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Special ammo types - results by numbers are in!

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Mrs. Buzz
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#31

Posted 13 July 2017 - 11:06 AM

TL;DR (for now, will come back this evening after dinner :colgate: ), anyway:

 

 

<big snip>

Overall, here's my recommendations for weapons and ammo types :-

 

Pistol Mk.2 = Hollow Point rounds 

SMG Mk.2 = FMJ rounds

Assault Rifle Mk.2 = Armour Piercing rounds

Carbine Rifle Mk.2 = Standard ammunition

Combat MG Mk.2 = Incendiary rounds or standard ammunition

Heavy Sniper Mk.2 = Explosive rounds. 

 

^^ thank you very much for that :) :^:

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#32

Posted 13 July 2017 - 11:10 AM

FMJ rounds shred thru any windows. I have them on my AK and use them often.
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HKM87
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#33

Posted 13 July 2017 - 11:46 AM

So you need 2 shots of explosive ammo to take down the chopper in survival?

Bummer, should be just one.

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#34

Posted 13 July 2017 - 11:49 AM Edited by Gridl0k, 13 July 2017 - 11:49 AM.

Bummer, should be just one.

 

Tail rotor or engine ;)

 

edit - the choppers I blew up in one shot to the engine were unoccupied, so maybe just tail rotor.

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pie4july
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#35

Posted 13 July 2017 - 11:50 AM

Gaffa,

As a scientist, I always appreciate seeing methodical testing. Your tests sound like they were set up well with little chance for human error. Wonderful job, and everything was perfectly well written. Thank you for sharing your results with the community. I may change up some of my ammo types based on your results and recommendations.
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#36

Posted 13 July 2017 - 12:08 PM

Many thanks for putting this together. I will definitely be using this information. That is, when I finally unlock it all.
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Pedinhuh
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#37

Posted 13 July 2017 - 01:06 PM Edited by Pedinhuh, 13 July 2017 - 01:10 PM.

I always thought FMJ rounds shreds through vehicle's health regardless of them being armored or not.

I use it as a last ditch defense against NPC helicopters when I'm out of missiles and explosive bullets and I though it's quite effective.

Maybe should give it normal mk2 ammo then?

EDIT: they DO shreds through vehicles health regardless of armor. I just misread it.
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Gaffa™
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#38

Posted 13 July 2017 - 02:21 PM

Thanks, at least all the information is legible - I had nightmares of it being a mindf*ck. ;)

 

Yeah depending on your play style, this could be more helpful to some than others. If you were using explosive rounds on the Heavy Sniper Mk.2, I'd suggest you ONLY use those rounds for vehicles including aircraft, because for players and NPC enemies, it's a bit of an expensive waste. The 230 DPR of standard ammo combined with an 8 round extended magazine is far better for taking out personnel - as long as you can get your shots on target. 

 

I did actually start out using the FMJs with the Combat MG Mk.2 for vehicle shredding power, but then that was always my go-to weapon for dealing with enemies. Even though I've got the FMJ's on the SMG Mk.2, that's only really used for armoured vehicle windows from the likes of Business Resupply missions or when they're driving APCs or Police Transporters, etc. 

 

Explosive rounds should probably be available for the Pistol Mk.2, I'd have just given them a limited range (the usual 120 metres) and half the damage of the other explosive rounds on the Heavy Sniper Mk.2.

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Gridl0k
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#39

Posted 13 July 2017 - 02:34 PM Edited by Gridl0k, 13 July 2017 - 02:35 PM.

So

 

Combat MG + AP ammo for use on players

Carbine with standard ammo for missions/general use

AK with incendiary for sh*ts n ggls

SMG with FMJ for any BP vehicle that might turn up

 

Seem fair? The pistol is a waste of time AFAICT. It should have had "taser" rounds. And the sniper goes boom, of course.

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#40

Posted 02 August 2017 - 04:52 AM

Updated with explosive information for the Insurgent Pick-Up Custom and Technical Custom. 

 

Also added "Sticky Bomb vs Vehicles" section to the table with the relevant numbers. So this should give people an idea of what weapon is best to use for their targets. Quite interesting that the Police Riot will survive 9 sticky bombs, but is generally useless against other types of explosive. So for example, it might be better to stop your vehicle, get out and take aim with the RPG for that vehicle, whereas if you're being chased by an APC, it would be ideal to use sticky bombs. 

