Ironsight Armor Piercing Vs Soft Point

Ironsight Armor Piercing Vs Soft Point 5,5/10 6172 reviews

30-06 “30 CAL M2 AP” Armor Piercing I tested these US Military rounds manufactured in 1942 at the Twin Cities Ordnance Plant against reinforced concrete, AR500 plate, mild steel, and heavy timber. Pistol and machine guns in the BioShock series both have variant armor piercing rounds, as well as standard slugs and anti-personnel rounds. Everything was more vulnerable to one and less vulnerable to the other, with the armor piercing being useful against machinery and Big Daddies, while anti-personnel pistol rounds would one-shot most splicers.

THIS GUIDE IS FOR STANDARD S&D ONLY! Competitive customs has completely different rules with no drones allowed and only one sniper per team.Ranked is a mess right now, and I don't know why you would play it, but if you want to take your Search & Destroy game to the next level here is a general guide to help you get started. This isn't a tier list by any means, but are just some suggestions on how to do well in the current meta. (Means if you have any suggestions to make this better, I may add it to this.)Before we get started, please understand that Team Deathmatch and Search & Destroy play very differently. Since in S&D you don't have to try and kill 6 players multiple times, and instead everyone has one life; games tend to play a lot slower.

So some weapons and perks that are good in other modes, may not be so strong in S&D, so I'll explain why later in the post. If your weapon is not posted here, feel free to comment and explain why, and I may add it.;)Weapons:Know that I'm pulling weapon data from this postHere are some of the 'best' guns in their respective categories, I give you some reasons why it's strong and what attachments you may want.

I won't be posting all the guns because honestly this post is long enough and I want to give you information you need- will probably make another thread about those that didn't make the cut. I will probably mention silencers(technically suppressors) and clear sight very often so in order not to be repetitive I'll quickly explain it here. Silencers unlike other games have no reduced damage when equipped and instead reduce range, which is completely negligible as the benefit of being invisible on the map when firing is well worth it, and simply equipping a precision barrel will completely negate the range loss; silencers also reduce muzzle flash, so you don't lose sight of targets when firing full-auto. Clear sights are popular simply because you have no obstructions on your screen when aiming, I guess the ammo counter is nice too.PSA: CURRENTLY, MUZZLE-BRAKES AND COMPENSATORS DO NOT WORK AS OF THE CREATION OF THIS POST!SMGs:Heads up, armor piercing will be mentioned often, because SMGs cannot go through certain objects on their own, and so armor piercing raises your chance of killing players when you have hipfire player behind cover.

Soft point is okay due to the rate of fire on these guns make it impossible to ADS against you, but the range of these guns make it pointless as close range everyone is hip-firing and the accuracy is too poor to aim punch snipers. It is viable, it's just that armor piercing does more. MP7(silencer, precision barrel or clear sight, Armor Piercing): This is probably the best smg for S&D as it has a very good time to kill and one of the best ranges in the SMG category. You can hip-fire lasers when you need to and aim and win mid-range encounters. Honestly I believe the sight is fine for the range it covers, but you can put the sight on the gun if you expect you'll have to aim often, but that precision barrel works wonders on this weapon and I advice that you get used to the iron sights. AR-57(Silencer, laser sight or modified barrel, Armor Piercing): You may wonder why the AR-57 is not first, and let me explain.

It is the best gun. For team deathmatch. It has one of the tightest and consistent groupings when hip-firing and can melt people up close, so you can easily run around the map and grab kills through jump shots or 'pronning'. The issue is, unlike team deathmatch where you can sprint around and jump around, grab kills then die to do it all over again, this is a high risk high reward strategy that is a bad idea for search & destroy. The problem is at longer ranges the vertical recoil when aiming is very hard to control along with its hard damage drop off past 15 meters, so if anybody is either behind cover or mid ranged, you will lose. The MP7 can do the same thing, but is more versatile as it has better range and a very controllable recoil, so you have a better chance facing quick-scopers and riflemen.

