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So: yes, AP rounds are worth using once you pass the early game stage.
Well, there are also percentage reductions, but they apply simply after the decrease is determined. These won't make normal VS AP rounds any better or worse, so you can pretty much ignore them.
The point is, having a bigger up-front damage will help you bypass more of their armor, dealing more damage. Putting twice as many turrets but regular bullets will eventually run up against high armor enemies and very little damage is dealt.
Additionally, % increases in bullet damage favor AP rounds. You may go from 10 to 20 damage with 100% more bullet damage, but AP will go from 20 to 40, thus gaining twice as much power as a normal bullet.
For example, a Big Biter has "physical resistance 8/10%". Which means incoming damage is first reduced by a flat 8, then the result is reduced by another 10%.
Assuming you have some tech upgrades so that your gun turrets using regular bullets have damage output = 18 [phys], then:
(18 - 8) -10% = 9 effective damage dealt.
Hmmm... Yellow ammo is good for plain tan biters. Red biters need AP (red) or regular shotgun (red) ammo. Blue Biters need armor piercing shotgun ammo (blue). Behemoth (green) biters need Uranium (green) ammo/tank rounds.
huh.
Stupid pay 2 win.
I even don't build walls.
Walls and AP are for me options after biters make it to turrets and damage them.
No, base game they are just stronger bullets. While they do more damage to higher armor enemies, it is simply because of the way flat armor reduction is overwhelmed by having a stronger bullet.