From the gun guides Ace has done, there are guns which if they deal even 1 more point of damage it takes 1-less shot to kill. Incendiary would need a downside. Frangible would be run by a lot of people just to annoy and frustrate other people causing the others to play worse. LMG and maybe Snipers would run AP just to melt things through walls. This will be especially bad when Shipment returns. Over pressured would be ran by everyone who didn't want to exploit the above to not worry about Snipers as much. Without these downsides there would be no reason to not use these... given your other 4 attachments slots will have negatives.
Their stats are based off the real-world drawbacks of using these ammo types. Regular bullets are pretty optimised for killing, so they are best in most situations. I'm glad they kept things this way and didn't introduce a meta where everyone is running around with incendiary ammo. I personally run Hollow Point on almost every gun and it's working great
This is why I wish we had actual stats in game, I just assumed most of the ammo types were terrible since it's impossible to tell how much it's affecting the weapons
Roblox's phantom forces has the best stats possibly in shooters history, it's too detailed like how many studs of penetration does the weapon have has or maximum spread ex. It's a must try if you love cod Edit: also the don't think that much about the visuals, it is made focusing mainly on game play not visuals and graphics
@@thefearlesscentaur2008 Indeed i only played vanguard at a friend and was really solid at the game! Now i have my new build at home i can finally play newer games again and this is really missing for me to tbh in mw2! Actually this the first COD i even own myself lol
Couldn't agree more. I cringe everytime I see a thumbnail on RUclips with the creator looking shocked, covering his mouth and declaring a weapon is broken 🥴
Doesn't expand the Signal's ohk region as far as I can tell. States it gives more range but also gets rid of bullet penetration like how incendiary does so terrible for collats. Explosion damage is enough to kill in 3 shots tho but its blast radius is abysmal
I don't think you mentioned this, but the incendiary ammo has 2 really weird effects. The incendiary effect itself can't kill. The incendiary effect applies even if you're hitting a riot shield.
@@takuo9779 some riot shielders will throw a knife at you before you can throw a semtex. It's good to know that you can just shoot them right away with incendiary
I swear it feels like I have better accuracy at range when I use HV rounds. Like its much easier to hit a head glitch at 40m with it, almost like better bullet magnetism.
@TokyoFool LOL sounds like ur mad that people have better reflexes than you My ex played cod and hated quickscopers too. Probably because she wasn't good
Seems like High Velocity and AP rounds are gonna be the go to in Ground War. Also, I wonder how the Anti-Armor field upgrade affects these rounds. The AP attachment combined with the Anti-Armor field upgrade could be absolutely lethal against vehicles.
I have High velocity rounds on my lauchman 762 in semi auto with the biggest barrel and the velocity is STILL absolute garbage. I'm leading my shots at like 80 metres ffs.
I think the flinch is actually really good because it’s a stacking effect so the more you hit them the bigger that gap gets. Just shooting them once didn’t really do Justice to what flinch is supposed to do in a gunfight
Yep I've definitely noticed a difference when I use the +p rounds in my pistols. End up winning way more gunfights because their sights are thrown all over the place. Especially with akimbos
Yeah I use the over pressured ammo with the flinch resistance grip and I've been winning firefights a lot more because opponents can't land shots as well.
I generally dont use them in primary because i prefer using other attachments but I like packing them in pistols. I find that the extra flinch helps give a little extra breathing room to kill the target before getting my primary back online
Man, being able to see the actual percentages on these makes a big difference. Without them I was assuming that high velocity rounds would be like a 10% or higher reduction to range, not a measly 2.5%
Wow, I’d been avoiding High Velocity Ammo since I didn’t want a Damage Range loss but that big velocity boost sounds great since the default velocity for stuff like Assault Rifles in this game is lower than MW2019 and Cold War.
I think +P ammo should also deal more flinch based on the caliber of weapon using it. Like, how does 5.56 cause the same flinch as the .338 on the RAAL?
If that is a realism argument, it is flawed. Whatever ammo you get hit with will cause you to "flinch" to say the least. Flinch your way right out of combat, dead or incap, and even if your vest stops it, it is going to feel like someone punched your lungs out. And conversely, if it's not realistic, and an arcade game, then.... Balance it in a way that makes it fair. That's my two cents.
@@pathosfear6290 was more of a logical reasoning argument more then realism. But they do go hand in hand. Regardless, you can still balance it easily enough. One could argue that all guns should have the same "base" flinch level and then you flinch more/less based on the caliber you're hit with
@@deadarashi6462 I feel like that could make certain classes op, like if lmgs and the semiauto marksmen rifles gave more flinch, that would be a big buff they wouldn't need. It also be annoying because it would make flinch very inconsistent. I fight an smg user, very little flinch, then an lmg user, and there's a lot of flinch, and that would be annoying.
Another small downside to all custom ammo is that you lose the ability to pick up ammo from similar weapons of other players. Like 5.56 are everywhere but if you run custom ammo you wont pick it up unless they also have same ammo type.
I couldn't tell you how often I run out of ammo and pick up others guns. Scavenger isn't a perk worth it to me when I can have a munitions box on my field upgrad.
@@TheMushyMonster I used to run Scavenger in the old CoD's when they started making every gun have its own ammo type. I never run scavenger because so many people use guns that use the same ammo that I have
Ive actually noticed through playing that Overpressured rounds do indeed have more damage & its not just for flinch. I usually use high velocity for the sake of accuracy but Overpressured rounds have been needed by me many times.
