A Guided Shell is a projectile fired from the main gun of a tank, with the added possibility of guidance afterwards. As a side effect, the shell might be slower than regular tank shells.
Battlefield 3[]
— Battlelog description
The Guided Shell vehicle specialization appears in Battlefield 3 as a secondary weapon for Main Battle Tanks and Tank Destroyers. It operates and performs on par with the infantry-held FGM-148 Javelin, ground-launched and air-launched Guided Missiles.
Like similar weapons like the Javelin and Guided Missile, the Guided Shell is an guidance-type requiring an initial vehicle target lock before being fired. Once fired, the munition will guide itself towards the target at a much faster speed than the Javelin, but slower than the default 120mm AP Shells of the Main Battle Tank or Tank Destroyer. The munition generates a powerful splash damage upon contact with any target and has the capability of damaging and destroying structures such as walls and levelling some buildings. The Guided Shell can only initially lock-on to and guide itself towards ground-based vehicles, but the weapon is Laser-Designation compatible, which allows the vehicle operator to engage both ground and aerial targets effectively at almost any range with ease, save for those too far away from the lock range. The CITV Station for the Main Battle Tanks allows a third vehicle operator to Laser-Designate targets on-the-go and assists greatly in the dispatch of any and all vehicles within the Guided Shell's range of effective operation. All Guided Shells fired towards Laser-Designated targets will perform a 'Top-Down' attack which deals a damage boost. The Guided Shell is an excellent tool for dispatching targets at further ranges where the default AP shell may be unable to hit accurately.
The Guided Shell carries a small amount of explosive, enabling it to generate light splash damage within a limited radius upon impact that can damage or kill nearby infantry. All shots of the shell are negated when impacting Reactive Armor and can be spoofed by IR Smoke. If effective countermeasures are not present, targeted vehicle may choose to take cover behind structures or underneath roof of buildings. Range and source of the incoming shell must be established (or guessed) in order to take cover from the munition at the precise angle of its entry.
To operate, the vehicle operator must select the secondary weapon of the Main Battle Tank or Tank Destroyer. The open-cross-hair HUD icon and text display on the bottom (text display: 'A.G.M Ready') of the screen will indicate when or whether the primary weapon and shell is equipped, ready to fire, or reloading. Once selected, the operator must aim, await lock tone and fire at the target with the primary fire button. Unlike the primary AP shell cannon munition, the Guided Shell's damage is consistent at all angles of impact. At certain angles, the AP shell has higher damage whilst weaker at others. Compared to the AP shell, the Guided Shell has an overall slower reloading time. The operator can compensate for this by switching between the primary cannon and the secondary shells between reloads. Bear in mind that the Guided Shell's reload phase shares that with the primary cannon. The operator must wait 2 or 3 seconds when switching and using alternate ammunition.
Alternatively, if a personnel is absent at the CITV Station, the player can choose to play as a Recon Class and equip themselves with a SOFLAM and proceed to enter the MBT equipped with Guided Shell. The player can then place down the SOFLAM in positions which covers a wide area, especially areas where vehicle traffic tends to be frequent and then proceed to re-enter their MBT. Once targets are locked, the player can persistently bombard enemy vehicles with the Guided Shell indefinitely from a more secluded and secure position, dealing massive damage and keeping enemy armor and air vehicles away. The player can then exit the MBT and re-adjust targets with the SOFLAM and repeat the above steps for maximum efficiency and destructive power without the need to resupply as with the FGM-148 Javelin or other similar launchers. Be aware that this tactic may be halted if the SOFLAM itself is destroyed, and must be resupplied from an Ammo Box in order to continue.
When focusing on a more anti-vehicle, anti-armor-orientated combat role, the operator may choose to equip the Guided Shells for ease of engagement of vehicles at longer ranges out of the effectiveness or the primary cannon. To compensate for the lack of infantry-orientated weapons, the vehicle operator can choose to employ a secondary gunner, or in more convenient (or desperate) situations, switch to the secondary gunner position themselves temporarily to dispatch hostile infantry before switching back to the driver seat or to employ the AP or Guided shell itself as a last resort. When targeting hostile vehicles head on, the presence of Reactive Armor, either equipped by the vehicle operator or the enemy vehicle can mean the difference between victory or defeat. The driver or secondary gunner can also, if equipped, choose to exit the vehicle quickly, select a dumb-fire rocket launcher (preferably an RPG-7V2 or similar), fire at the target then re-enter the vehicle as quickly as possible before the enemy armor completes their reload/attack phase. When executed correctly, this can deal an extra damage boost between primary weapon reload of the main cannon, with the next or second shot of the AP shell or Guided Shell usually resulting in target destruction.
