The impact force is very confusing, because the impact force of weapons (shockballs) that can knock people away is not high. Then, in terms of penetration, the penetration power of different weapons when dealing with all armored soldiers is very obvious.
Instructions on Weapon Penetration
1. The armor of all armored soldiers is not invincible. The armored parts are greatly reduced in damage, but rifle-level weapons sound like they will still die in the end. This is actually quite similar to the effect of players wearing combat suits.
2. The rifle requires nearly 8 rounds to fly the armored soldier helmet, and the shotgun level is completely hopeless. A general sniper rifle can be knocked away with two rounds.
3. I believe many people already know that the armor of an armored soldier can be blown away, but he will not die, and he can easily subdue him at this time.
4. Sniper rifles and shotguns can knock down the armored soldiers themselves, while .50 large snipers only require two shots to hit the body, and everyone can calculate the amount of health.
5. The helmet of the corpse cannot be knocked away.
Weapon modification
Then there is about gun modification. Let's talk about some things that you may not have noticed. It is a pity that this generation only uses anesthesia guns. The motion capture and details of various guns are very beautiful. If you have nothing to do, you can drive the first person to aim and see the reloading and enjoy it.
1. Gun barrel accessories, this is an accessory with a lot of choices. Maybe many people directly choose the one with the highest attributes or the one with the most functions, but I think there is also a key attribute that cannot be seen, which is called "length".
This is the closest distance we can lift the gun with a pistol.
This is the limit distance when the .50 is installed with the silencer, and the gun cannot be lifted. (You can lift a gun without installing a silencer)
This is the closest distance to the gun that can be lifted after installing a silencer.
You can recall that there are several games in history that have made gun length practical. What is the most intuitive and obvious gap between submachine guns, pistols and rifles, and why do so many weapons need to exist at the same time? However, this is also an old feature of the alloy series. In MGSOL at that time, gun length became an important winning factor.
The close-killing connection, the CQC is the strongest, then the pistol and the short-barrel shotgun, then the charge, as for the other guns? They can't lift them at all. Do you often cannot hold up the gun in your hand when fighting in a narrow room and stairwell? This is what I want to say, the importance of replacing the barrel in the gun change system.
Generally speaking, it is recommended to use a short barrel, even a sniper rifle, because you won't encounter much long-range exchange of fire, and the benefits of a short barrel are endless. In FOB battles, the defense must take all the silencers and pay attention to using short-barrel weapons on the stairs to avoid missing opportunities.
In addition to the general short barrel, there are also very short barrels, which are also great, but they cannot be hung from the pendant other than shotguns and grips.
Weapon upgrade recommendations and usage skills
1. The pistol and the submachine gun can be equipped with a combination of flashlight + laser. This pendant must be installed in the flashlight position. Although it can also be installed in the infrared position, it will cause you to not turn on the flashlight. It is estimated to be a bug.
2. The rifle I recommend most is the G44, the rear gun on the warhead. One of the reasons is that the gun is lifted at an ideal distance. In addition, since the magazine is in the rear position, no matter what pendant is placed, it will not affect the replacement of the magazine type. And it has two options - 40 round long magazines or 30 round double magazines.
Talk about this double magazine. If you don’t finish the bullet and then load it, then the secondary magazine will not be useful. Your loading time is the same as normal. But if you finish triggering the loading, you will observe a quick switchover action, and then you can maintain firepower immediately.
3. M4 (AMS4) with ultra-short barrel and 100 rounds of double-roll drum can COS Patriot
4. Bolt-action weapon (pull the bolt after shooting) After shooting, you can manually pull the bolt after pressing and shooting, saving time. If you don’t pull the bolt, you will change the weapon. You have to pull it when you cut it back.
5. The revolver weapon bullets are not exhausted. When loading, cut them into first person and aim them to see that the boss is bullets on them one by one.
6. The safety distance setting of grenades exists.
7. When the bullet is found, attacking the object with a weapon of destruction can cause it to lose balance and give you time to win CQC.
8. Silence.50 can destroy everything, and it is also a weapon that can be oneshot and twokills
9. If the FOB guards use the most advanced non-killing equipment, they will wear gas masks.
10. Important!!! Cheat dogs with blood locks can be dealt with by throwing sea, recycling, infinite grenades and other methods!
As for the supplementary impact of weapons, if you are talking about the shock wave effect, it would be right. For example, weapons such as RPG have the highest impact power, followed by grenades and low gun bullets. That is to say, this is the damage range attribute