Frangible rounds will probably be useful for Warzone 2, especially against snipers and marksmans, when you don't have one, to keep them from taking shots at you for a while
not only that, but lets say you're using best in class RPK with the 3.5 or 4x on it. so you got some range, even controlling the recoil aiming at the chest you may get a leg shot in there which holds em up + the no healing for 10 seconds. pretty powerful.
If anyone’s reading this I wanna say after playing this game for many hours just use a sight and a grip of your choice. Anything else punishes you I guarantee some people put too many attachments on their gun for no reason and that’s why some do bad. You’ll do better every game and especially run score streaks if you’re struggling for streaks, you’ll get score for almost anything either dead silence or portable radar.
Disagree. Learn what trade offs matter to you for which guns, and make the appropriate choices. For some that’s 5 attachments, for some that’s 3, for some that’s none. Me personally, all of my guns are decked out and tuned to the way I want them and they feel infinitely better than base.
depends on the gun tbh guns like the fennec and the scar are perfect as is for me (in multiplayer), then guns like the icarus id stack with every ads attachment possible
For 6 v 6 maps I've been using armor piercing on every gun that has it as an option. Even without knowing the exact numbers it seemed like a no-brainer compared to the other ammo types. Bullet velocity is pretty much irrelevant on 6 v 6 maps. I've never noticed a difference between fast and slow projectiles since the maps really don't have long enough sightlines for it to matter. So throwing away velocity in exchange for literally any benefit is a good trade on 6 v 6. It makes destroying counter UAV's, harriers, wheelsons, etc. way faster and helps mitigate this game's goofy bullet penetration mechanic where you pretty much can't kill anyone through anything unless you have armor piercing.
@@LegendaryPlank It's been a lot better since the last patch. They fixed a lot of the random shit you couldn't shoot through like railings and plants. I stand by armor piercing as the best 6 v 6 option more so than even before. That said, there are calling card challenges for assists, and frangible ammo is great if you're working on those. A near 10 second hp recovery is tons of time for teammates to finish your target off.
thermite then tbag while they burn behind the shield to scared to pop out ...honestly therms have a lot of use most people wont push through a door that has a sparkler on it or you can smoke an area then toss a therm to see when people walk past it ...and you can put them on cakes
something you never mentioned is the frangible rounds for warzone 2. a 10 second delay to healing in that mode is going to be insane. it will really let you take control of fights in my opinion.
I feel like the armour would negate that effect quite a bit though, since if you've broken their armour you're pretty much already done. Something else to consider is whether or not stim overrides the wounding effect since a lot of people use stims in core modes
The lobbies i've been having are plagued with jumpshotters. Hollow points when people leap around corners really messes them up and I end up winning more of the gunfights than not using hollow point rounds.
I just want to say, thank you for making Quality, and STRAIGHT TO THE POINT videos. I enjoy the efficiency, and not over-dramatic videos like most youtubers. Cheers brother, keep up the good work.
Or maybe AP able to deal damage to the health without having to break the shield first/deal small shield damage is better Seeing your enemies shock in confused as how they can get killed while having full armor
This was the exact video I needed today since I'm currently using a Scar-L. I just unlocked the overpressured +p ammo type and was wondering if adding it to my gun was worth it or not since the base recoil is very good. Now I know that the extra flinch the ammo causes isn't major, so I'll be dropping it from my current build. Thanks as alway!
Yeah when I put the High Velocity rounds and tried to lean even more into high velocity attachments with the STB 556 the gun felt absurdly OP. It's strong up close, mid range and longer range.
Ace you might want to test the overpressured round on a player who is firing, as I noticed the flinch is not completely vertical. It’s also horizontal and often throws me off target despite of I’m using a mouse/keyboard on PC. And one more thing is that the effect of the ammo type seems to be easier to observe in 3rd person mode.
Hey Ace, don’t know if you accounted this in your testing, but the incendiary ammo actually has an unwritten bonus in that whenever fire damage occurs, a player has a significant flinch effect. Haven’t tested it myself, but saw a player switch to it to counter a DMR class and it was highly effective, seemed to play that job better than the flinch ammo.
That is exactly why I like it so much. If you get the first shot on the enemy they are basically screwed because they flinch with every fire damage hit.
High velocity is amazing on snipers and marksman rifles in Ground War. Besides reducing the time it takes to hit your target at long range, it also reduces bullet drop significantly. I use it on all my long range GW classes usually with more velocity increasing attachments and tuning to make snipers and marksman rifles almost hitscan with barely any drop at most ranges.
The tuning aspects, as minor as that difference may make are pretty nice for some of the ammo types. But yeah totally feel the same way about which ammo is worthwhile
How are you so concise and thorough with these videos that I want to keep watching? I have played mw2 maybe like 3 hours but i have watched so many of your vids already. I don't even remember all the best setups. Guess it doesnt matter since i dont have anything unlocked. Cheers
I like using the frangible ammo on handguns. More often than not when i pull out the sidearm i end up dead anyway, so the increased time to heal can end up helping a teammate if i manage to score a hit before i'm killed.
I had been using High Velocity and Armor Piercing on my guns but I was concerned about the downsides. Judging from this they’re mostly negligible, which is a huge relief. Great analysis as always.
This vid was amazing! Just curious, will you be covering 'special' ammo types like snakeshot on the Magnum, explosive rounds on the .50 and shotties, or dragon's breath?
I feel like the 2:20 sentence "If anything, you kinda lose a little bit of raw killing potential." basically summarizes all of these. I wonder if we'll see any of the good players like Handler, Nemsk and Jolt using any of these in any builds. I kinda doubt they will.
