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Shock rounds could be OK versus robots and the like, but W2C or a higher caliber weapon perform a lot better in this role.
Micro-shrapnel could be good foraccumulating TfB stacks on a hybrid versatility SMG+melee, but at close range SMGs nuke anything anyway, and TfB stacks are acquired much faster with nail bombs anyway.
Acid is just additional damage, which is independent of weapon's base damage and can't crit. Outclassed by W2C/JHP every time.
Same thing with .44 explosive, although you might use the AoE for softening up locusts and burrower spawns around your primary target.
Contaminated rounds are useless since a proper 12.7 should kill anything in a single shot anyway.
But 8.6 incendiary is great on ARs and SMGs because it can set almost anything on fire (even industrial bots!) and against living targets it also doubles as crowd control, as being on fire inflicts fear.
Tried a Hammerer too once I got the blueprint for the explosive rounds and concluded that it is not really for my build that uses pistols for their utility mostly. Even for pistol builds it seems a bit situational to me as it won't do much in open areas but I can imagine it to be a godsend when fighting in narrow corridors. Or when you bear trap an enemy at a door and then start blasting into the crowd that's gathering up behind it.
While Incendiary can work with Rapid Shots I suppose (again, for dedicated pistol builds).
Zeem summed things up pretty well. Incendiary is useful for setting enemies on fire, everything else sucks.
There is a unique sniper rifle, the Dragunov which is quite easy to acquire.
As for the non-mechanical damage: I guess that is a good point, although in many cases the W2C rounds still help a lot against such heavily armored foes.
Apparently they have only very small mechanical resistance.
(do not actually get yourself mutated just to check)
Wayyyyy to late. However I doublechecked it by shooting them because you can never be certain monsters the same way the player does.