RimWorld

RimWorld

Combat Extended [1.3]
Grimwulf Oct 3, 2022 @ 5:55am
What are the use cases of AP-I and Sabot ammo?
I feel like HE is just better at everything, unless you're facing something extreme like masterwork power armor in perfect condition. In this case HE will do nothing, but you prob shouldn't engage this with small arms to begin with.

Sabot feels very niche, but at least I can imagine a scenario where you go on full scale war with the Empire faction, invading their bases, etc.

AP-I I don't get at all. It has *slightly* more armor penetration compared to HE and inflicts a tiny bit of burn damage at the cost of, well, damage. It doesn't ignite targets or anything, it's just burns. Why would I want to inflict burn damage? To stack pain? I can make someone's leg hurt really bad with AP-I, but I can also shoot it off completely with HE. It's not like there are enemies in vanilla who are especially vulnerable to burn damage, AFAIK. Not even the megaspiders.

From what I've seen, high enough HE caliber works for anything in the game. Centipedes, megaspiders, any kind of armor short of top quality high tech ones. It shreds buildings and turrets like no other type of ammo.

Am I missing somethings?
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Showing 1-4 of 4 comments
Teneksi Oct 12, 2022 @ 3:40pm 
I'm early enough in the game to where I don't have a ton of options, but for 5.56x45mm and 7.62x51mm, the AP-I rounds have double the armor penetration over HE

For armor piercing, HE matches FMJ. I had HE and FMJ (and too few rifles) when half my population was squashed by mechanoid pikemen. The extra damage doesn't do a whole lot if it keeps getting deflected.

Now that I have a larger array of bog standard rifles, AP-I punches through them and burns the internals. I don't usually use it otherwise, but it's on hand for when mechanoids show up. These are for the rare cases of heavy armor, rather than an alternative all-rounder.
Limp Dick McGee Oct 16, 2022 @ 12:25pm 
Simple, the key phrase in your statement is "high enough HE calibre".

AP-I is simply more versatile than AP-HE if you don't have the calibre to take out mechanoids (which is more than possible if you want sidearms or on colonists who aren't equipped for outright combat and you want to maintain their workspeed whilst still giving them *something* to defend themselves with if they get caught out) without sacrificing damage more by going down to AP. Essentially, it has the damage of HP and the penetration of AP. Not to mention, Prometheum is a far easier resource to manufacture than FSX and if you're building a lot of explosives, you could already be straining your supplies of the latter.

Sabot I've only seen use with on one submod (a Halo weapons mod) which makes a form of Sabot ammo available for its shotgun, letting the thing use buck at 11 piercing which is a godsend because I love shotguns. I rarely find AP-I lacking in terms of penetration
=(e)= Lemonater47 Oct 28, 2022 @ 12:13am 
Sabot for basically all weapons is basically useless. Unless you're taking some SMGs against mechanoids.

AP-I is useful against everything. AP-I is far more likely to penetrate mechanoids and the burns damage internal components. Against people the burns cause pain which downs people without killing them. Burns don't bleed like exploded organs do.

For capturing people it's AP-I over HE.
Limp Dick McGee Feb 28, 2023 @ 9:10am 
Originally posted by =(e)= Lemonater47:
For capturing people it's AP-I over HE.
For capturing people, EMP ammo has its niche as well, since electrical burns are a thing and cause very intense pain without doing much lasting damage.
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