AP/ DMG values by ammo types of all guns (Being Updated)
(117 ratings)
Mar 14, 2021 @ 7:45pm8,885135
Gameplay BasicsModding or ConfigurationWeaponsEnglish
Rifles
New and Updated.(Finally!) Use this list as a compliment
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"
M4


audibleSoundRadius="100"
MK18


audibleSoundRadius="100"

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

MK17STD

audibleSoundRadius="100"
MK17CQC

audibleSoundRadius="50"
7.62 seems to have the same AP as 5.56mm. This seems to be out of balance (IMO)
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"
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"
M14EBR
M118LR
Params
value
damage
start="50" end="50"
roundsPerSecond
5
physicsImpactForce
2
ArmorPenetration
start="5" end="5"
M110A1
M118LR
Params
value
damage
start="50" end="50"
roundsPerSecond
5
physicsImpactForce
4
ArmorPenetration
start="5" end="5"
MK20SSR
M118LR
Params
value
damage
start="50" end="50"
roundsPerSecond
5
physicsImpactForce
4
ArmorPenetration
start="5" end="5"
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"
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"
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"
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"
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"
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
thumps up will greatly increase my morale .
thx for reading this