Since silencers are a requirement, the additional range loss really hurts this gun. PDR-C (silencer, precision barrel or clear sight): This is honestly a carbon copy of the mp-7 but has slightly more recoil for slightly better range.Sniper Rifles:PSA: As of now, Modified / Precision barrel does not affect the sniper rifles as no map is big enough to notice the damage drop off on these guns to make them not one shot kills in normal one shot areas.

Also, snipers also come with some armor piercing, and there is no need to aim punch when you one shot people, so choose whatever ammo you want. Blaser(whatever scope you want, straight pull): This is probably your best choice for a sniper rifle as it is the most consistent. It is a one shot kill to the shoulders, chest, and head, so your chances of failing a quick scope is very minimal.

DSR-1(whatever scope you want, straight pull): This is a subjective alternative to the blaser as you trade consistency of one shot to the body and head for having a better rate of fire if you miss shots and do better in situations where you are about to be overrun. This is a very forgiving gun if you are trying to be a sniper for your team but don't yet have amazing accuracy and can hip-fire if you get jumped on.Assault Rifles:. SA58 & SCAR-H (silencer, modified barrel or clear sight, Soft point ammo): These two are essentially the same gun except the scar-h has a more controllable recoil while the sa58 has slightly better range.

These two rifles have the fastest times to kill of all rifles at all ranges. These are one of the few guns where the modified barrel is better as the range drop off is almost nonexistent and so the modified barrel lets these guns be 3 shot kills to the body at a longer range. These are probably the two most common rifles you will see in ranked and competitive. Just watch out for the aim punch, missing just one shot raises your time to kill considerably due to the slow rate of fire. MSBS(silencer, clear sight): even though it has a below average time to kill, being a 4 shot to the body to kill makes it very consistent.

It has a very controllable recoil and above average rate of fire make it very forgiving if you miss shots so the time to kill does not fluctuate greatly. You beat other rifles and SMGs long range, but make sure you go with a shot gun secondary as its an uphill battle when up close. Very consistent dps rifle, can't go wrong with it.

Ak-47(silencer, clearsight or precise barrel): A very popular rifle that is above average in most ranges. With aim punch being very prevalent in the game, this is very forgiving if you miss shots as the rate of fire makes up for it as well as being a two shot headshot compared to the other popular pick the m4 which is a 3 shot headshot.Secondary Weapons:.

EMP Launcher: I would say that is a must have unless you have a gun that is not good close to mid-range and need a side-arm to cover that weakness. If opponents are spamming drones round after round and you don't have your own drones to counter, this will save you so many times. Search & Destroy is much slower than TDM so its not very often where you get into situations where you are overrun and run out of ammo in your primary where you need to switch, but there are plenty of times when there is an enemy uav or blade drone. You can also quickly dispatch enemy laWs from range. Basically you should run this if you have a SMG or Rifle. Python: Now a lot of you will say the desert eagle is better, but the python has a better time to kill and rate of fire of all the pistols. So if you need a close to mid range weapon, this will cover you.

Great if you run a sniper rifle. Spaz-12: This is a situational pick that you should only run if you have something like the MSBS, an assault rifle that beats other riflemen long range, but need oomph if you get jumped on by an SMG or mid-range rifle.Skills:This will try to explain what are the best perks for each category and why some of the others are not good.1st Category:. WARNING! Balance has a translation error with the English version of the game!

It does not reduce recoil and instead reduces weapon sway by 50%. Only grab this if you want to hold long angles with a sniper rifle (but honestly quick aim is better). Quick Aim: You don't really need this unless you are a sniper, in that case this is probably a necessity since if you get caught off guard the crosshairs unscoped being so wide along with poor rate of fire forces you to try and quick scope for the one shot. This is really useful when in a sniper vs sniper war where its essentially whoever scopes first wins. It is viable if you don't have a sniper rifle, it's just that there are better perks to have in this category. Quick Switch: Useless compared to any other skill you can choose in this category. The amount of utility you give up for this is not worth it.

You are not in team deathmatch where there are always enemies respawning and overrunning you. Quick Reload: Same reason as above, you are usually not in a high stakes situation all the time, and will probably only miss this when your team gets wiped and you gotta clutch a match. This situation is very rare so therefore you should go for better perks that offer more in more common scenarios. Nimble hands: being able to quickly flash an area and jump in before it wears off is just the cherry on top of being able to plant and defuse faster. The utility of this is too great not to have and should be a must take unless you are a sniper.2nd Category:.

