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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.
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.
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.
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."
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.
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.