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Ammo types comparison for newer players

Discussion in 'Access Guide to the Human Sphere' started by n21lv, Jan 6, 2020.

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  1. n21lv

    n21lv SymbioHate

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    I was wondering what were the thresholds for choosing one ammo over another, so I made this spreadsheet to have a visual comparison between some of the more popular anti-armour ammo types: N vs K1, N (Template) vs 1/2 (AP, Breaker) vs K1 and EXP (Template) vs AP+EXP.

    I know you can always run the numbers in the infamous @toadchild's Dice Calc (definitely try it if you didn't know about this tool), but I didn't want to 'run the numbers' for each case when it's easier for me to do it once and remember the thresholds, so I made this more as a visual guide.

    NB: I couldn't directly compare EXP, DA and other multiple-hits-per-die ammo types vs K1, so this will come later (if at all), but think of these as more effective at the moment.
     
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  2. n21lv

    n21lv SymbioHate

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    Quick reference:
    GREEN shows where Blast Mode is better than Hit Mode for weapons that have it.
    YELLOW shows where Hit Mode is better than Blast Mode for weapons that have it.
    RED shows where K1 is better than anything presented in the table (excluding multiple-hits-per-die ammo types)
    BLUE shows where N (and equivalents) is better than K1
    [​IMG]
     
    #2 n21lv, Jan 6, 2020
    Last edited: Jan 7, 2020
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  3. toadchild

    toadchild Premeasure

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    Very nice! For EXP, DA, etc that cause multiple saves, I would suggest showing the odds of inflicting at least one wound. It’s the most meaningful comparison for things like MULTI snipers choosing between DA and AP.
     
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  4. n21lv

    n21lv SymbioHate

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    Thank you, that's actually a very good suggestion!
     
  5. pedrogzc

    pedrogzc Well-Known Member

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    Everyone knows that Multi Snipers only bring DA clips... They forgot to add AP ones :)

    Jokes aside, hardly remember the last time I used ap shots with multi sniper. Perhaps the only time I faced a Jotum and had to shoot him and was in cover.

    Enviado desde mi Mi A1 mediante Tapatalk
     
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  6. Mahtamori

    Mahtamori Well-Known Member

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    Yeah... DA also has the added benefit of occasionally being able to puncture the use of Dogged or NWI. I'd rate ammo by their ability to put enemy pieces into null state directly higher than being able to cause a wound, unless a wound is all it takes to put the model in null state.
     
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  7. toadchild

    toadchild Premeasure

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    My memory of doing this math in the past is that DA is better than AP until you’re targeting an ARM 8 TAG that’s in cover.
     
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  8. n21lv

    n21lv SymbioHate

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    I'm slowly putting more and more stuff in the table, and it's getting interesting. T2 seems to be a decent option for lightly armoured targets (ARM<4).
    upload_2020-1-7_23-22-49.png
     
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  9. n21lv

    n21lv SymbioHate

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    Done with the second table (comparison of the multiple-saves-per-hit causing ammo). Overall, it seems that DA/Viral is almost always better than AP/Breaker, except for really fringe cases (ARM/BTS 8+ in cover). Hope someone finds this useful :)

    P.S. If you want to see the whole spreadsheet, link is in the original post.
    upload_2020-1-11_22-28-5.png
     
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