Door Kickers 2

Door Kickers 2

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AP/ DMG values by ammo types of all guns (Being Updated)
By randomhan
List of ammo AP/ DMG
  1. Rifles
  2. DMRs
  3. SMGs
  4. MGs
  5. Pistols
6
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Rifles
New and Updated.(Finally!) Use this list as a compliment

5.56mm

There are basically 3 types of rounds on 5.56mm guns as I write this
there are slight differences on fire rate and dmg due to ammo types
but this is not Displayed in game. I opened the config files and made a list

The config file now displays every gun in ammo type and even silenced stats.
there Is way too many combinations possible to list. So as a good rule of thumb, Just -50 in the audibleSoundRadius original values to get a rough estimate.






M16


audibleSoundRadius="100"

M855
Params
value
damage
start="30" end="20"
roundsPerSecond
15
Min_Dmg_Distance
100
Crit chance %
start="35" end="15"
ArmorPenetration
start="5" end="5"

M855A1 EPR
Params
value
damage
start="30" end="20"
roundsPerSecond
15.5
Min_Dmg_Distance
100
Crit chance %
start="35" end="15"
ArmorPenetration
start="5" end="5"

MK318 SOST
Params
value
damage
start="36" end="25""
roundsPerSecond
16
Min_Dmg_Distance
100
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="5" end="5"




M4


audibleSoundRadius="100"

M855
Params
value
damage
start="36" end="25""
roundsPerSecond
13
Min_Dmg_Distance
100
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="5" end="5"

M855A1 EPR
Params
value
damage
start="29" end="20""
roundsPerSecond
14
MaxRange
100
CriticalChancePercent
start="35" end="15"
ArmorPenetration
start="5" end="5"
MK318 SOST
Params
value
damage
start="35" end="25""
roundsPerSecond
13
MaxRange
100
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="5" end="5"



MK18



audibleSoundRadius="100"

M855
Params
value
damage
start="23" end="19"
roundsPerSecond
12
physicsImpactForce
2
ArmorPenetration
start="5" end="5"

M855A1 EPR
Params
value
damage
start="29" end="20"
roundsPerSecond
14
physicsImpactForce
2
ArmorPenetration
start="5" end="5"

MK318 SOST
Params
value
damage
start="35" end="25""
roundsPerSecond
12
MaxRange
100
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="5" end="5"






I recommend the devs to display the charts in numerical values,
so the players can see the difference
and Buffing the other types of rounds




7.62mm

There are only 1 type of 7mm ammo for each guns at the current point.





MK17STD

audibleSoundRadius="100"

MK17STD
Params
value
damage
start="40" end="30"
roundsPerSecond
10
Min_Dmg_Distance
30
CriticalChancePercent
start="35" end="35
ArmorPenetration
start="5" end="5"



MK17CQC

audibleSoundRadius="50"

MK17CQC
Params
value
damage
start="35" end="30"
roundsPerSecond
10
Min_Dmg_Distance
30
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="5" end="5"



7.62 seems to have the same AP as 5.56mm. This seems to be out of balance (IMO)
SMGs
9mm


jawohl! the nazi rounds! let's see how they preform.



Mp5ASMG


audibleSoundRadius="50"this is basically half of other main guns

M882 FMJ
Params
value
damage
start="25" end="20""
roundsPerSecond
13.3
Min_Dmg_Distance
100
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="3" end="3"



M1152 FMJ
Params
value
damage
start="25" end="20"
roundsPerSecond
13.3
CriticalChancePercent
start="25" end="20
ArmorPenetration
start="4" end="3"

a tiny bit more AP in CQC

M1153 JHP

Params
value
damage
start="32" end="26"
roundsPerSecond
11.5
CriticalChancePercent
start="48" end="26"
ArmorPenetration
start="3" end="3"

Mp5SDSMG


M882 FMJ

Params
value
damage
start="20" end="18"
roundsPerSecond
13.3
CriticalChancePercent
start="33" end="25"
ArmorPenetration
start="3" end="2"

+ audibleSoundRadius="2.5": now that's silent

M1152 FMJ
Params
value
damage
start="21" end="18"
roundsPerSecond
13.3
CriticalChancePercent
start="33" end="20"
ArmorPenetration
start="3" end="2"

+ audibleSoundRadius="5.5": double the sound radius for what? 1 extra Dmg?

M1153 JHP
Params
value
damage
start="32" end="26"
roundsPerSecond
11.52
CriticalChancePercent
start="45" end="25"
ArmorPenetration
start="2" end="2"
audibleSoundRadius="2.5"
The obvious winner
DMRs
7.62mm

There are only 1 type of 7mm ammo for each guns at the current point.




MK17 LB


M118LR_MK17LB
Params
value
damage
start="40" end="40"
roundsPerSecond
10
physicsImpactForce
4
ArmorPenetration
start="5" end="5"
only difference between STD/C ver seems to be damage drop. AP&ROF seems identical.