Damage statistics & effects[]
The following is a list of effects and damage to specific vehicle types from impacts by the Guided Shell. Vehicles not listed are vehicles which are instantly destroyed upon shell impact at any angle. Such includes Dirt Bikes and Quad Bikes with or without Laser Designation. Damage result gathered from aircraft are acquired by placing the vehicle between a lockable source and the launch source and firing at the target. Damage results are measured in 'Damage-per-Shell' (D.P.S)
Damage is consistent at all angles of impact.
Vehicle type | D.P.M | Top (Laser-Designation) |
---|---|---|
Main Battle Tank | 41 | 71, Disabled |
Infantry Fighting Vehicle | 41 | 71, Disabled |
Mobile Anti-Air | 41 | 71, Disabled |
Tank Destroyer | 41 | 71, Disabled |
Mobile Artillery | 50, Disabled | 87, Disabled |
Light Jeep | 81, Disabled | 100+ (Destroyed) |
MRAP Jeep | 44, Disabled | 78, Disabled |
Transport Helicopter | 0* | 68, Disabled |
Attack Helicopter | 0* | 100+ (Destroyed) |
Scout Helicopter | 0* | 100+ (Destroyed) |
Jet Fighter | 0* | 100+ (Destroyed) |
RHIB Boat | -** | 100+ (Destroyed) |
Rhino | 50, Disabled | 87, Disabled |
*Guided Shells impacting aircraft due to obstruction/collateral damage deal '0' damage value. Reason unclear.
**Signifies unavailable data. (RHIB Boats cannot gain target lock via normal means unless Laser-Designated. Reason unclear.
Patch Notes[]
- A patch which was released alongside with Battlefield 3: Armored Kill, made the reload of the Canister Shell and Guided shell linked with the main gun (to prevented two shells from being fired in rapid succession) has greatly reduced the effectiveness of the Guided Shell. It has been "nerfed" to a point that running only the main gun will increase your damage output, because the guided shell does less damage than the regular one and that it is linked to the main gun so you must wait for the reload to fire the regular one. The guided shell is still useful though, as it can be assisted with laser designation and that is easier to hit a target on the move than the main gun or the TOW, which both require line of sight to engage.
Gallery[]
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Battlefield 4[]
— Battlelog description
The Guided Shell vehicle specialization appears in Battlefield 4 as a secondary weapon for Main Battle Tanks. It operates and performs on par with the infantry-held FGM-148 Javelin, ground-launched and air-launched Laser Guided missiles. It performs on par with its Battlefield 3 predecessor with the exception of its requirement to maintain target lock till the munition reaches its target, or to deliberately break lock in mid-flight.
Like similar weapons like the Javelin and Guided Missile, the Guided Shell is an guidance-type requiring an initial vehicle target lock before being fired. Once fired, the operator must maintain target lock as for the munition to guide itself towards the target. It travels at a much faster speed than the Javelin or other lock-on launchers, but slower than the default cannon shells of the Main Battle Tank. Unlike its Battlefield 3 predecessor, The munition generates almost no splash damage upon contact with any target but retains the capability of damaging and destroying structures such as walls and levelling some buildings. The Guided Shell can only initially lock-on to and guide itself towards ground-based vehicles, but the weapon is Laser-Designation compatible, which allows the vehicle operator to engage both ground and aerial targets effectively at almost any range with ease, save for those too far away from the lock range. The Gunner SOFLAM for the Main Battle Tanks allows a third vehicle operator to Laser-Designate targets on-the-go and assists greatly in the dispatch of any and all vehicles within the Guided Shell's range of effective operation. All Guided Shells fired towards Laser-Designated targets will perform a 'Top-Down' attack which deals a damage boost. The Guided Shell is an excellent tool for dispatching targets at further ranges where the default AP, HE or Sabot shell may be unable to hit accurately.
All shots of the shell are negated upon contain by Active Protection and can be spoofed IR Smoke. If effective countermeasures are not present, targeted vehicle may choose to take cover behind structures or underneath roof of buildings. Range and source of the incoming shell must be established (or guessed) in order to take cover from the munition at the precise angle of its entry. Unlike its Battlefield 3 predecessor, all lock-on and fired munition will display a white semi-circle crescent on the HUD to display its location and source, thereby possibly giving away the position of the launch source.
To operate, the vehicle operator must select the secondary weapon of the Main Battle Tank. The open-cross-hair HUD icon and text display on the bottom of the screen will indicate when or whether the primary weapon and shell is equipped, ready to fire, or reloading. Once selected, the operator must aim, await lock tone and fire at the target with the primary fire button. Unlike the primary cannon, the Guided Shell's damage is consistent at all angles of impact. At certain angles, the AP, HE or Sabot Shell has higher damage whilst weaker at others. Bear in mind that the Guided Shell's reload phase shares that with the primary cannon. The operator must wait 2 or 3 seconds when switching and using alternate ammunition.