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#41

Posted 20 September 2017 - 02:06 AM

Let's say a particular player very much sucks at PvP, gets owned in freemode a lot, when faced with another player on foot.

Which weapon/ammo combination would be suggested to help this player out?

Asking for a friend.
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Rafae
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#42

Posted 20 September 2017 - 02:15 AM

Let's say a particular player very much sucks at PvP, gets owned in freemode a lot, when faced with another player on foot.

Which weapon/ammo combination would be suggested to help this player out?

Asking for a friend.


Combat MG MKII with an extended mag.

Even without the special ammo types this thing is a BEAST after the MKII upgrade. The special ammo is too limited anyway but if I had to suggest one I'd say the Armor Piercing Rounds.
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#43

Posted 20 September 2017 - 02:18 AM Edited by Mach1bud, 20 September 2017 - 02:18 AM.

Let's say a particular player very much sucks at PvP, gets owned in freemode a lot, when faced with another player on foot.

Which weapon/ammo combination would be suggested to help this player out?

Asking for a friend.

Combat MG MKII with an extended mag.

Even without the special ammo types this thing is a BEAST after the MKII upgrade. The special ammo is too limited anyway but if I had to suggest one I'd say the Armor Piercing Rounds.
Based on his limited encounters with other people, I'd say AP would be the best choice. Doesn't need much ammo.
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Gaffa™
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#44

Posted 20 September 2017 - 02:18 AM

To be fair, most of the standard ammo types are generally decent enough (so I'd probably go with the Combat MG Mk.2) and with the limitations on the "Gucci" magazine types, often they're not even worth it. 

 

Otherwise, I've had a lot of success with Hollow Points with respawning players (as they often don't re-equip armour) on the SMG Mk.2 bringing it's damage up to the same sort of level as the Combat MG Mk.2, with the added advantage of it being usable on motorcycles. 

 

If he gets close up, then the Assault Shotgun would be best, and rushing people with the Mini-SMG hoping it's insane rate of fire scores you a headshot can also be fun. A lot of the time, it's trial and error though - what works best for you, may not work best for me - kind of thing. 

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Rafae
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#45

Posted 20 September 2017 - 02:20 AM

^ Pretty much. Even without the MKII upgrade the Combat MG was always a monster but after it oh my god. FMJ rounds you'd wanna keep mainly for vehicles but since you said "players" AP rounds are what you want here.
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-RP-
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#46

Posted 20 September 2017 - 03:08 AM Edited by -RP-, 20 September 2017 - 03:09 AM.

So basically like all stat bars in this game, when they show damage bar increasing with these dif ammo types, its all bs?  R* logic


sudon't
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#47

Posted 21 October 2017 - 04:50 PM

Nice work! I love science. The only thing missing, (unless I missed it), is the AA Trailer. I believe the AA Trailer’s Flak guns are the most powerful weapon in the game, taking out a MOC in two shots, (the Remote Sniper, of course, is not available outside its mission).

Very glad you were able to spell out the differences between the new Mk II ammo, as the damage bar shows them all as being equal. Now, if only R* would fix it so that we could change magazines in the field, instead of having to call up and run to your MOC, we’d be able to put them to their respective uses.

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#48

Posted 21 October 2017 - 04:53 PM Edited by Gaffa™, 21 October 2017 - 04:53 PM.

Nice work! I love science. The only thing missing, (unless I missed it), is the AA Trailer. I believe the AA Trailer’s Flak guns are the most powerful weapon in the game, taking out a MOC in two shots, (the Remote Sniper, of course, is not available outside its mission).

Very glad you were able to spell out the differences between the new Mk II ammo, as the damage bar shows them all as being equal. Now, if only R* would fix it so that we could change magazines in the field, instead of having to call up and run to your MOC, we’d be able to put them to their respective uses.

 

Thanks, and you caught me out... I've been working on a completely separate spreadsheet with all the explosive ammo info in - and indeed - the Dual 20mm Flak Cannons are the most powerful weapon system in the game. That's nearly complete now, so hopefully I'll have a link up for that in a weeks time or so. 