M14EBR


M118LR
Params
value
damage
start="50" end="50"
roundsPerSecond
5
physicsImpactForce
2
ArmorPenetration
start="5" end="5"
Low impact force for a 7.62




M110A1


M118LR
Params
value
damage
start="50" end="50"
roundsPerSecond
5
physicsImpactForce
4
ArmorPenetration
start="5" end="5"
My personal favorite DMR rifle. Decent ACC, good impact, high DMG



MK20SSR

M118LR
Params
value
damage
start="50" end="50"
roundsPerSecond
5
physicsImpactForce
4
ArmorPenetration
start="5" end="5"
Identical Stats to M110A1 Decent ACC, good impact, high DMG, but can't handle close threats.


squad DM rifle

Pro tip, don't use it. I won't even bother listing the stats
MGs
Coming soon.... as I almost never use these :p
Pistols


1911 Pistol

Brownings finest.
45FMJ
Params
value
damage
start="35" end="34"
roundsPerSecond
6
physicsImpactForce
4
ArmorPenetration
start="2" end="2"
not bad at instakilli'n tangos on a pinch but .1 sec slower to pull out then the fastest ones.
If you can take the risk go for it. Mind the low AP though
changeInTime="800"



G22

Do you want more mag size, faster transition, but still want the 1911's fire power?
you greedy bastard.
.40 S&W
Params
value
damage
start="25" end="25"
roundsPerSecond
6
physicsImpactForce
2.8
ArmorPenetration
start="3" end="3"
changeInTime="750" 0.05 sec slower compared to the fastest.
Actually this is kinda hard to recommend.
hollow point 9mm has higher DMG & faster transition, if you choose the right guns.




9mm


same as SMG rounds

M1152 FMJ and M1153 JHP rounds are shared for all handguns at the moment

M1152 FMJ
Params
value
damage
start="21" end="19"
roundsPerSecond
6.2
physicsImpactForce
2
ArmorPenetration
start="4" end="2"


M1153 JHP
Params
value
damage
start="29" end="26"
roundsPerSecond
5.5
physicsImpactForce
2
ArmorPenetration
start="3" end="2"




G19X Pistol


M882 FMJ
Params
value
damage
start="20" end="20"
roundsPerSecond
5.5
physicsImpactForce
2
ArmorPenetration
start="3" end="2"
changeInTime="700" fastest change time in all pistols. If you want a fast backup, this is it




M17/M18 Pistol


basically the same stats for CQC for these two .
M882 FMJ
Params
value
damage
start="20" end="20"
roundsPerSecond
5.5
physicsImpactForce
2
ArmorPenetration
start="3" end="2"
M18 changeInTime="700" fastest change time in all pistols.
Just don't bother M17, its slow to change, and basically has the same stats for CQC




M9 Pistol


M882 FMJ
Params
value
damage
start="20" end="20"
roundsPerSecond
5
physicsImpactForce
2
ArmorPenetration
start="3" end="2"
It's just meh...



M9 SUP Pistol


M882 FMJ SUP
Params
value
damage
start="20" end="20"
roundsPerSecond
6
physicsImpactForce
2
ArmorPenetration
start="4" end="2"

+audibleSoundRadius="7", audibleSoundRadius="3.5" when using subsonic rounds , still 1 louder than Mp5 SD with same rounds but you must use subsonic in order to use this.

++changeInTime="1100" slowest change time in all the sidearms. never use this as a backup. use this to start quiet, change to main, then go boom.

PLZ Tell me if updates changes the stats
I'll try to keep this as relevant as possible,
thumps up will greatly increase my morale .
thx for reading this
14 Comments
Takeshi, made in Mom Feb 9 @ 11:52pm 
Wow welcome back!
Reithan May 22, 2024 @ 1:05pm 
This guide is marked as outdate, but I'm having trouble finding an up-to-date weapons & ammo stats list. Does anyone have one?
HK416NotM416 Jul 4, 2022 @ 5:44pm 
Anything on the M80A1 and Mk262 rounds? Also the MG stats?
Xerxes, the ruler of heros Jan 17, 2022 @ 1:53pm 
its worth pointing out that at the sort of ranges that Door Kickers portrays, the ability for 5.56 to match 7.62 in practical armour pen isnt unreasonable. Yes, in absolute terms, the heavier round keeps its AP better at longer ranges, but 5.56 was basically designed to be as effective at shorter ranges (where most war-fighting actually occurs). Plus, the US army normally uses 5.56 rounds designed for high AP performance (in anticipation of fighting the Russians with body armour as standard, same as the US). Also, their aren't many body armours out their that ARE 5.56 proof that AREN'T also 7.62 proof, so its not unreasonable to simplfy it down to them having basically the same AP ability out to 100yds or whatever the max range in this game is.
Santey Oct 10, 2021 @ 2:15pm 
if possible, make a guide on the characteristics of the weapon (aiming speed, accuracy, crit chance). I'm interested in the graphs, I don't really understand them. :steamthumbsup:
Zido Das Zibro Sep 26, 2021 @ 11:25am 
will there be an update for this awesome guide ? ^^
I Am The Law † Sep 10, 2021 @ 5:41am 
Thank you!
dabiggestchungus Jun 24, 2021 @ 1:53pm 
this is outdated
Lstor Jun 15, 2021 @ 5:33pm 
Haha okay :) I guess most people associate the Luger with Nazi Germany
randomhan  [author] Jun 15, 2021 @ 3:59am 
well the joke wasn't meant to mean anything serious. :(