Magazine Pouch: Having two flashes and grenades can be a life saver! Whether you need to force a sniper off a position or grenade spamming a bomb site.

You can never go wrong with having two grenades. Marathon: Your characters are noisy bunch, and in this mode, information is everything, Sprinting around telling everyone where you are is a bad idea. Double-time: This is a situational pick-up, only snipers should pick this if they want to give up some utility to be able to scope in predictable spots and get players before they have a chance to react. This is a good alternative to feather steps though, as people with long ears can't hear you when you are crouching, proning, and aiming down sights, so with this you move faster than crouching and are still invisible to long ears. Recommended for Assault rifle only. Feather Steps: Honestly for the average non-sniper, you either go Magazine Pouch or this. When it comes to clutch situations, this is really helpful when you are lurking around.

Long ears completely counters this, so don't assume you can get away with walking around all the time. Feather Steps only makes walking 'quieter' not silent.3rd Category:.

How To Install?Installing this file is very easy, but you have to understand it carefully otherwise you will not be able to install this file. Download resident evil 3 ps1 portugues full.

Quick Recovery: Again, this perk is really intended for TDM and other games where you are always getting into fights at high frequency with little down time. I do not recommend this for search and destroy as there are just better skills to take over this. Assassin: This skill is absolutely useless. With the netcode being as it is, the knifing animation is too slow to the point where you would rather just try to hip-fire and kill them. Blast Protection: Situational and a meta call. Blade drones and many other of the explosive score streaks have an absurd blast radius and not to mention the grenade spam being so prevalent that this skill gets a honorable mention. Drones' Friend: Kind of pointless, as you passively gain points over the duration of the match, and 100 points is not very much compared to the other perks you give up.

Long Ears: Honestly you should always have this perk unless you assume there will be a lot of blade drones or explosives in the meta. This counters the very popular feather steps skill as well as giving you wall hacks if lurkers are sprinting around. This game mode is all about information, so the more you have, the better your chances of winning.An example weapon loadout would be a Scar-h(silencer, precision barrel), EMP launcher, Nimble Hands, Grenadier, and Long ears.Drones:Now many of you will go into the offensive category, but the enemy players will be doing the same. Since you cannot go into ranked with a team, somebody is going to have to go into the defensive drone category in order not to flat out lose a round when someone gets a blade drone or attack helicopter into play.Here is the ideal defensive drone setup which will be the most consistent against most of the things you will face in game:. Defensive Drones: Spy drone, Jammer Drone, laWsThe reason why you want to have the drones over the UAVs is because they are cheaper therefore quicker to get, and are more consistent as the enemy team can shoot down UAVs easier than drones.

A majority of the time, maps are very small so the spy drone detection radius is large enough to find enemies enemies lurking around you or trying to go around flanks. UAV recon gives you more information than you really need, if you are a defender, you really only care about what flanks they are going to use and if attacking you only really want to see where they are camping on the sight. Being cheaper also means that if you are behind and the enemy snowballs into the higher scorestreaks then you still have a chance to counter them or even the odds since the game passively gives you points towards them. Also, when you are ahead, these drones can be spammed multiple times in a game as the moment you place the laWs down, the chain resets again.Most of the time when a UAV recon goes into the air, people usually go with the UAV jammer to counter. This is a completely meta call, but I believe the Jammer drone is better and here is why.

