![]() Due to how the JOKR descends from the sky once locked on, it's almost impossible for the JOKR to hit any of these critical hit zones in-game, and at times, if it hits the barrel or turret of the tank, it can deal next to no damage. This is true to real tanks - front armour is the most protective, with side armour and rear armour being considerably less protective. This is assuming, of course, that somehow the tank driver can't see the ONE OF THREE BIG ASS INCOMING ROCKETS climbing into the sky slowly flying towards them, or the missile warning, and continues to sit in the open and not take cover behind any semi-large structure to break line of sight with the incoming rocket.įor the unaware, tanks have critical hit zones - you deal extra damage to the side of the tank, and even more extra damage to the rear of the tank. To disable a tank with a JOKR, you need to wait over 30 seconds for the rockets to be fired and land to actually disable it. However, unlike the other launchers, the JOKR takes 2.5 seconds to lock on and fire, 6 seconds for the rocket to climb to its arming altitude, and at the very least another 4 seconds for the rocket to impact the target. The JOKR, like the other launchers, takes on average three rockets to disable a tank/IFV, and a fourth to destroy it.
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