Project CW: Internal Modules of Tanks – Part 1
You have just finished the Alpha Test #1 of Project CW, and you are probably eager to know what comes next. Well, you are in luck, because we have some exciting news for you!
Devs have decided to launch a new “educational” column, which we call “Hitbox Monday”.
In this column, devs will be sharing images and data regarding critical modules for each agent (tank) in the game. They will explain where each module is located that can be critically hit, how much health and cooldown they have, and what are the exact consequences of a critical hit. Later on, devs will also publish a guide to the game, where we will collect all the data in one place.
This week, devs will start with the starting Agents: Titan, Rocket and Jäger. These are the agents that you can choose from when you begin the game. Currently, the cooldown time for all internal modules for all Agents is 8 seconds (this may change in the future!). You will also notice that the health values are the same for many modules, but in newer Agents, you will see some differences (this may also change in the future).
Characteristics of internal modules
Rocket – T-62 M2 (Raketa):
- Ammunition rack (AM) – 200 health (HP) If the ammunition rack is critically hit, the agent will explode and be destroyed instantly.
- Engine – 200. If the engine is critically hit, the agent will lose its mobility and become an easy target.
- Fuel tanks – 200. If the fuel tanks are critically hit, the agent will catch fire and lose health over time.
- Crew – 200. If the crew is critically hit, the agent will lose its ability to use combat reserves and skills.
- Tracks – 200. If the tracks are critically hit, the agent will lose its maneuverability and become slower.
Titan – M60 “Athena” (Titan):
- Ammunition stowage (AM) – 200. If the ammunition stowage is critically hit, the agent will explode and be destroyed instantly.
- Engine – 200. If the engine is critically hit, the agent will lose its mobility and become an easy target.
- Fuel tanks – 200. If the fuel tanks are critically hit, the agent will catch fire and lose health over time.
- Crew – 200. If the crew is critically hit, the agent will lose its ability to use combat reserves and skills.
- Tracks – 200. If the tracks are critically hit, the agent will lose its maneuverability and become slower.
Jäger – Leopard 1A6 (Jäger):
- Ammunition stowage (AM) – 200. If the ammunition stowage is critically hit, the agent will explode and be destroyed instantly.
- Engine – 100. If the engine is critically hit, the agent will lose its mobility and become an easy target.
- Fuel tanks – 200. If the fuel tanks are critically hit, the agent will catch fire and lose health over time.
- Crew – 200. If the crew is critically hit, the agent will lose its ability to use combat reserves and skills.
- Tracks – 200. If the tracks are critically hit, the agent will lose its maneuverability and become slower.
Devs hope you enjoyed this first edition of “Hitbox Monday”. Stay tuned for more information about the internal modules of other agents in the game. If you have any questions or feedback, please let us know.
source – project cw discord