---|---|
| Indirect Fire Shelter | 5,000 | 893 | 278 | 33 | 35 | 27 | 12 |
| Floor or ceiling | 2,250 | 402 | 125 | 15 | 16 | 12 | 5 |
Season 2 changes
- Build cost went from 100 to 200 Build Supplies. This change applies to the main shelter only.
- The ceiling’s footprint box changed slightly. It is the box stored around the ceiling for its build stages and its finished shape: it became about 2 cm shorter at one end and 1 cm at the other, and its top edge about 8 cm lower. It is not known what the game does with the box; it most likely sets the space the ceiling takes up when it is placed and checked (inferred).
- The T-72B3’s 125 mm shell does x0.70 of the damage it did: 23 hits to destroy became 33 (derived).
See also
- Shelter: a different, medium-cost shelter
- Bunker and Recon Tower: the structures with the same damage numbers
- Building: costs, hammers and placement for every structure
Sources
- Buildables: cost, health, parts, stages, damage table, placement conditions and cash rewards
- Items and equipment changes, Season 2: the build cost and mesh changes
- Round 36 combat evidence: derived hits to destroy for each source of damage.
- Round 38 building evidence, native: the build, repair and dismantle arithmetic
- Round 38 building evidence, data: weak spots, placement checks and the buildable settings
- Round 42 buildables and economy evidence: structure hit counts for every listed source (stacked damage entries, IED and the M67 as a rocket) and the build time estimates.
Categories: BuildingStructures