Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A general rule of thumb is any op with around 6-70 armor piercing value already, and doesn't have massive spread, is decent candidate for AP rounds.
AP has no real downside beside taking up another slot(which most people will have 3 of, 4th slot being the most expensive at lv15) that you might want to use for something else, it's a very low priority skill (and very, very tedius to acquire; since Archer feels like **** to play especially for new players) on most ops except for maybe canglong(AP to fully ignore armor and oneshot bodyshot Assault bot on SO).
For example Voron 47 headshot damage 60 armor piercing, 47x3 is 141, which already exceeds a shooter's total 120 effective health, which means he can have ap value of 0 and still kill in 3 headshots. Increasing that to 75% with AP rounds just means he deals 35.25 hp damage and 11.75 armor damage per headshot, it's still a 3 headshots to kill. Only thing you got was that you reduced the effective hp by 1/3 (since you no longer care about armor) while your damage is decreased by 1/4.
Self-treatment is decent in theory unless people straight up die from damage, which people who first read guides would, and +15 might at least let them survive. That or canglong's 15% damage resist while aiming(after 0.5s) which can make armor last longer too. (damage resist from equipped skills can't stack afaik)
+2 stamina regen will take care of stamina needs for most ops(Almaz with shield on being most obvious exception) in SO and allow usage of medkit for those ops.
-20% spread doesn't seem like a lot but it reduces hipfire spread and shotgun spread too, anything to help people hit the headshot(which staggers the enemy). AP and HB do not improve shot to kill against all enemies all the time.