Alternatively the player can choose to play as a Recon Class and equip themselves with a SOFLAM and proceed to enter the MBT equipped with Guided Shell. The player can then place down the SOFLAM in positions which covers a wide area, especially areas where vehicle traffic tends to be frequent and then proceed to re-enter their MBT. Once targets are locked, the player can persistently bombard enemy vehicles with the Guided Shell indefinitely from a more secluded and secure position, dealing massive damage and keeping enemy armor and air vehicles away. The player can then exit the MBT and re-adjust targets with the SOFLAM and repeat the above steps for maximum efficiency and destructive power without the need to resupply as with the FGM-148 Javelin or other similar launchers. Be aware that this tactic may be halted if the SOFLAM itself is destroyed, and must be resupplied from an Ammo Box in order to continue.
When focusing on a more anti-vehicle, anti-armor-orientated combat role, the operator may choose to equip the Guided Shells for ease of engagement of vehicles at longer ranges out of the effectiveness or the primary cannon. To compensate for the lack of infantry-orientated weapons, the vehicle operator can choose to employ a secondary gunner, or in more convenient (or desperate) situations, switch to the secondary gunner position themselves temporarily to dispatch hostile infantry before switching back to the driver seat or to employ the main cannon or Guided shell itself as a last resort. When targeting hostile vehicles head on, the presence of Reactive Armor, either equipped by the vehicle operator or the enemy vehicle can mean the difference between victory or defeat. The driver or secondary gunner can also, if equipped, choose to exit the vehicle quickly, select a dumb-fire rocket launcher (preferably an RPG-7V2 or similar), fire at the target then re-enter the vehicle as quickly as possible before the enemy armor completes their reload/attack phase. When executed correctly, this can deal an extra damage boost between primary weapon reload of the main cannon, with the next or second shot of the primary cannon or Guided Shell usually resulting in target destruction.
Damage Statistics & Effects[]
The following is a list of effects and damage to specific vehicle types from impacts by the Guided Shell. Vehicles not listed are vehicles which are instantly destroyed upon shell impact at any angle. Such includes Jets of all Types, Quad Bikes, and PWCs
Damage resulting from impacts at an angle other than 90 degrees are not listed due to slight variations of damage at different angles of degrees of shell impact. Damage results are gathered as of post-2015 Battlefield 4: Community Operations update, and may change without notice depending on developer game updates from time to time.
Damage is consistent at all angles of impact. Damage results are measured in 'Damage-per-Shell' (D.P.S).
Vehicle type | D.P.M | Top (Laser-Designation) |
---|---|---|
Main Battle Tank | 30, Critical Hit | 45, Mobility Kill |
Infantry Fighting Vehicle | 30, Critical Hit | 45, Mobility Kill |
Mobile Anti-Air | 30, Critical Hit | 45, Mobility Kill |
M142 HIMARS | 56, Critical Hit | 84, Mobility Kill |
Light Jeep | 91, Critical Hit Disable | 91, Mobility Kill, Critical Hit Disable |
MRAP Jeep | 56, Critical Hit | 84, Mobility Kill |
Transport Helicopter | -* | 61, Critical Hi |
Attack Helicopter | -* | 91, Critical Disable |
Scout Helicopter | -* | 91, Critical Disable |
RHIB Boat | 61, Critical Hit | 61, Mobility Kill |
Attack Boat | 30, Critical Hit | 45, Mobility Kill |
*Signifies unavailable data. Damage results from aircraft are done with the use of Laser Designation, as aircraft cannot be locked on to and fired upon by the Guided Shell in any other normal circumstances.
Patch History[]
- Originally, the Guided capable of destroying Scout and Attack Helicopters in one direct hit with the use of Laser Designation. This has since been patched, and the Guided Shell can no longer instantly destroy Attack and Scout Helicopters with no less than one Laser-Designated-assisted Guided Shell due to game balancing reasons.
Gallery[]
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Trivia[]
Battlefield 3[]
- It is to be noted, unlike its counterpart in Battlefield 4, the Guided Shell, along with other land, and infantry based guided missile launchers, are unable to lock onto targets which are within extremely close proximity, even if the aiming reticle is already pointed squarely at the target (point-blank range at MBT barrel length).
Battlefield 4[]
- If the Guided Shell is fired but ends up striking an object(s) within point-blank barrel-length range, it can cause reflective splash-damage and in cases where Reactive Armor Specialisation is not equipped, can critically disable the MBT which fired it. In cases where the MBT is already heavily damaged, the player can effectively kill themselves in this way.