Ready or Not

Ready or Not

View Stats:
FreezeLogic Jan 28, 2024 @ 5:48pm
JHP vs AP
Which one should I take? What's the benefit of using hollow points over AP?
< >
Showing 1-13 of 13 comments
Ittrix Jan 28, 2024 @ 5:58pm 
AP goes through stuff better, whereas JHP doesn't.

This means AP is more effective against armored targets.
I think AP is meant to go through terrain better too but shooting through terrain is iffy as is.

I just use AP 24/7. If you're trying to S rank you're using pepperball or beanbags anyways.
Last edited by Ittrix; Jan 28, 2024 @ 5:59pm
I wonder IRL would a SWAT team even use AP ammo as much as they do in the game?
NPC.dat Jan 28, 2024 @ 6:22pm 
HP best for unarmored AIs like the crackhouse ones.
AP for targets like armored Barista Cove.

My style is AP for primary and HP for secondary, make sure HP rounds hits exposed parts like limbs for maximum damage.
girthquake Jan 28, 2024 @ 6:23pm 
JHP takes fewer shots when hitting limbs
Bellowoods Jan 28, 2024 @ 6:27pm 
Jack Hollow Point ammunition will work on soft targets like in 4U Gas Station, End of the Earth and such. They are designed to put all their energy into the target, opening a bigger hole or wound than an AP round. They are not designed to penetrate though and will do badly versus armor, doors etc. By no means are they less lethal however.

Armor Piercing rounds are the opposite. They are designed to carry momentum after initial impact. They will be much more efficient at shooting through walls, doors and body armor that the suspects are wearing. They will leave a smaller hole or wound.

In the game, just use AP, most maps have armored suspects, you will need to shoot through stuff like doors occasionally. I don't see any reason except for flavor why I would ever use JHP over AP rounds in Ready or Not.
Last edited by Bellowoods; Jan 28, 2024 @ 6:28pm
Ittrix Jan 28, 2024 @ 6:30pm 
Originally posted by Bruce Springsteen fan:
I wonder IRL would a SWAT team even use AP ammo as much as they do in the game?
From what I know, no. Bullets going through walls irl is a potential hazard for the people you're trying to protect.
Bellowoods Jan 28, 2024 @ 6:50pm 
As far as I know, SWAT teams are issued JHP same as standard police. I also think the standard issue are FMJ (Full metal jacket) for military, which is sorta in the middle of the JHP and AP.
Andy Mil Jan 28, 2024 @ 7:47pm 
bout to say FMJ is commonly used ammo. it like ur standard every gun bullet
lucastfog Jan 28, 2024 @ 7:56pm 
Originally posted by Bruce Springsteen fan:
I wonder IRL would a SWAT team even use AP ammo as much as they do in the game?
Nope. Police generally use FMJ or HP. Over penetration is extremely dangerous, especially in urban settings, so police try their best to avoid that. FMJ all the way, HP occasionally for their sidearms.
Honnes G. Jan 28, 2024 @ 8:46pm 
JHP rounds will do more damage on limb shots than AP rounds. AP rounds will be more useful in the long run because the majority of suspects you come across in the game are going to be wearing body armor whether their in-game model portrays it accurately or not. Some things to note:

1. Deciding you are going to go and aim for just the suspect's limbs is generally not a good idea. Limbs are harder to hit reliably than just aiming center mass, missed shots are just as dangerous as over-pens in terms of backdrop. Limb injuries also have no functional bearing on the suspects in-game, a suspect with a 7.62 x 39 hole through both hands is going to have the same shooting performance as an unharmed suspect, so no Dead-Eye disarms here.

2. Shooting the limbs runs the risk of arterial shots which will result in the gradual death of the suspects 100% of the time if it happens. If I remember correctly* using JHP rounds increases the chance of this happening in-game.

