Large Hunting Trophy
Statistics
Crafting recipe
150 Repair when placed
A damaged Large Hunting Trophy can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×75 Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
×75
×90
×112
50%
×60
Rocket ×1249—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1495—
2,200
3,000
200
100
60
4
5
Satchel Charge ×291.520%
960
1,440
160
80
40mm HE Grenade ×432.6—
340
480
20
40
6
4
High Velocity Rocket ×431.5—
800
1,200
80
8
Beancan Grenade ×619.515%
720
1,080
120
Homing Missile ×119.6—
1,100
1,650
495
33
Survey Charge ×147.4—
840
1,260
140
280
70
Explosive 5.56 Rifle Ammo ×156.9—
375
450
75 From full health (100 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.
You're viewing unreleased data from the staging server. New items and changed stats shown here may differ from live, or never ship.
Large Hunting Trophy
Statistics
Crafting recipe
150 Repair when placed
A damaged Large Hunting Trophy can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×75 Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
×75
×90
×112
50%
×60
Rocket ×1249—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1495—
2,200
3,000
200
100
60
4
5
Satchel Charge ×291.520%
960
1,440
160
80
40mm HE Grenade ×432.6—
340
480
20
40
6
4
High Velocity Rocket ×431.5—
800
1,200
80
8
Beancan Grenade ×619.515%
720
1,080
120
Homing Missile ×119.6—
1,100
1,650
495
33
Survey Charge ×147.4—
840
1,260
140
280
70
Explosive 5.56 Rifle Ammo ×156.9—
375
450
75 From full health (100 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.