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UNFORTUNATELY due to fustercluck that is the new ammo drop it's been completely nerfed as a weapon to use on the fly as you won't be getting your desired ammo type unless you carry a weapon of that calibre.
Obviously that means you'll be crafting the ammo yourself.
While the pvg ranks supreme as OT weaponry the ability to have a CQ heavy hitting automatic of 25 round+ capacity is simply too good not to use.
There was a time when I, and others, spent time testing this stuff out but those days are over though notionally, the .44 and .50 cal should be more effective than .32. While the TTK might be similar a well placed 50 should dispatch your foe quicker than a spray of .32, for instance.
Because SP and HP does so high of damage against components, pretty much .44 HP or .270 SP are 2 bullet types that melt machines if you run up close to them and shoot their components and fuel tanks and weapons, etc. I would not be surprised at all if .270 SP does more damage than .50 cal FMJ this way.
-- Use the Ammo that you would otherwise recycle. You will likely not be carrying the other Weapon, so carry the AI-76 if you like it and use the about to be recycled ammo.
-- Why? Recycling uses up half of the ammo in the process if you just convert it into resources. So instead, let the Experimental Ai-76 burn it as ammo and watch the faster/larger magazine/better aimed fireworks, and judge the results for yourself. You save on carry weight, not carrying also the ammo's weapon on you, and you get to use a weapon you probably carry all the time once you have the Xperimental AI-76.
-- If the results disappoint, compare it to losing half of your ammo's value in converting it. Imagine feeling you saved for some extra looting. Imagine now knowing what the Ai-76 does with that ammo. Just another option to consider. No need to go to the Safe House with the Recycling Station, so you might even save time. And when you Noob Friend says, hey what is that weapon? Or says, I didn't know you could fire that and get that result? You get to show off.
The ammo loot is now so plentiful I don't even bother looting anything but .270, .44 or .50 if I can get it. I usually always take the exp alg so .44 and .270 ammo has dual use in my loadout. Just because the exp AK CAN use any type of ammo I don't see the point in collecting all ammo available.
The conversation is diverging slightly from the OP's original. Unless anyone is prepared to do some proper TTK/DP testing I'd still go with 'larger calibre is better'. Ammo that is 'perfectly sufficient' isn't very scientific, is it, but maybe it is the way you play.
But my suggestion on stuff like .270 SP and stuff was more 'meta' best for it's intended role, but that doesn't mean other options are 'bad' by any means. With the experimental AK, the amount of ammo in the magazine, the rate of fire, etc. is all effected. I believe this makes all ammo types viable for different purposes, ranges, etc.
They changed steam discussions so I don't know how to copy-paste links to screenshots anymore here. But I did weapon testing, it may have been a year or two ago so previous updates, but I tested lower-caliber ammunition types on their component damage in a controlled setting (specificially the % of damage they did to a EMP'd FNIX runner at point blank into the fuel tank from a specific angle), and recorded the results. Different ammos of course do different damages. And from what I saw, the weapon firing the ammo didn't matter too much actually - different weapons firing the same ammo did the same damage, even if those weapons were of different types (ex: Skorpion did the same damage as the PPK), and lvl 5 weapons did the same as experimental (ex: lvl 6 Glock even does the same damage as a lvl 5 makarov, despite being lvl 6 vs lvl 5, different weapons). So I wouldn't be surprised, unless something major changed, if the experimental AK does the same damages as the other weapons, but I have not tested it nor am sure if I feel like doing so, so I cannot confirm.
But from my experience with the weapon, firing every non-experimental ammo in the game it can fire, all ammo types are effective, on skirmish difficulty (I play a lot of guerrilla too, but I haven't tested it on that mode yet). .44 and .270 are so effective, because not only they're higher caliber, but because they fire softer bullets - from my experience with the testing before, softer bullets do more damage than larger caliber bullets against components, and components are where the damage is at so why would you shoot anywhere else anyways but to get to the components? For example, a PP does 50% damage to a FNIX runner fuel tank with FMJ, while a Makarov does 56%, both unsuppressed. But the PP does 63% with HP, and even 57% suppressed, meaning it does more damage inherently than the FMJ does. But of course, FMJ penetrates more, this is to unprotected fuel tanks. This is why FMJ and even AP is my preferred choice against Hunters from the front, because especially AP can penetrate the Hunters and damage and destroy components on the back of them quicker from my experience (no proper testing just experience). This is why I label FMJ the better option for general shooting, and SP/HP for 'if you know you can hit the component' and stuff. The .270 SP and .44 HP, and .32 HP is underrated too because no it isn't larger caliber, but you get 65 bullets in the exp AK and it fires really fast with no recoil, because you can run up to a machine from behind and obliterate their fuel tanks and weapons and stuff more efficiently, but, I would still personally use FMJ such as the 5.56mm and 9mm for 'general shooting' at ranges and from the front and the likes, due to superior general damage against armor, decent against components still, and other places, and work at all ranges while the .270 for example is very erradic at range. So if ammo types like 9mm are so common you don't pick them up, why not just pick them up anyways and use them? It's free to you, and you can use it against inferior machines, save the 'good stuff' for FNIX/Apocolypse/Spetznaz class type machines and all. If you don't use them, you can scrap them for free material, use the lead to build base defenses and stuff, whatever. But I may have literally thousands of kilograms of ammo, as soon as I stick to one weapon for a bit (especially the minigun), depending on the weapon, I may be loading the storage character to refill the plundra for that ammo type, and eventually, may take awhile, but I may have ammo problems if I do that without looting.
Anyways, TL:DR - Using lots of different weapons in my case uses a lot of ammo eventually, I just loot and stockpile everything. Based on weapon testing in the past, they all do their different things, so I figured just use whatever I have plenty of for general purposes + whatever is most specifically efficient for certain situations (say against stronger enemies/when a ton of enemies show up) works for me without ever having ammo problems. Free resources are free resources, I just take everything and use everything, even if I don't use it then that is when I scrap stuff, so I just take all the ammo.
My main character has double ammo looting skill so this is from the context of that even.
Just like I used to have 3 different characters to try different load-outs and styles of gameplay. Now, no point. Since skill points go much higher with just one character, every skill can be had by one character, and again loot falls according to what you have in personal inventory -- that ends all point to having more than one character per campaign.
I think that worked a couple of weeks ago, even in the early Archipelago (tutorial area). Where back before the change, it didn't happen until you pretty much hit a certain Character Level and/or went past the Archipelago border.
But have not checked Algstudsare for .270 yet in my new Guerrilla Diff Campaign. Just resumed it today with the new Hotfix.
Also, not sure, since you do get less total ammo in the lower difficulty regions (supposedly they are given a value, and region also effects the difficulty of the machines), but the ammo drops in the Archipelago are down in quantity, but do seem to skew towards your carried loadout.
NOTE:
But what you get in chests and placed wrecks etc., that is not supposed to be skewed by your loadout -- and that agrees with what I had seen in last few weeks also.