3. Using a powerful rifle like the SA-58 will still have over-penetration risks to consider regardless of ammo choice.

4. Sometimes shooting a suspect enough with a lower-caliber weapon will incapacitate them into a fake death, making it possible but not reliable to get arrests this way. I feel like this is more likely with JHP rounds because they take so many center shots to defeat armor, potentially providing more opportunities for a suspect to surrender or fake death, though I haven't tested it vs AP.

5. While AP rounds do take many more limb shots to defeat a suspect than JHP, it is possible for rounds to over-penetrate a suspect's arms and then proceed to hit their body, in theory damaging them twice, once for the limb shot and once for the body shot. In this scenario, I would prefer the AP rounds as they would retain a better chance of effectively harming the suspect after passing through the arm.

6. The suspect's pelvis is not armored, making it a lesser-known but good target for any ammo type or gun.

7. This is purely anecdotal, but after playing for over 300 hours with both vanilla and numerous AI mods, running into situations where a suspect is hazardously in front of a civilian is exceedingly rare. I can't remember a single time I have shot a suspect, and the bullet over-penned and hit a civilian behind them. I have accidentally shot the civilians on many occasions, but in those scenarios, choosing JHP or AP would not have affected the outcome because it was simply either a reactive shot to being scared or a missed shot during a gunfight that hit them squarely.

TLDR: After playing for as long as I have, I've never said to myself, "Darn, if only I brought JHP ammo instead of AP. But it's still worth looking into I guess."
Andy Mil Jan 28, 2024 @ 9:37pm 
Hey, I not sure about that arterial shot thinggy since dev not even details enough to fix ai then I find it unlikely they will soo specific details such thing. I been using beretta m9 with JHP still have to shoot their leg like 6 or more shot to kill but I not sure on this since it was couple of hotfix after 1.0 release i test on this. but I stay positivity there is none of that details arterial shot. It either be default Unreal damage stuff they doing where u shot hand (still a thing after I told them to fix since pre 1.0 but now they revert it back) or upper leg will do less damage + after they get shot many times it will be random bleed out shot. Then, That sus die to bleed out cuz I have to unload half mag of M9 til they fake death. I sus that SA-58 is largest cailber bullet soo it doing huge damage soo it will become huge random bleed out (AP round too) tho i been running carbon short AK and shotgun buckshot too only to found that buckshot can bleed them out IF u shot at close range. At long range 3 shot to drop armor sus soo i find that bleed out shot more like brutal crit at close range but AK never
Last edited by Andy Mil; Jan 28, 2024 @ 9:41pm
Honnes G. Jan 29, 2024 @ 12:35pm 
Originally posted by MiMi:
Hey, I not sure about that arterial shot thinggy since dev not even details enough to fix ai then I find it unlikely they will soo specific details such thing.
Arterial shots are absolutely represented in the game and have been for a long time. These occur when the suspects are shot in the correct locations, that being in the upper arms above the elbow and the upper thigh. An artery shot is evidenced by a stream of blood visibly exuding from the impact site, which leaves a trail of blood on the floor wherever the suspect travels afterward. After a few seconds, the suspect will begin to act fatigued, before dropping dead. If a suspect or civilian is hit with an arterial shot and is then cuffed, they will still die. JHP rounds do generally have a higher chance of these sorts of hits occurring.

Making a comparison between the attention to detail with ballistics in-game and the attention to detail in AI mechanics is a fallacy, as they are working through very different strings of logic and mechanics. Just because one of them is lacking does not immediately mean the other one does as well to the same extent.

Originally posted by MiMi:
I been using beretta m9 with JHP still have to shoot their leg like 6 or more shot to kill

The suspect's numerical health value is different between maps. some maps will have suspects that have significantly more health than others, and so will require more shots in any area to down, before even considering other factors such as high-level armor, suspect morale, hitbox discrepancies, etc.
Last edited by Honnes G.; Jan 29, 2024 @ 12:41pm
Charlie Sep 21, 2024 @ 4:24pm 
Originally posted by Deckard:
Hollow point are supposed to be less lethal than antipersonnel ammunition.
AP - Armor Penetrating, not antipersonel :)
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jan 28, 2024 @ 5:48pm
Posts: 13