I appreciate the section on the SP-R bros! at least the idea I had of using +P to help in those situations wasn't off even if my expectation wasn't near reality. Quick question: is there a difference with flinch depending on the optic choice (i.e. target using a red dot or an optic with magnification would see more flinch than one using iron sights)?
it would most likely be naturally worse for those who are using any magnification. its like when you zoom in pretty far using a phone camera and bump it slightly. Hopefully you get a response from someone who can properly test.
@@bruhgetbooped that part makes sense but I wonder if the different optic options have more or less resistance to flinch since you can tune optics to favor flinch or ADS and iron sights have the "most resistance to flinch". (outside the visual impact) background: I was using +P in the m16, ran into someone with an SP-R, I got first shot but got beamed in the head anyway. kill cam made it look like the additional flinch didn't do much of anything to knock their aim off. I know the kill cam isn't 1-1 to what the other player may have experienced but still. what i noticed is they had iron sights so the question.
I did some testing of my own on the armor piercing specifically against uavs with multiple weapons. It usually would only decrease shots to kill by 2-4 bullets, def bot a 40% increase there. On the signal .50 atleast there is little to no increased damage on uav. Would also like to point out you labeled the MCPR-300 as the Victus. Victus isnt out yet.
Crippling sprint ammo also works when you hip fire with SMG, as some of your bullets might hit the legs as you spray. It's worked against knife players coming at me, slowing them down right before they get to me.
Will you be testing the tuning? E.g. if you can tune the high velocity or frangible rounds to have no decrease to range (or even a boost) that seems pretty insane.
I think the bleeding ammo (I think it was frangible) might help you more in a 1v1 sniper fight by giving you nearly 5 more seconds to heal and reposition in a situation where you're trading shots at long distance. Thoughts?
Ammo types in video games is one of the reasons I loved FNV so much. Btw +P is high pressure. The cartridge is loaded with more powder, and as the name states this increases the pressure inside the weapon, pushing that round harder and faster providing an increase in dmg and velocity.
I think ammo types should be a part of the mag option as a sub menu. Definitely not as it's own menu. Would be nice to be able to choose a mag then an ammo type, that way it clears a slot for another attachment. Makes more sense that way, no?
I've been abusing the armor rounds. That extra damage before an enemy pops out is MASSIVE against mega aggressive players. On a smg within a building with the rounds was surprisingly solid vs campers, and the high velocity rounds on a scar/rpk/m13 felt like cheese.
I remember running frangibles IRL when they hit the market. They don't penetrate because frangibles were invented (like the early blue glass 9mm bullets) to AVOID penetrating anything but the midnight creeper or mid-flight airplane borrower without killing the mailman downtown and bothering ppl that have a phobia of things that can kill them while flossing. Their rep for more nasty wounds is cause they make patients instead of the usual bodies. Great vid, I appreciate ur work and it seems IRL and in game they stayed true.
The Hollow Points tho, are silly in game. Theyre not favored by soldier and hunters because they frag into grenade-like shrapnel tornadoes, but because they bananna peel back to a lead core faster, hydrostatically shocking and poleaxing when all that energy goes into the gopher before he get's his flat herbivorous teeth into your unsuspecting family. The massive wounds attributed to AR's are no different than any high-velocity round. Worst possible choice for armored players. I'd like to see slap rounds but +p armor penetrating bullets in game are the only best choice.
Thanks for taking the time to explain these things. The game does a TERRIBLE job of explaining these things properly in the descriptions. I would also love for them to add the percentage numbers on the pros and cons rather that just saying it's a plus or minus as I want to know how much of a plus or minus (pro or con) the attachment or ammo makes. I hate the little red or green pixels added to the stats rather than numbers.
I’ve never been able to shoot enemies through any surface on any call of duty. The game definitely behaves differently for different people. I’ve always been screwed over with damage dealt and received and bullet penetration. I can’t even shoot someone with an LMG through a chain link fence where I can blatantly see them right there on my reticle. However I can be killed by an SMG through a solid brick wall (on all CODs by any player running any ammo type). That’s just the way it is for some people I guess.
Armour Piercing bullets on LMG's turns everything into dust. It's lower you bullet velocity, but if you add right silencer (i think Polarfire), it will turn you LMG into doomsday weapon.
1:57 I mean that does make sense frangible rounds are designed to avoid over penetration so the idea that they penetrate anything at all is kind of ridiculous but at the same time blindly spraying through a wall is basically a religion in Call of Duty
I lowkey use the Overpressure bullets for the slight vertical recoil. It might be in my head but I’ve been getting more headshots with it then my guns without them
Hot take from this video are only 2 ammo types worth using, then being the armor piercing and high velocity ammo types the AP for vehicles when not running a launcher as my side and when using snipes or marksman for longer range encounters put on some HV ammo got it!
Given that it only hurts your range by 2.5% I would imagine the benefit of tuning it would be almost nothing. 2.5% likely isn't noticeable to begin with.
Happened upon the armor piercing while ranking up and had slots with nothing else to use and found it significantly seemed to help my game play and performance. Thanks for the detailed look at this especially since there are many choices and the descriptions provided are really inadequate to make an informed decision.
I'm constantly getting random headshots and upper torso one hit deaths against BRs and snipers. So I used Overpressured on everything to combat it and, since I usually hit the first shot, it's made a huge difference in my results.