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gtafan26
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#49

Posted 21 October 2017 - 06:29 PM

I am slowly going back to normal ammo for everything but the explosive ammo

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#50

Posted 21 October 2017 - 06:34 PM

I am slowly going back to normal ammo for everything but the explosive ammo

 

I agree. 

I've set the Combat MG Mk.2 up with FMJ again and she'll stay like that. All the others are mostly tosh though. If you're a bike guy, the SMG with Hollow Points may be up for consideration, but not really. 


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#51

Posted 21 October 2017 - 06:43 PM

I've kept my CMG MKII with normal ammo as it's too much of a beast after the upgrade even without special ammo to have limited bullets capacity.

Put FMJ rounds on the Carbine, Incendiary on the AK and Explosive for the Heavy Sniper. Don't think I've refilled any of the three in forever it's just too much of a hassle.
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#52

Posted 21 October 2017 - 07:18 PM

I am slowly going back to normal ammo for everything but the explosive ammo

I like to keep the Assault Rifle filled with Incendiary rounds, just for the lulz factor. Otherwise, I rarely use it. I, too, went back to normal ammo for the Carbine and Combat MG. It’s way more useful to have a large magazine and all-but-unlimited ammo than to have a very limited amount of fancy ammo. It’s kinda crazy that you have to go back to your MOC every twenty minutes in the middle of a fire-fight.

I tried going back to normal ammo with the Heavy Sniper. I hate using exploders unless I have to, but since we can’t switch ammo in the field, and you need the exploders to deal with jets, I ended up going back to it. I would be very happy if we could upgrade the regular Sniper Rifle. Incidentally, while it takes two exploders to blow up a jet, if you can manage to hit the wing, it’ll blow the wing off. It won’t necessarily kill the pilot, but it does put the jet out of commission.

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taken250
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#53

Posted 27 December 2017 - 04:00 PM

I am slowly going back to normal ammo for everything but the explosive ammo

 
I agree. 

I've set the Combat MG Mk.2 up with FMJ again and she'll stay like that. All the others are mostly tosh though. If you're a bike guy, the SMG with Hollow Points may be up for consideration, but not really. 

Hey Gaffa did you ever test the effectiveness of Fmj on the Sniper Rifle?

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#54

Posted 27 December 2017 - 11:51 PM

Hey Gaffa did you ever test the effectiveness of Fmj on the Sniper Rifle?

 

 

Should be in the spreadsheet. 

 

KerlByB.jpg

 

Haven't tested anything since The Doomsday Heist. 


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#55

Posted 28 December 2017 - 12:21 AM

I would be very interested in the numbers for the new weapons plus the updated numbers for the Heavy sniper mk2 explosive rounds.
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#56

Posted 28 December 2017 - 01:07 AM

Hey Gaffa did you ever test the effectiveness of Fmj on the Sniper Rifle?
 

 
Should be in the spreadsheet. 
 
KerlByB.jpg
 
Haven't tested anything since The Doomsday Heist. 

Thanks bro. There were people telling me dat fmj on the sniper us better for deatroying vehicles then explosive

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#57

Posted 28 December 2017 - 02:55 AM

 
KerlByB.jpg


So, FMJ rounds can be a cheaper substitute of Explosive Rounds for the Heavy Sniper MKII against jets?

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#58

Posted 31 December 2017 - 06:29 PM

So are those numbers the updated numbers after the Doomsday explosive round nerf  / FMJ buff?


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#59

Posted 31 December 2017 - 06:34 PM Edited by Gaffa™, 31 December 2017 - 06:35 PM.

So are those numbers the updated numbers after the Doomsday explosive round nerf  / FMJ buff?

 

Yeah I still need to do some testing, this time of year has had me wired. 

 

I'm also going to completely re-do the spreadsheet with accurate numbers from GTA Online. That's because players (that have 328 health as an example) will actually die when they get to 100 health or less. Furthermore, if the game files say the Carbine Rifle does 32 damage per round, in GTA Online it's different (probably to go with the fact players die at <100), so I'll be getting the numbers for all that too. 

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