Barbed Wire
| Barbed Wire | |
|---|---|
| General | |
| Category | Cover and obstruction |
| Hammer | Small, Medium, Large |
| Building | |
| Build cost | 7 Build Supplies |
| Build time | 4 hits Small (2.3 s), 2 hits Medium (1.1 s), 2 hits Large (1.8 s). Derived from the hammer swing timing, not timed in play. |
| Health | 250 HP |
| Damage | |
| Bullets | -85% |
| Melee | -28% |
| Grenades | +0% |
| Rockets | +200% |
| C4 | +150% |
| IEDs | +400% |
| Internal name | DA_Buildable_BarbedWire |
Barbed Wire is a cheap wire obstacle that any hammer can build. It costs 7 Build Supplies and has 250 HP, the lowest health of any structure in the data. It takes more melee damage than most walls, and only 15% of bullet damage gets through.
Overview
Barbed Wire costs 7 Build Supplies and has 250 HP. It has no separate parts.
Destroying an enemy Barbed Wire pays 5 cash and 5 Role XP.
Building it
- Cost: 7 Build Supplies, whichever hammer builds it. Nothing is charged at placement.
- Hammers: Small, Medium or Large.
- Placement: Barbed Wire is one of the four small structures. It does not need a friendly base radius, but it cannot be placed inside an enemy 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: 100.
- Build stages: Five, at 0, 25, 50, 75 and 100% of progress.
- Weak spots: switched off. Its build stages do not show the hammer bonus, so each hit adds the normal amount, multiplied by its build factor of 3.5 (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 | 4 (about 2.3 s) | 2 (about 1.1 s) | 2 (about 1.8 s) |
| Hits to repair from zero health | 9 | 5 | 3 |
| Hits to dismantle (your own) | 2 | 2 | 1 |
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).
What it does
Barbed Wire is an obstacle. The data gives it no effect beyond its health and how it takes damage.
Durability
A change of -28% means 72% of the melee damage gets through. The other numbers follow the same reading as in the Sandbag Wall article.
| Source | Change | Share of damage that gets through |
|---|---|---|
| Bullets | -85% | 15% |
| Melee | -28% | 72% |
| Grenades | +0% | 100% |
| Rockets | +200% | 3 times |
| C4 | +150% | 2.5 times |
| IEDs | +400% | 5 times |
Barbed Wire’s 250 HP is the lowest of any structure. The table below gives the hits it takes to destroy, for each source.
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 |
|---|---|---|---|---|---|---|---|
| Barbed Wire | 250 | 60 | 19 | 1 | 1 | 1 | 1 |
Season 2 changes
The Season 2 data lists no change to Barbed Wire’s cost or health.
See also
- Buildables: costs, hammers and placement for every structure
- Recon Tent and Hedgehog: the other small structures
Sources
- Buildables: cost, health, stages, damage row, placement conditions and cash rewards
- Damage Pipeline: how the percentage changes are applied (section 6)
- Items and equipment changes, Season 2: the buildable 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.