TLDR High velocity - long range Overpressured +P - good against quick scopers not recommended for wide use Armour piercing - best one for casual gameplay penetrates through thin walls such as wood, plastic and sheet metal. Others are not suggested to be used
I mainly play DMZ... and in the light of that: ammo peircing makes killing unarmored bots harder. and before you think what kind of person cares about an unarmored bot. well if you actually play DMZ you'll know. but what i deducted from this video is i should be using the Hollow point on my sniper rifles so targets can't flee from me. i'll be using Oveeerpressured on an anti-sniper stashed gun. and i'm gonna use incendiary in building 21. and other than that on my normal Al mazrah primary weapon i'll be using high velocity ammo.
When it comes to ammo types in MWII, I’d either use overpressured rounds to challenge people who use snipers/marksman rifles or high velocity rounds when going for long shots to unlock platinum which I haven’t done yet. Those are my go-to depending on the build I go for.
Probably worth noting, weapon tuning on ammo allows you to adjust damage range, and maxing out damage range seems to make the red bar on "damage" go away entirely (or at least so close it's invisible). It might be possible that the small damage range downside of High Velocity can be negated entirely with tuning, would be neat to see this tested.
The fact that XA is giving us the stats of the guns and the developers didn’t even bother to put some numbers in the game is ridiculous! Love your videos XA ❤❤ Keep the great work!
Some of these ammo types really do not warrant having a downside with how situational they are. Using them as 1 of your 5 attachments IS the downside
Exactly. I hate the attachment balancing in this game.
From the gun guides Ace has done, there are guns which if they deal even 1 more point of damage it takes 1-less shot to kill. Incendiary would need a downside.
Frangible would be run by a lot of people just to annoy and frustrate other people causing the others to play worse.
LMG and maybe Snipers would run AP just to melt things through walls. This will be especially bad when Shipment returns.
Over pressured would be ran by everyone who didn't want to exploit the above to not worry about Snipers as much.
Without these downsides there would be no reason to not use these... given your other 4 attachments slots will have negatives.
Their stats are based off the real-world drawbacks of using these ammo types. Regular bullets are pretty optimised for killing, so they are best in most situations. I'm glad they kept things this way and didn't introduce a meta where everyone is running around with incendiary ammo.
I personally run Hollow Point on almost every gun and it's working great
@@KekusMagnus very loosely based
Ehh not really, a lot of guns are already pretty good stock like the fennec, fss hurricane, etc
This is why I wish we had actual stats in game, I just assumed most of the ammo types were terrible since it's impossible to tell how much it's affecting the weapons
Roblox's phantom forces has the best stats possibly in shooters history, it's too detailed like how many studs of penetration does the weapon have has or maximum spread ex. It's a must try if you love cod
Edit: also the don't think that much about the visuals, it is made focusing mainly on game play not visuals and graphics
@@malekhekal4238 Glad to see some phantom forces appreciation. That game is legitimately good and fun
Like in Vanguard? Because seeing your stats made your gun feel personal and it made me feel like I know it's ACTUALLY doing what I want it to do...
@@thefearlesscentaur2008 I really liked the stats page in Vanguard. COD needs that as an option for players who care about it
@@thefearlesscentaur2008 Indeed i only played vanguard at a friend and was really solid at the game! Now i have my new build at home i can finally play newer games again and this is really missing for me to tbh in mw2! Actually this the first COD i even own myself lol
Of all the mw2 coverage, Ace has got the most informative and clean videos. I hate all the loud in your face content that you see else where
BUT DIDNT YOU KNOW ABOUT THIS OP WEAPON 🤡🤡🤡
Couldn't agree more. I cringe everytime I see a thumbnail on RUclips with the creator looking shocked, covering his mouth and declaring a weapon is broken 🥴
"max damage, max range, no recoil" content 🤡
Ike JGOD who yells at you the entire video
It's always been that way, been years now 😎
What about explosive ammo? 🤔
Exactly! In reality I’m pretty sure it’s just a better incendiary
A wild merk has been spotted
😡
Doesn't expand the Signal's ohk region as far as I can tell. States it gives more range but also gets rid of bullet penetration like how incendiary does so terrible for collats. Explosion damage is enough to kill in 3 shots tho but its blast radius is abysmal
I'd guess it's explosive
I don't think you mentioned this, but the incendiary ammo has 2 really weird effects.
The incendiary effect itself can't kill.
The incendiary effect applies even if you're hitting a riot shield.
so incendiary can be used as riot shield counter?
@@ch3ckm8 that plus semtex lol
@@ch3ckm8 I've died many times to someone hitting me with an Incendiary Lockwood while holding a Riotshield, so definite yes lol
@@ItsTekTV good to know.
@@takuo9779 some riot shielders will throw a knife at you before you can throw a semtex. It's good to know that you can just shoot them right away with incendiary
I really like the high velocity with the ARs because you can challenge people across the map easily
You can do that without the Hv rounds too lol
@@GunmanNeek true but it doesn’t hurt to have more bv
I've never felt like I'm at a disadvantage with an ar due to bullet velocity on any 6v6 map.
@@jridenour31 what gun were you using with the high velocity ammo btw?
I swear it feels like I have better accuracy at range when I use HV rounds. Like its much easier to hit a head glitch at 40m with it, almost like better bullet magnetism.
Very useful. I was grinding for 7.62 incendiary, but what I really needed was High Velocity for Sniper Rifle. Thanks.
Incindiary RIPS if you want to quickscope with spr
@@dirtyramenwater yes but high velocity is better for longer range it depends what ur using the SPR for quick scoping or longer range shooting
@TokyoFool LOL sounds like ur mad that people have better reflexes than you
My ex played cod and hated quickscopers too. Probably because she wasn't good
@@Yea___ Dead men tell no tales.
