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Home > Testing & Results > Vertical Tank Rise Time
 
 
Vertical Tank Rise Time Test Results

Measurements of time required for VTs to raise back to standing position from fallen state. Time recorded from fallen state (on back) in which the VT is ready to rise (responsive to accelerator pedal). Additionally, notes are given regarding type of animation and groupings of VT leg animation types.

Times do not include additional time for VTs to roll from side-fallen or face-forward fallen positions. In general, the time to adjust from side-fallen or face-forward fallen postures to the horizontal ready-to-rise position are consistently about 2.0 seconds.

GROUP TYPE / TIME REQUIRED VT
Juggernaut Type (2.1 - 2.3) Juggernaut (2.1 sec)
  Quasar (2.3 sec)
Scare Face II type (2.4) Scare Face II
  Garpike
Earthshaker Type (2.8) Earthshaker
First Generation Type (3.0) Decider
  Decider Volcanic
  Falchion
  Colt
  Colt Executive
Sheepdog Type (3.3) Sheepdog
Blade Type (3.4) Blade
  Rapier
  Yellow Jacket
Vitzh Type (3.5) Vitzh
  m-Vitzh
Prominence Type (3.7) Prominence M1
  Prominence M2
  Prominence M3
Scare Face 1st Gen Type (3.8) Scare Face
  Scare Face A1
  Vortex
  Maelstrom
Jaralaccs Type (4.0) Jaralaccs C
  Jaralaccs N
  Jaralaccs NS-R
  Jaralaccs Macabre
  Siegeszug
Regal Dress Type (4.0) Regal Dress N
  Regal Dress A
Behemoth Type (6.2) Behemoth


Additional Notes
1. Juggernaut Type
Considering that the Quasar is the prototype model of the Juggernaut, the rise animation is expected to be similar.
Although difficult to measure, the Juggernaut seems very slightly faster than the Quasar.

2. Scare Face II Type
The animation for both the Garpike and the Scare Face II is identical. Given that the Garpike is supposed to be the close-assault variant of the Scare Face II model, this is expected.

3. Earthshaker Type
Almost identical in rise animation to the Juggernaut and Quasar, but takes slightly longer.

4. First generation types
Many first generations were identical in operation.

5. Sheepdog Type
The Sheepdog seems to rock side-to-side while rising, strange.

6. Blade Type
Blade Type VTs seem to pivot their "feet" to make contact with the ground, then rise straight to standing without bending the "knees."
Because the Blade and Rapier utilise the same fuselage design, the Yellow Jacket has a very similary animation.
Coincidentally, these VT types seem to share the same "Crazy Walk" method due to their leg design.

7. Vitzh Type
Both the Vitzh and the m-Vitzh don't have a traditional knee structure as other VTs do, as such, their rise animation is quite odd, almost "floating" to a standing position.

8. Prominence Type
To rise, the Prominence draws its feet under the body by bending at both knees, then rises to standing. After standing, there seems to be some kind of "setting" animation where the legs are reset to walking position.

9. Scare Face 1st Gen Type
Relatively slow when compared to other first generation type VTs.
Each foot is placed on the ground alternately, then rising to a standing position.
Scare Face and Scare Face A1 utilise the same animation sequence for rising.
A similar animation sequence is shared by other Goodman manufacturer VTs with slight variations.

10. Jaralaccs Type
Jaralaccs VTs place each foot independently before pivoting at the "ankle" to rise to a standing position.
The Siegeszug uses the same animation, but switches the order of the foot placement, odd.

11. Regal Dress Type
For a 3rd generation VT, the Regal Dress gets to its feet very slowly.
The Regal Dress series rises with both feet set to the ground. Oddly, after rising there seems to be a small "stepping" animation that resets the leg positions for walking.

12. Behemoth Type
The slowest VT in the group to find its footing.
Each foot bends at the "ankle" and sets to the ground independently, after both are set, the body of the VT pivots upward. Finally, the VT "resets" both legs and weapons/torso to moving positions.


Application of Rise Time Information

Reload interval for AVTM (mines) is 3.0 seconds.
Knowing this and the exact timing for the rise animation of each VT, there may be a possibility to exploit the reload interval and allow a VT to regain standing position. While in the process of the rise animation, the VT cannot be knocked down again by either mines or melee attacks. If timed properly, a VT could possibly rise "through" the mine attack and not receive damage or be knocked down again. Even if the VT receives damage from detonating mines it cannot be knocked over again until the VT rise animation has completed. This also applies to melee weapon attacks.