Killing Floor 2

Killing Floor 2

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Manish Jul 12, 2016 @ 6:57am
Armor Piercing Rounds and High Impact Rounds useless on HoE?
On paper, they sound like pretty good skills to help Demolition kill Scrakes and Fleshpounds more efficiently, but after testing them extensively on Test Map Hell on Earth with 5 Faked players as a level 25 Demo, they don't seem to do any worthwhile benefit.

  • Scrakes die with 2 RPG headshots, with both blunt damage and exploding RPGs which hit the head. Regardless of which variation of AP and HI you have, even with both turned off.
  • Fleshpounds die with 3 direct RPG hits to the chest + 1 M79 direct hit with HI + AP, AP or HI. The only difference being that it takes an additional M79 shot if you have AP + HI turned off.

The damage numbers were different, but the shots to kill were identical. Perhaps those skills make a difference on lower difficulties or with C4, but on HoE with RPG +M79 they don't seem to do much. The only damage skill which made a difference were Bombardier and Fragmentation Rounds.

Without AP and HI, you can have Extra Round skill to give you way more ammo, and Concussive Rounds which makes killing FPs and SCs a lot easier as they get knocked down or get blasted far from you so you can reload.
Last edited by Manish; Jul 12, 2016 @ 7:08am
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Showing 1-7 of 7 comments
I'm no Demo expert but I think it's generally better than the other skill. Even if you dont see any less number of shots required to kill a target, it can help other players kill it faster.

Again though I'm only level 11 demo.
HiTmAn Jul 12, 2016 @ 10:28am 
i have demo 25 i go full dmg+fragment rounds
SupurDave Jul 12, 2016 @ 11:45am 
I don't play much HOE but I find the best skill set is bombadier, extra rounds, sonic resist,concussive rounds and destroyer of worlds. with this set I can kill trash and knock around anything else until it dies. I still go for direct hits when I can but it is less important and as you say high impact and armor piercing don't seem to make that big of a difference.
'Napsterfire Jul 13, 2016 @ 1:41pm 
*Cough*

http://steamcommunity.com/app/232090/discussions/0/365172547947368116/

High Impact = Doesn't work
Armor Piercing = Misleading
tellico Mar 18, 2017 @ 7:43am 
"Originally posted by c00ki3s (TRiA):
Did they fix this yet?"
- "Everything about Demo is working as intended currently."
Last edited by tellico; Mar 18, 2017 @ 7:44am
[P]etya Mar 18, 2017 @ 7:59am 
It does work. It takes a single, well aimed exploding RPG shot at lvl 20 on HoE with like 6 players to take out a Scrake or critically injure it.
Net The Ham Mar 18, 2017 @ 10:06am 
The way AP and HI rounds work is by increasing the BALLISTIC damage of your weapons, NOT the explosive damage. All explosive weapons have 2 components to their damage: ballistic and explosive. The RPG/M79 both have 150 impact damage (This is where the damage from "dud" rounds comes from), and Xty-whatver explosive damage. Scrakes have a 400% weakness, that is, they take 4x damage from the RPG (AND ONLY THE RPG) ballistic component. These skills affect that, making it possible to 1shot a 6p HoE Scrake. Personally, I find them incrediably useless, as explosive damage ONLY hits the body health and the odds of 150+multipliers making a difference is negligible.

Again, basically all that the skills are good for is turning your RPG into something that can take out SCs in 1 less rocket.
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Date Posted: Jul 12, 2016 @ 6:57am
Posts: 7