Seems like High Velocity and AP rounds are gonna be the go to in Ground War. Also, I wonder how the Anti-Armor field upgrade affects these rounds. The AP attachment combined with the Anti-Armor field upgrade could be absolutely lethal against vehicles.
I have High velocity rounds on my lauchman 762 in semi auto with the biggest barrel and the velocity is STILL absolute garbage. I'm leading my shots at like 80 metres ffs.
@@bobfranklin2572 use different gun. Simple
@@peabrain6872 the battle riffle is a terrible battle riffle at battle-riffling..
Nothing wrong with honest game balance critique
No0 only against armor
Or vehicles
Body
So maybe in dmz or warzone 2
You proly can't stack
@@bobfranklin2572 what
I think the flinch is actually really good because it’s a stacking effect so the more you hit them the bigger that gap gets. Just shooting them once didn’t really do Justice to what flinch is supposed to do in a gunfight
Yep I've definitely noticed a difference when I use the +p rounds in my pistols. End up winning way more gunfights because their sights are thrown all over the place. Especially with akimbos
Yeah I use the over pressured ammo with the flinch resistance grip and I've been winning firefights a lot more because opponents can't land shots as well.
I was thinking the same thing.
That dude blitzing you with a high ROF suddenly can't hit you with the extra flinch.
That or the flinch makes them hit your head which kills you.
I generally dont use them in primary because i prefer using other attachments but I like packing them in pistols. I find that the extra flinch helps give a little extra breathing room to kill the target before getting my primary back online
I think these general attatchment videos are way more useful then the class setup builds, since they apply in some form to all weapons in most classes
Man, being able to see the actual percentages on these makes a big difference. Without them I was assuming that high velocity rounds would be like a 10% or higher reduction to range, not a measly 2.5%
Wow, I’d been avoiding High Velocity Ammo since I didn’t want a Damage Range loss but that big velocity boost sounds great since the default velocity for stuff like Assault Rifles in this game is lower than MW2019 and Cold War.
If you are a Warzone player, then high velocity is the way to go.
I mean on 6v6 modes it's not really that useful.
But on warzone/dmz it's the best attachment.
well those are lil boy games welcome to the big leagues
I think +P ammo should also deal more flinch based on the caliber of weapon using it. Like, how does 5.56 cause the same flinch as the .338 on the RAAL?
If that is a realism argument, it is flawed. Whatever ammo you get hit with will cause you to "flinch" to say the least. Flinch your way right out of combat, dead or incap, and even if your vest stops it, it is going to feel like someone punched your lungs out. And conversely, if it's not realistic, and an arcade game, then.... Balance it in a way that makes it fair. That's my two cents.
@@pathosfear6290 was more of a logical reasoning argument more then realism. But they do go hand in hand.
Regardless, you can still balance it easily enough. One could argue that all guns should have the same "base" flinch level and then you flinch more/less based on the caliber you're hit with
True, I just think they should remove flinch in general but 🤷♂️
There really should be zero flinch, I don't care
@@deadarashi6462 I feel like that could make certain classes op, like if lmgs and the semiauto marksmen rifles gave more flinch, that would be a big buff they wouldn't need. It also be annoying because it would make flinch very inconsistent. I fight an smg user, very little flinch, then an lmg user, and there's a lot of flinch, and that would be annoying.
Another small downside to all custom ammo is that you lose the ability to pick up ammo from similar weapons of other players. Like 5.56 are everywhere but if you run custom ammo you wont pick it up unless they also have same ammo type.
How offen do you really need more ammo thou
@@gibthegrey2214 when ur going on a nice streak
I couldn't tell you how often I run out of ammo and pick up others guns. Scavenger isn't a perk worth it to me when I can have a munitions box on my field upgrad.
@@dadon0133 How often does that happen when I bet a good chunk of players sweat enough to fill an olympic pool lol
@@TheMushyMonster I used to run Scavenger in the old CoD's when they started making every gun have its own ammo type. I never run scavenger because so many people use guns that use the same ammo that I have
Ive actually noticed through playing that Overpressured rounds do indeed have more damage & its not just for flinch. I usually use high velocity for the sake of accuracy but Overpressured rounds have been needed by me many times.
Frangible rounds will probably be useful for Warzone 2, especially against snipers and marksmans, when you don't have one, to keep them from taking shots at you for a while
not only that, but lets say you're using best in class RPK with the 3.5 or 4x on it. so you got some range, even controlling the recoil aiming at the chest you may get a leg shot in there which holds em up + the no healing for 10 seconds. pretty powerful.
If anyone’s reading this I wanna say after playing this game for many hours just use a sight and a grip of your choice. Anything else punishes you I guarantee some people put too many attachments on their gun for no reason and that’s why some do bad. You’ll do better every game and especially run score streaks if you’re struggling for streaks, you’ll get score for almost anything either dead silence or portable radar.
Disagree. Learn what trade offs matter to you for which guns, and make the appropriate choices. For some that’s 5 attachments, for some that’s 3, for some that’s none. Me personally, all of my guns are decked out and tuned to the way I want them and they feel infinitely better than base.
depends on the gun
tbh guns like the fennec and the scar are perfect as is for me (in multiplayer), then guns like the icarus id stack with every ads attachment possible
theres no such thing as no reason for putting a certain attachment...
