Resident Evil 2

Resident Evil 2

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TreasureCat Feb 11, 2019 @ 10:08pm
When to use Flame rounds? Acid? Sparkshot?
I'm tripped up on how to best use these parts of Claire's arsenal. Here's what I already know:

Flame rounds burn up downed Ivy zombies (and are her only way to do it). I hear they're also good against G2 but haven't tried them. Useless for G4.

Acid rounds can stun G3 (but don't do much damage), giving you time to get in eye shots with another weapon. Useless for G4.

Sparkshot can kill G Adults with one fully charged shot to the eye.

Other than these scenarios, I'm not sure when to use any of these three attacks instead of another. Flame vs Acid is especially unclear. Help?
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Showing 1-15 of 28 comments
littleChama Feb 11, 2019 @ 10:22pm 
Flame for Lickers, Acid is pretty useless unless you wanna use it on zombies or ivys to get by
Acid is just backup if you run out of Flame

Honestly it's just better to use the white powder with white so you can make submachine ammo
Last edited by littleChama; Feb 11, 2019 @ 10:23pm
Alig200 Feb 11, 2019 @ 10:24pm 
Yeah, I wouldn't bother with Acid rounds personally. I use the white gunpowder for SMG ammo instead.
Free Palestine Feb 11, 2019 @ 10:32pm 
I've found acid best for making me use 1 less flame round on lickers and ivy's. Shoot one acid and it melts/stun them and when ivy's fall down shoot one flame to finish them off. You save tons of flame rounds doing this.
Last edited by Free Palestine; Feb 11, 2019 @ 10:33pm
Plake Feb 11, 2019 @ 10:35pm 
Originally posted by Covington 1776:
I've found acid best for making me use 1 less flame round on lickers and ivy's. Shoot one acid and it melts/stun them and when ivy's fall down shoot one flame to finish them off. You save tons of flame rounds doing this.
1 flame round is enough for ivy's, even on HC. Not sure why you waste an acid round on them first...
Free Palestine Feb 11, 2019 @ 10:43pm 
Originally posted by Plake:
Originally posted by Covington 1776:
I've found acid best for making me use 1 less flame round on lickers and ivy's. Shoot one acid and it melts/stun them and when ivy's fall down shoot one flame to finish them off. You save tons of flame rounds doing this.
1 flame round is enough for ivy's, even on HC. Not sure why you waste an acid round on them first...

Because I've had some walk out of the flames and when they fell the corspe wasn't crisp black.
TreasureCat Feb 11, 2019 @ 10:45pm 
Originally posted by Plake:
Originally posted by Covington 1776:
I've found acid best for making me use 1 less flame round on lickers and ivy's. Shoot one acid and it melts/stun them and when ivy's fall down shoot one flame to finish them off. You save tons of flame rounds doing this.
1 flame round is enough for ivy's, even on HC. Not sure why you waste an acid round on them first...

When I shoot Ivies with one flame round on Normal, they die but they don't blacken.
Free Palestine Feb 11, 2019 @ 10:47pm 
Originally posted by TreasureCat:
Originally posted by Plake:
1 flame round is enough for ivy's, even on HC. Not sure why you waste an acid round on them first...

When I shoot Ivies with one flame round on Normal, they die but they don't blacken.

Ya but with an acid to make them fall, and a flame right after will kill off their corpse and blacken it.
Xengre Feb 11, 2019 @ 10:51pm 
Originally posted by littleChama:
Flame for Lickers, Acid is pretty useless unless you wanna use it on zombies or ivys to get by
Acid is just backup if you run out of Flame

Honestly it's just better to use the white powder with white so you can make submachine ammo

This is what I suggest, as well. Just finished my Claire B run and had a ridiculous amount of submachine gun ammo for G3 onwards because I just used white + white only, except one set of acid rounds I crafted in prep for G3 (using a large gunpowder to get most bang for my buck).

Flame rounds for Ivy. Didn't use any prior tho I hear they are good for lickers but you don't really need to kill lickers anyways. Just walk past them and know your routes.

Sparkshot is pointless. You can dodge/run past all the G-Adults very easily reliably. Anything other than G3/G4/ivy Quickdraw works just fine on, occasional knifing if you plan to pass by that area enough to finish them.
nDeBennys Feb 11, 2019 @ 11:15pm 
I found Flame Rounds are effective against virtually everything. The Acid Rounds seem to only be good versus the Tyrant (Mr. X) & William Birkin. Acid Rounds are really only an alternative for getting rid of Zombies and Lickers IMO (which take 2+ shots to kill depending on Difficulty).

The Spark Shot is great choice against Ivy & Zombies. When your low on pistol ammo, use the Spark Shot on Zombies. If you've used a lot of Flame Rounds to deal with enemies early on, Spark shots are an effective alternative against Ivy.

The Grenade Launcher is really the go to option in the late game, so conserve your ammo!
talgaby Feb 11, 2019 @ 11:21pm 
Acid is good to melt the hands and even the legs of a zombie if you do not want to spend a flame round on it and also low on handgun bullets.
Acid is decent against lickers but flame is better.
Acid is god-tier against G2 and G3 since it stuns him, plus acid grenade impact damage can pop his eyes (flame cannot).

Flame is good against zombies (even highest-tiers die in one direct hit) and lickers (ground-resting ones die in one hit, otherwise you either shoot down from the ceiling or use 2-3 rounds).
Also, it one-hit-kills ivy zombies. The suffer the same scripted death as with Leon's flamethrower if you trigger the combust animation.