The UAV jammer is more expensive than the spy drone and UAV recon, so they are likely to activate before you even have it active. The jammer drone is much cheaper, and even has the added benefit of making you invisible to enemy offensive drones unlike the UAV jammer, so you don't appear as a red square when activated.Finally the laWs, a life saver that basically says your opponents cant use drones for the rest of the round. When you start to get to the end game, opponents may have multiple drones in the air, such as stacking UAV recon and Jammer with blade drones in the air; the laWs says no to all of that. Not to mention if you let someone go nuts and get an attack helicopter, its nearly impossible to EMP launcher them, it means a round loss unless you have this.Closing thoughts:In conclusion when it comes to climbing ranked, it's all about consistency. Right now, the game is very unbalanced; Not knowing at the start if you are attacking or defending, drones being too powerful, and having multiple snipers against your team with no map knowledge are situations you really can't carry yourself out of. Sure you could try and play with more aggressive loadouts and carry, but this guide is to ensure that in every game you have chance because you are extremely versatile and can do well ahead or behind on attackers and defenders so that in the long term over hundreds of games you will climb. TLDR, you try and win ranked games by having better quality of weapons, skills, and drones to win in most situations.

Point

Gnemoedalf does make many valid points, but as I said, 'team deathmatch is very different to search and destroy'. Now don't get me wrong, extended mags is amazing, but 30 bullets is usually more than enough to get two players before retreating.

It's honestly personal preference. It's just a suppressor is a must have, and the precision barrel lets you reach farther. Time to kill is a very important stat to look at, and if you are missing that many bullets against a skilled player to where you need an extended mag, you are probably dead by then. Since there are only 6 players with no respawns, you aren't in a situation where you are overrun and need those extra shots often enough to justify giving up an attachment slot for it, but I'll add that as an additional attachment as being situational when I can;).As for LMGs, the initial large capacity of the magazine is probably enough to kill an entire team before you need to reload, I feel that nimble hands is just reinforcing a bad habit of reloading the weapon after every kill even though it has 100+ bullets per mag. Though for S&D, you hardly see anyone in competitive scrims use it as the mobility you lose having them forces you to sprint everywhere, allowing enemies hear you more often, plus the recoil after those long bursts makes it hard to fight rifles mid range.

Honestly, I did not do enough testing with LMGs to say definitively that they are bad, and chose to leave them out until I ran enough tests to say the right things about them.TLDR, Search and Destroy has lots of downtime to give you chances to reload unlike in other modes where you could have enemies respawning and overrunning you.Thanks for the feedback!. Disagree with me here but alot you write has either wrong or not really thought thru.marathon in S&D is so good for smgs espicially on island with out it you will lose A every time, and for silent movement double time is cruical for ARs and Snipers (for peaking)softpoint lets u win retarded gun fights while ammo piercing does almost nothing on most weapons.the range of the Sa-58 is actually lower than the range on the Scar-H.

(100% confirmed by ingame tests)and ur example loadout uses precision barrel. Precision barrel stretches the ranges except minimum range which means ur smg is better on long range.it has no purpouse anyway to be a little but better where ur gun sucks play to ur strength/range and use modified it increases the minimum range and will make u stronger on the range ur weapon is good at.

When I created the post, to make sure I’m giving out valid information, I made sure to get it vetted by asking players who play the game at a competitive level (by that I mean they do comp customs). Maybe it was not clear enough its better now.and yes silencer is a must have but it only decreases range by 1ish meter.

Ironsight Precision Barrel Vs Modified Rifling

I would suggest that u test out silencer + modified since I this is a very strong combo especially on Scar and sa58.the sa58 is a great weapon it trades rpm for range, for me its the better AK tbh.I use Scar-H as allrounder and sa58 if I play a spot where it will get close and dirty.the 3 shot kill range for Scar-H is about 2 meters longer with silencer. I just checked it again just to be sure. Even if its 4 shots, that is still better than the other rifles that require 4 shots to the chest to kill. Hitting arms and legs in general for any gun increases the TTK and number of shots to kill. The reason the SA58 is strong is because it remains a 3 shot kill to the body over greater distances compared to other guns.

From the data posted from the site, you can see that the time to kill is still shorter than the MSBS and aug at their max ranges. For longer ranges you should always tap fire with these guns. The MSBS is still strong on maps with shorter areas of engagement because it virtually has no recoil so you can consistently land 4 shots to kill.As For making sounds, I went really in depth with the perks explaining how important sound is. I think I updated the post an hour ago before you commented including that information about quick aim and how long ears detects you. Thanks for sharing your input and I hope these reasons explain why the SA58 is popular.