For sure some things aren't worth the cons
One of my favourite guns in this game is the EBR and with the high velocity ammo it’s even better, absolute beast
For 6 v 6 maps I've been using armor piercing on every gun that has it as an option. Even without knowing the exact numbers it seemed like a no-brainer compared to the other ammo types. Bullet velocity is pretty much irrelevant on 6 v 6 maps. I've never noticed a difference between fast and slow projectiles since the maps really don't have long enough sightlines for it to matter. So throwing away velocity in exchange for literally any benefit is a good trade on 6 v 6. It makes destroying counter UAV's, harriers, wheelsons, etc. way faster and helps mitigate this game's goofy bullet penetration mechanic where you pretty much can't kill anyone through anything unless you have armor piercing.
I can barely find anything to shoot through in this game, doesn't feel worth using a slot for most of the time.
@@LegendaryPlank It's been a lot better since the last patch. They fixed a lot of the random shit you couldn't shoot through like railings and plants. I stand by armor piercing as the best 6 v 6 option more so than even before.
That said, there are calling card challenges for assists, and frangible ammo is great if you're working on those. A near 10 second hp recovery is tons of time for teammates to finish your target off.
Something that wasn't mentioned, that hollowpoint ammo could really help on games where everyone and their brother is rushing you with riot shields
Apparently the same with incendiary, can apparently go through riot shields?
@@justarandompersoniguess good to know lol
C4 gets people with riot shields changing their class pretty quickly I find no need to waste an attachment
thermite then tbag while they burn behind the shield to scared to pop out ...honestly therms have a lot of use most people wont push through a door that has a sparkler on it or you can smoke an area then toss a therm to see when people walk past it ...and you can put them on cakes
A molotov always does the trick too 😂
Bro the effort you put in making this video is insane. Mad props, was very helpful.
something you never mentioned is the frangible rounds for warzone 2. a 10 second delay to healing in that mode is going to be insane. it will really let you take control of fights in my opinion.
I feel like the armour would negate that effect quite a bit though, since if you've broken their armour you're pretty much already done.
Something else to consider is whether or not stim overrides the wounding effect since a lot of people use stims in core modes
i constantly run stims tho so and many good players i know do too, so we heal instantly anyways
@@tarkovenjoyer7636 spotting scope and throwing knife because who tf needs nades in warzone/dmz
@@justateddybear951 that sounds extremely impractical
@@ifuzegaming if youre poopoo
Thanks for being on top of the things CoD thinks is not important.
Real Game Data with full explanations, it's very much appreciated Ace.
The lobbies i've been having are plagued with jumpshotters. Hollow points when people leap around corners really messes them up and I end up winning more of the gunfights than not using hollow point rounds.
Gotta try them now, hate seeing nothing but SPR users nonstop in my lobbies
@@diehardsleeper2262 Facts people spamming SPR are the most annoying
@@guildwarsnerd123 what is spr?
@@UnityFog 1 shot sniper rifle
There should be no flinch (maybe only snipers) and no hollow point rounds. That's meant for noobs.
I just want to say, thank you for making Quality, and STRAIGHT TO THE POINT videos. I enjoy the efficiency, and not over-dramatic videos like most youtubers. Cheers brother, keep up the good work.
If they made hollowpoints deal more health damage and armor piercing deal more shields damage, then they'd actually be useful.
Bingo this is what I was preaching
Or maybe AP able to deal damage to the health without having to break the shield first/deal small shield damage is better
Seeing your enemies shock in confused as how they can get killed while having full armor
This was the exact video I needed today since I'm currently using a Scar-L. I just unlocked the overpressured +p ammo type and was wondering if adding it to my gun was worth it or not since the base recoil is very good. Now I know that the extra flinch the ammo causes isn't major, so I'll be dropping it from my current build. Thanks as alway!
Yeah when I put the High Velocity rounds and tried to lean even more into high velocity attachments with the STB 556 the gun felt absurdly OP. It's strong up close, mid range and longer range.
what other attachments did you put on the STB to make it feel OP for you
@@zach4633 I have the sakin tread-40 muzzle, the vlk lzr Lazer, high velocity bullets (the main thing to me), the stip-40 grip and the frac c11 riser.
@@winssports4830 okay thanks i will try it out, i’ve definitely found that the stb is really strong with high velocity as well
@@zach4633 you wanna be up close and personal with it but it can challenge at mid-long range with high velocity.
Appreciate the no-nonsense, admitting the math rounding transparency, and to the point vids. Easy sub
Ace you might want to test the overpressured round on a player who is firing, as I noticed the flinch is not completely vertical. It’s also horizontal and often throws me off target despite of I’m using a mouse/keyboard on PC. And one more thing is that the effect of the ammo type seems to be easier to observe in 3rd person mode.
Great video. Putting in the work.
Hey Ace, don’t know if you accounted this in your testing, but the incendiary ammo actually has an unwritten bonus in that whenever fire damage occurs, a player has a significant flinch effect. Haven’t tested it myself, but saw a player switch to it to counter a DMR class and it was highly effective, seemed to play that job better than the flinch ammo.
That is exactly why I like it so much. If you get the first shot on the enemy they are basically screwed because they flinch with every fire damage hit.
I believe it. I do very well with incendiary on my rpk build. Drop players fast at all ranges
High velocity is amazing on snipers and marksman rifles in Ground War. Besides reducing the time it takes to hit your target at long range, it also reduces bullet drop significantly. I use it on all my long range GW classes usually with more velocity increasing attachments and tuning to make snipers and marksman rifles almost hitscan with barely any drop at most ranges.
