Just wanted to know what the special ammo like hollow points, tracers, incendiary and armor piercing ammo actually does compared to normal bullets.
Special ammo effects
Started by Renee_ [2298629] on in Questions & Answers.
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- bogie [148747] Admin
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Using tracer ammo has a higher accuracy rate. Piercing ammo is more effective against players with armour (reduces their effective armour) Hollow point does more damage to unarmoured body parts, but less damage to armoured body parts (Avoid this - …
Using tracer ammo has a higher accuracy rate.
Piercing ammo is more effective against players with armour (reduces their effective armour)
Hollow point does more damage to unarmoured body parts, but less damage to armoured body parts (Avoid this - this makes it essentially no use from a tactical standpoint)
Incendiary ammo does more base damage (in any scenario).
Piercing ammo is more effective against players with armour (reduces their effective armour)
Hollow point does more damage to unarmoured body parts, but less damage to armoured body parts (Avoid this - this makes it essentially no use from a tactical standpoint)
Incendiary ammo does more base damage (in any scenario).
Couple of extra bits -
- Tracer ammo is pretty OP. Idk what the exact multiplier is but in certain scenarios it was effectively 5x-ing speed
- HP does 1.5x more damage against skin and actually multiplies opponent armour by 1.5x weirdly.
- Tracer ammo is pretty OP. Idk what the exact multiplier is but in certain scenarios it was effectively 5x-ing speed
- HP does 1.5x more damage against skin and actually multiplies opponent armour by 1.5x weirdly.
Well irl hollowpoint bullets are designed to shatter on impact effectively increasing their dmg against unarmored targets while decreasing effectiveness on body armor (the target is still absorbing the kinetic impact of live rounds though so it still stings).
Multiplying armor by 1.5 is a simple method of decreasing dmg received XD.
Multiplying armor by 1.5 is a simple method of decreasing dmg received XD.
It is kinda, but when armour had higher values it resulted in values > 100, giving 0 damage in certain scenarios when it shouldn’t.
Ah good point, that's clearly an oversight lol.
Shouldn't as in it doesn't make sense gamewise? It's probably pretty realistic even if it makes the ammo more or less useless except in possibly some very specific and rare case.
Yeah perhaps you’re right actually.