DAE 1o-3 “Polybolos”

From Foxhole Wiki
(Redirected from BEAT)
Jump to navigation Jump to search
This article is considered accurate for the current version (1.62) of Foxhole.
To combat Caoivish ingenuity, the Meseans developed their own indirect RPG propulsion system. Dual launchers are fitted on a large emplacement platform to maximize coverage in an established position, rather than being relegated to a guerrilla warfare tool.
In-game description

The DAE 1o-3 “Polybolos” (also known as an Emplaced AT Gun, Bonesaw Emplaced Anti-Tank or BEAT) is a Colonial Anti-Tank Emplaced Weapons. It is equipped with a frontal shield and a twin indirect ARC⧸RPG launcher.

Production

Structure Input(s) Output Time
Construction Yard MapIconConstructionYard.png 125 x Basic Materials BasicMaterialsIcon.png
DAE 1o-3 “Polybolos” EmplacedIndirectCIcon.png 125 HammerIcon.png hits
Mass Production Factory MapIconMassProductionFactory.png899 x Basic Materials BasicMaterialsIcon.png
3 crates ProductionPartsStructureIcon.png of 3 x DAE 1o-3 “Polybolos” EmplacedIndirectCIcon.png05:12:30
Mass Production Factory MapIconMassProductionFactory.png1124 x Basic Materials BasicMaterialsIcon.png
4 crates ProductionPartsStructureIcon.png of 3 x DAE 1o-3 “Polybolos” EmplacedIndirectCIcon.png06:56:40
Mass Production Factory MapIconMassProductionFactory.png1311 x Basic Materials BasicMaterialsIcon.png
5 crates ProductionPartsStructureIcon.png of 3 x DAE 1o-3 “Polybolos” EmplacedIndirectCIcon.png08:40:50

It must be fully researched in the Weapons and Structure IconFilterWeaponsStructures.png Tech Tree in order to be produced.

Mass Production Factory orders must have at least 3 crates.

Use

It can be interacted with either on foot, or in a vehicle by pressing Keyboard e.png and manned with Keyboard q.png. The enemy players cannot interact or use it.

Weapon Platform

Its weapon platform is manned by a single player. The large front shield protects the gunner well from small arms incoming fire but they are susceptible to Poisonous Gas.

Crew:

  • Gunner (Right Seat)
    • Rotates the turret by aiming with Keyboard White Mouse Right.png
    • Fires and reloads the launchers
  • Passenger (Left Seat)
    • No purpose

Armament:

  • Twin ARC⧸RPG launcher
    • Mounted on a platform
    • Firing Arc: 30°
    • Traverse: 360° (turns 12° per second)
    • Ammo Used: ARC⧸RPG ATMortarAmmoItemIcon.png
    • Range: 45 meters
    • Reload Duration: 3 seconds per projectile
    • Firing Duration: 1.4 seconds
    • Fire Rate: 13.6 per minute (reloading after each shot); Salvo of 2 in 1.4 seconds
    • Magazine Size: 2

Inventory:
It has a dedicated ammo slot that can hold 40 ARC/RPG shells.

Transport

As an Emplaced Weapon it cannot move on its own, and must be packaged and lifted by cranes in order to be moved anywhere. It can be transported by shipping vehicles.

Placement

It can be placed pretty much anywhere on land, even on top of world structures. It can be placed within 60 meters of a region's border ("no build" zone), however it will still quickly decay there. The only notable place where it can't be placed is Bridges.

It can also be placed inside a Trench Emplacement. Doing so quadruples its health and doubles its rotation speed. However if the Trench Emplacement is destroyed, the Emplaced Weapon goes along with it.

Squad Reservation

Like all Emplaced Weapons, the original builder can reserve it for a Squad BtReserve.png for 52 hours in the interface to prevent non-members from packaging it (but not from using it).

When placed in a Trench Emplacement, the Reserve Multiple BtReserveBunker.png button allows the builder to reserve it and every structure they built that is connected to it by some form of network: Bunker & Trench, Foundation, Power Line, Pipeline.

The reservation can be refreshed BtRefreshBunker.png by any squad member. If the reservation expires, the structure is supposed to never be reservable again however this can be bypassed by simply packaging and unpackaging it.

The reservation is removed if it is packaged however it can be reserved again.

Structure Event Log

Clicking the View Actions Log button BtLog.png at the bottom of its interface opens the Structure Event Log that lists recent events, with timestamps and player names displayed. Among the events listed are when it's packaged or unpackaged. The log only displays the last 80 events (5 pages).

Visibility

It is invisible at night and behind physical obstacles, just like infantry. It can also be hidden by being placed inside large bushes, but is revealed to people within 10m. Only its firing effects (smoke and flashes from the barrel) will betray its presence. This only works if it's not packaged.

Resistance

It is immune to small arms, fragmentation grenades, but not to 12.7mm machine gun fire and it is pretty resistant to most heavier explosives.

Tactics

The DAE 1o-3 “Polybolos” is an anti-tank emplacement specially designed to defend against direct enemy armored assaults. Like all defensive emplacements, they need to be placed in front of other defenses in order to be used effectively. When designing/placing them, they should be in the front, alongside Trenches, to ensure that they have a wider field-of-fire, allowing the Emplacement to fire at any target without worrying about hitting friendly structures.

Due to the weapon having indirect fire, it is possible to place them in such a way where it can fire over structures, preventing enemies from directly firing at them. While this tactic is beneficial in certain situations, it may not be advised if the idea is to prevent enemies from destroying defenses.

In order to maximize its survivability and overall effectiveness, it should be placed in a Trench Emplacement. Despite the benefits, depending on the location, it may be sufficient to place it on the ground in an area where it can reliably shoot at enemy vehicles.

Priority Targets
Being an anti-armored vehicle weapon, it is vital that armored vehicles should be shot at immediately in order to prevent the loss of defenses or friendly vehicles. Although it is possible to attack enemy infantry, it is not advised in most scenarios. This is due to being a waste of ammunition, which can be vital depending on how much a front is being attacked, as the excessive shots on infantry can leave without enough ammunition to repel a heavy armor attack (where resupplying the emplacement is scarce).

Trench Emplacement Defenses
Due to them gaining bonuses when emplaced, it is highly recommended to emplace them whenever possible. Despite this, the Gunner is exposed, which means that nearby defenses need to be built in a way that reduces the enemy infantry flanking, and decrewing. Adding sandbags and barbed wire on the trench emplacement is sufficient in quick decrews via bayonets.

Trivia

Update History

Update Changes
Update 1.53
  • Vehicles with weapons, Emplacements and Tripod Weapons now have a Dedicated Ammo Slot which limits the amount of ammo they can store.

Gallery