Awesome research done by the GOAT yet again 🍻
The tuning aspects, as minor as that difference may make are pretty nice for some of the ammo types. But yeah totally feel the same way about which ammo is worthwhile
The tuning can make a big difference
How are you so concise and thorough with these videos that I want to keep watching? I have played mw2 maybe like 3 hours but i have watched so many of your vids already. I don't even remember all the best setups. Guess it doesnt matter since i dont have anything unlocked. Cheers
What about the anti-armor rounds field upgrade? can you stack it with a normal armor piercing ammo weapon attachment to get even more vehicle damage?
Very good question. I wonder is it stacks
THIS is the answer I seek.
@@rootchino I seek this answer as well
I like using the frangible ammo on handguns. More often than not when i pull out the sidearm i end up dead anyway, so the increased time to heal can end up helping a teammate if i manage to score a hit before i'm killed.
I love my daily ace videos 😁
I had been using High Velocity and Armor Piercing on my guns but I was concerned about the downsides. Judging from this they’re mostly negligible, which is a huge relief. Great analysis as always.
This vid was amazing! Just curious, will you be covering 'special' ammo types like snakeshot on the Magnum, explosive rounds on the .50 and shotties, or dragon's breath?
I plan to, yes
@@TheXclusiveAce cool, looking forward to it!
Still love you and TGD’s videos. Straight up information. No bullshit. No clickbait.
It would be interesting to see how someone with the “-Flinch Resistance” attachment downside gets affected by +P rounds. Just a thought.
Your attachment break down videos are pretty dang good & helpful
Does the Fragile Ammo has Priority over the effect of the Quick Fix Perk? That would be relevant to know!
FINALLY I have been so confused as to what these do, thank you!
I've found the +P ammo really helps counter the marksman/snipers in 6v6.
You're my go to source for everything in this game. Much appreciated
I use armor piercing ammo on a lot of setups. i wallbang a ton and it helps a lot.
I feel like the 2:20 sentence "If anything, you kinda lose a little bit of raw killing potential." basically summarizes all of these.
I wonder if we'll see any of the good players like Handler, Nemsk and Jolt using any of these in any builds. I kinda doubt they will.
I appreciate the section on the SP-R bros! at least the idea I had of using +P to help in those situations wasn't off even if my expectation wasn't near reality. Quick question: is there a difference with flinch depending on the optic choice (i.e. target using a red dot or an optic with magnification would see more flinch than one using iron sights)?
it would most likely be naturally worse for those who are using any magnification. its like when you zoom in pretty far using a phone camera and bump it slightly.
Hopefully you get a response from someone who can properly test.
The angle the reticle raises by is the same, it just has a greater perceived effect with the higher zoom optics like geo said
@@bruhgetbooped that part makes sense but I wonder if the different optic options have more or less resistance to flinch since you can tune optics to favor flinch or ADS and iron sights have the "most resistance to flinch". (outside the visual impact)
background: I was using +P in the m16, ran into someone with an SP-R, I got first shot but got beamed in the head anyway. kill cam made it look like the additional flinch didn't do much of anything to knock their aim off. I know the kill cam isn't 1-1 to what the other player may have experienced but still. what i noticed is they had iron sights so the question.
Yeah I had the idea to use it with a p90
You have no doubt the most professional testing in mw2 Ace.
I did some testing of my own on the armor piercing specifically against uavs with multiple weapons. It usually would only decrease shots to kill by 2-4 bullets, def bot a 40% increase there. On the signal .50 atleast there is little to no increased damage on uav. Would also like to point out you labeled the MCPR-300 as the Victus. Victus isnt out yet.
Crippling sprint ammo also works when you hip fire with SMG, as some of your bullets might hit the legs as you spray. It's worked against knife players coming at me, slowing them down right before they get to me.
Will you be testing the tuning? E.g. if you can tune the high velocity or frangible rounds to have no decrease to range (or even a boost) that seems pretty insane.
The simple graphics you use to show results are so helpful and clear. You have great videos!
I think the bleeding ammo (I think it was frangible) might help you more in a 1v1 sniper fight by giving you nearly 5 more seconds to heal and reposition in a situation where you're trading shots at long distance. Thoughts?
its probably effective on semi auto or bolt action weapons
Ammo types in video games is one of the reasons I loved FNV so much. Btw +P is high pressure. The cartridge is loaded with more powder, and as the name states this increases the pressure inside the weapon, pushing that round harder and faster providing an increase in dmg and velocity.
Does it actually increase the damage?
I think ammo types should be a part of the mag option as a sub menu. Definitely not as it's own menu. Would be nice to be able to choose a mag then an ammo type, that way it clears a slot for another attachment. Makes more sense that way, no?
this video was really well made, good shit man
Thanks, great vid! ❤ Have you thought about also checking out the tune options for the different ammo types?
This has been the best "attachment" video posted for this game. Answered all my questions clear and concisely.
I'm a bit curious, does frangible negate Quick Fix
I run quick fix all the tine and based on my personal experience it does not negate it
I've been abusing the armor rounds. That extra damage before an enemy pops out is MASSIVE against mega aggressive players. On a smg within a building with the rounds was surprisingly solid vs campers, and the high velocity rounds on a scar/rpk/m13 felt like cheese.
Why does everything have to hurt your gun so much like I get trade offs but most of these are useless
I remember running frangibles IRL when they hit the market. They don't penetrate because frangibles were invented (like the early blue glass 9mm bullets) to AVOID penetrating anything but the midnight creeper or mid-flight airplane borrower without killing the mailman downtown and bothering ppl that have a phobia of things that can kill them while flossing. Their rep for more nasty wounds is cause they make patients instead of the usual bodies. Great vid, I appreciate ur work and it seems IRL and in game they stayed true.