Sparkshot is a generic weapon, it can do insane damage to anything. It is not that good against ivy zombies and it is hard to hit dogs with it. It can one-shot kill the low-tier G-adults with a direct eye shot and it can also stun G2 and G3 with a direct eye shot (G3 must not be in an animation phase or on fire though).
Plake Feb 11, 2019 @ 11:36pm 
Originally posted by Covington 1776:
Originally posted by Plake:
1 flame round is enough for ivy's, even on HC. Not sure why you waste an acid round on them first...

Because I've had some walk out of the flames and when they fell the corspe wasn't crisp black.
Except that one corridor in the lab, none are a thread a second time...
Last edited by Plake; Feb 11, 2019 @ 11:37pm
pH. mmSNAKE Feb 11, 2019 @ 11:55pm 
Flame Rounds: Zombies that must die without you standing in close to one place, on lickers if you need to, only one should be used, the one in A scenario in the storage room for the medallion. Only boss you should use these are G2 on the ramp approaching the small arena, make sure you let the damage tick fully before you fire another one. The final tick deals the lion's share of the damage and shooting before it makes it so the dot resets and it skips the big damage tick. Rest of the ammo on getting past ivys.

Acid rounds: decent for stunning anything. I use it in conjunction with pistols to kill zombies. Shoot them in legs to melt legs, you can then leave em be or finish off with pistol to the head (or knife). Very good for G3 fight, since it can pop eyes but it also stuns.

SMG: I save this primarily for G2 and G3 fights. Enough rounds into G2 (and some flame rounds before this) to get him down in one container hit (I use two flashbangs for more or less bulletproof strategy on hardcore). On G3 I use this in conjunction of Acid Rounds, Flashbangs and magnum.

Magnum: very few shots. I either use it on G3 to hit his chest or I use it to quickly clean up zombies in the lab.

Sparkshot: 1 or 2 shots when you get it to avoid the G mutants. Usually only 1 needs to be shocked. The rest I use on G4 alongside my entire stockpile of hand grenades from the whole game, then little bit of minigun when he's crawling.

Pistol Rounds: zombies in RPD (specific areas), later on zombies with conjunction of acid grenades if I have time to spare.
Bullett00th Feb 12, 2019 @ 2:54am 
Acid isn't as bad as many are saying.
It's not bad as a panic measure and removes zombie legs if shot at.
Good against lickers as well if you want to save flame rounds for the second half of the game, which you should.

Also they're great for stunning Birking G3 and buying you enough time to reposition, reload and fire other weapons. Not sure about other forms.

Flame is great for pretty much anything, but is crucial if you want to finish off ivys in late game. Also quite good against G adults.

Spark shot is a one hit kill on G adults with the exposed eye and honestly the only enemies worth using it on. I did fire a few rounds of it at Birkin G2 and even G3 but that's a risky endeavor.
Bullett00th Feb 12, 2019 @ 3:16am 
Originally posted by holychair:
Also, if you don't go for the SMG, you'll have ridiculous amounts of acid rounds at your disposal and thus can afford to use them even against zombies (their limbs "melt" away" nicely). For all your hangun needs, the SLS and/or JMB are totally sufficient. For example, you can use the magnumed SLS either to pop boss eyes or (better IMO) to kill zombies from the sewers onwards in one shot.
SMG isn't overrated. I didn't understand what the fuss was about either and stuck mostly with pistol/nade launcher for my first Claire playthrough.

Then I tried going for the legs... It just cuts them off with very small bursts.

SMG is more ammo efficient than acid rounds in this regard as well. It only takes a single 5-7 round burst to remove the leg from a zombie, and you get 80-100 SMG ammo from 2 white powders. The same will give you 6 acid rounds at best, you do the math)
Bullett00th Feb 12, 2019 @ 4:56am 
Originally posted by holychair:
100 SMG ammo>6 acid "do the math" comment is not appropriate as it sounds much more impressive than it actually is. For example, you didn't even take into account that you'll later combine the high grade gunpowder with large gunpowders. On a typical SMG run, you'll just leave most of your normal gunpowder unused, which I don't think is very efficient. Also such a calculation just ignores the fact that the acid rounds help you save flame rounds for when they count. Acid rounds shouldn't be seen isolated, but always in the big picture of your overall layout. Another example for this would be what I said in my other post about how the sparkshot interacts nicely with acid round stuns.

Of course everyone can do what they're most comfortable with, but I for one won't go back to the SMG because I feel I don't need it and it hasn't a real place in my overall strategy.
Fair enough. I was just being smug with the 'do the math' comment, don't take it to heart)

I can't argue with you because I never did a run exclusively focusing on SMG rounds or acid rounds, so I've had enough both, by late game.

What I did on Claire A Hardcore was use all regular gunpowder for 9mm since JMB was my main regular zombie disposal tool. The vast majority of white gunpowder went to SMG ammo, which admittedly was overkill because I had 200+ spare by the time I was done with Birkin G4.
I only crafted acid rounds using large gunpowder so that I get more bang for the buck, which was enough for me to have some acid for lickers, as well as about 15 spared for G3.

So I use and appreciate both SMG and GL really, the only reason I argue is because I completely disagree the SMG is overrated. As good as it is, JMB isn't a safe or quick tool against zombies, while the SMG allowed me to go BRRRRT and leave the whole room crawling instead of walking. Can't overrate that)
Sure, you can use magnum, but I preferred to save rounds. Should have been more liberal with it as I had 10+ spare in the end.

Plus the SMG's pure damage output against bosses and the optional utility to not give a dam about alerting lickers is nice.
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Date Posted: Feb 11, 2019 @ 10:08pm
Posts: 28