Wheelman: A detailed breakdown.

I apologise in advance if this question has been asked a million times but I did try to search for an answer and came up with nothing.

I want to know if anyone has done an in depth breakdown of the “increased durabity” component of the Wheelman armour mod. I have done a few simple tests in custom games using the same vehicles with and without the mod versus all different types of damage and I havnt noticed any increase in durability.

It would be great to find out from someone who has tested this to greater lengths than me, if they have come up with any information on exactly what the durability part does.

It wouldn’t be the worst thing in the world if one of the brains at 343i replied to this with an answer.

Thanks in advance

A little extra vehicle health from what I can tell… and faster recovery from a plasma charge… that’s about it. No health regeneration over time sadly.

the main benefit is that the EMP time is halved. other then that it make you vehicles heath come up to the damage tier twice as fast. now the numbers on damage tier i dont know.

You can find what wheelman and other Specializations do in this vid here. www.youtube.com/watch?v=tg8wWmKhQtk

Thanks for the feedback so far. I just want to make it very clear that I am well aware of the significant reduction in EMP disable time, It is only the “increased durability” part of the mods effect that eludes me at this time. I would leave to see some proper math detailing exactly what benefits are granted by the effect. I’ll keep looking for now. Thanks again people :slight_smile:

What I’m curious to know is:

  1. Does it stack (say you have 3 players in a warthog all using wheelman)?

  2. Does it matter if you are driving or not (does someone in a passenger seat with the perk give the durability to the vehicle)?

]but that is the MAIN benefit for wheelman, the EMP thing.

the “increased durability” just mean your vehicles heath comes back faster then normal up to the point it can. imaginine your heath as a bucket, and the more damge you take, the smaller your bucket is and the faster it emptys.

it does NOT ADD heath to the vehicle. nor does the mod stack. witch means it only pays for the driver to have it.

IMHO it SHOULD stack, meaning it halves the EMP time for every person in it. i mean they let you start with a shotgun, why not?

it also doesn’t matter who has the mod in the vehicle.

> Thanks for the feedback so far. I just want to make it very clear that I am well aware of the significant reduction in EMP disable time, It is only the “increased durability” part of the mods effect that eludes me at this time. I would leave to see some proper math detailing exactly what benefits are granted by the effect. I’ll keep looking for now. Thanks again people :slight_smile:

I’ve already had more info on this topic here than I’ve been able to find elsewhere, so I thank you all for your time. I’m going to try and do some more in depth analysis myself just to get my head around it. I know that the EMP thing is the main reason anyone would use the mod but I like to know I can get the absolute most out of each mod by understanding how they work as a whole.

here is an example of what I’ve found with vehicles before and after wheelman.

I like to drive a lot of warthogs, and after getting wheelman you can sometimes take one more plasma grenade and a little more dmr fire, before you actually would blow up. Nothing special, but just enough to where you notice it, but still die a ton.

I also noticed that when you have the wheelman perk enabled when your vehicle blows up completely sometimes you survive (you are one shot though)