The Hollow Points tho, are silly in game. Theyre not favored by soldier and hunters because they frag into grenade-like shrapnel tornadoes, but because they bananna peel back to a lead core faster, hydrostatically shocking and poleaxing when all that energy goes into the gopher before he get's his flat herbivorous teeth into your unsuspecting family. The massive wounds attributed to AR's are no different than any high-velocity round. Worst possible choice for armored players. I'd like to see slap rounds but +p armor penetrating bullets in game are the only best choice.
Thanks for taking the time to explain these things. The game does a TERRIBLE job of explaining these things properly in the descriptions. I would also love for them to add the percentage numbers on the pros and cons rather that just saying it's a plus or minus as I want to know how much of a plus or minus (pro or con) the attachment or ammo makes. I hate the little red or green pixels added to the stats rather than numbers.
Huge thanks for all your time spent on this tests!
I’ve never been able to shoot enemies through any surface on any call of duty. The game definitely behaves differently for different people. I’ve always been screwed over with damage dealt and received and bullet penetration. I can’t even shoot someone with an LMG through a chain link fence where I can blatantly see them right there on my reticle. However I can be killed by an SMG through a solid brick wall (on all CODs by any player running any ammo type). That’s just the way it is for some people I guess.
RAAL, with recoil big barrel n ap rounds...
Prepare to make enemies cry as you sit outside objectives n wallbang them into oblivion.
Bro you have no idea how much I appreciate you! Much love!
Been waiting for this first video I found on ammo
You can also tune the ammo attachments to give you bonus range and velocity, so I there is a use case if you’re trying to minmax your range.
very nice breakdown. incredibly helpful.
informative, concise and well presented once again. and no fast shouty gibbering! top marks!
Armour Piercing bullets on LMG's turns everything into dust. It's lower you bullet velocity, but if you add right silencer (i think Polarfire), it will turn you LMG into doomsday weapon.
I love being that guy that uses frangible and Hollowpoints tbh.
Makes challenges so much easier
I was waiting for this video!! Thank you Ace 👍🏾👍🏾👍🏾
1:57 I mean that does make sense frangible rounds are designed to avoid over penetration so the idea that they penetrate anything at all is kind of ridiculous but at the same time blindly spraying through a wall is basically a religion in Call of Duty
I lowkey use the Overpressure bullets for the slight vertical recoil. It might be in my head but I’ve been getting more headshots with it then my guns without them
Hot take from this video are only 2 ammo types worth using, then being the armor piercing and high velocity ammo types the AP for vehicles when not running a launcher as my side and when using snipes or marksman for longer range encounters put on some HV ammo got it!
Went to this vid for making an anti armor lmg set up, thank you, this was extremely helpful
What about tuning for these? Specifically tuning the high velocity rounds lets you pull back on how much it hurts your range.
Given that it only hurts your range by 2.5% I would imagine the benefit of tuning it would be almost nothing. 2.5% likely isn't noticeable to begin with.
This is a very illustrative and informative comparison video. Good job!
Happened upon the armor piercing while ranking up and had slots with nothing else to use and found it significantly seemed to help my game play and performance. Thanks for the detailed look at this especially since there are many choices and the descriptions provided are really inadequate to make an informed decision.
great vid man props for doing the research no one else wanted too
I'm constantly getting random headshots and upper torso one hit deaths against BRs and snipers. So I used Overpressured on everything to combat it and, since I usually hit the first shot, it's made a huge difference in my results.
I use overpressure also. It’s Al I use and it’s awesome.
Thank you! I watch every gun guide video! You are a big help
TY for this man. Well Done & very well covered !
*petition to hire XclusiveAce to make the next cod game lmao bro is the goat*
TLDR
High velocity - long range
Overpressured +P - good against quick scopers not recommended for wide use
Armour piercing - best one for casual gameplay penetrates through thin walls such as wood, plastic and sheet metal.
Others are not suggested to be used
Thank you for your time and posting. Well produced video.
Great information, ACE is the 🐐!
I was looking for this video! Thank you for another informative stat video!!
I’ve been sleeping on high velocity. Going to give that a try now based on this video. Thanks!
I mainly play DMZ... and in the light of that: ammo peircing makes killing unarmored bots harder. and before you think what kind of person cares about an unarmored bot. well if you actually play DMZ you'll know. but what i deducted from this video is i should be using the Hollow point on my sniper rifles so targets can't flee from me. i'll be using Oveeerpressured on an anti-sniper stashed gun. and i'm gonna use incendiary in building 21. and other than that on my normal Al mazrah primary weapon i'll be using high velocity ammo.
I appreciate this video and the dissection of the mechanics involved!
When it comes to ammo types in MWII, I’d either use overpressured rounds to challenge people who use snipers/marksman rifles or high velocity rounds when going for long shots to unlock platinum which I haven’t done yet. Those are my go-to depending on the build I go for.
Probably worth noting, weapon tuning on ammo allows you to adjust damage range, and maxing out damage range seems to make the red bar on "damage" go away entirely (or at least so close it's invisible). It might be possible that the small damage range downside of High Velocity can be negated entirely with tuning, would be neat to see this tested.
It's only 2.5% tho, if you're effective range is 200m, you only lose 5m it's hardly anything and will never be really noticable
Wow 🤩 been looking for a video like this!!
The fact that XA is giving us the stats of the guns and the developers didn’t even bother to put some numbers in the game is ridiculous!
Love your videos XA ❤❤
Keep the great work!