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Vehicle Design Guide
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== Armor == === Armor Grade === *'''A''' armor weighs half of what B armor weighs but costs four times as much *'''B''' armor is the normal armor in terms of weight and cost. *'''C''' armor weighs twice as much as B armor and costs half as much It really comes down to a choice between B and C grade as A is much too expensive for anything but racing type events. C armoured cars will be slightly slower and if you're going with a smaller engine too much C armor isn't a very good idea. C armor will also be cheaper to repair and mean the cost of keeping your vehicle in fighting shape will be less - and this can add up quite a lot over time. The place you'll really appreciate having a lighter and faster car will be when running away from encounters you realize you can't win. You can't get refunds on your armor so switching the armour type later will be an expensive and time-consuming process. I'd recommend dishing out the extra cash for B armor for your first car and C on your second to see which works out better for you. === Armor Facings === You should aim to put on at least 70-80% of the maximum [[Armor|armor]] points that the chassis can take. Bottom and top armor are less important as under normal circumstances those won't take damage so 4-6 points there is enough, more than 8 points would generally be too much. Facings with weapons on will need more armor as they'll be facing the enemy and thus also very likely exposed to enemy fire more than other sides of your car will be. So if you have front mounted weapons, put less focus on the rear armor. The sides of your car are also quite important as it's usually the easiest part of your car to hit so don't go light on those.
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