This is gonna sound like a stupid question but how do you switch ammunition types?
- pc: Press 2. --Kris 02:12, November 23, 2010 (UTC)
Thanks man but I mean for the xbox 360. I think next time I shall be more detailed in my questions.
- Alternatively you can press the up-arrow when you have the weapon equipped and unholstered to cycle between ammo types.Plasmis 09:15, December 1, 2010 (UTC)
- I had expected someone to come along and answer for other platforms. --Kris 15:53, November 23, 2010 (UTC)
In game item Edit
How come the in game pick up has the design of the magazine from the (notably absent) Chinese Assault rifle from FO3 instead of a cardboard box or ammo can? Zac hemker 17:16, August 2, 2011 (UTC)
My guess is that the magazine is actually a NATO standard design used by the U.S.A. and the Chinese Assault Rifles from Fallout 3 were modified to use the western design so that they could use captured ammo. Desert Ranger 23:28, September 22, 2011 (UTC)
5.56 Match Rounds bugged? Edit
I tested the 5.56mm match rounds from the GRA DLC and it seems the rounds don't give a spread bonus. Can anyone confirm this? 126.96.36.199 04:58, September 29, 2011 (UTC)
Skill for match ammo? Edit
What's the skill requirement to make "Match" ammo? O_O 17:39, October 15, 2011 (UTC)
An Examination of Match Rounds for 5.56mm Weapons: Trends in Damage Theory and Potential for Common Mojave Firearms Edit
Unless you really need that spread bonus, the "Match Round" bullets are inferior to armor-piercing bullets for every gun that can use 5.56mm ammo in every situation - except those situations when hollowpoints are better than armor-piercing rounds, in which case the Match bullets are inferior to the hollowpoints. I'll grant that as a general use bullet they're an upgrade over standard rounds (duh), but if you bother to know what you're doing, a combination of AP/HP ammo is always more effective.
To put it mathmetically, your gun would need a base damage of 75 (or above), facing an opponent with a DT of 23 (or above), for Match rounds to provide equivalent damage to AP rounds while being superior to HP rounds. Below that DT (while still at base damage 75), they provide inferior damage to HP rounds. To improve the effectiveness of the Match rounds compared to the AP rounds, the base damage must increase. For a gun like the Anti-Materiel Rifle (with its high base damage), Match rounds are always better than AP rounds, but for the low damage weapons that use 5.56mm ammo, Match rounds are not effective.Kamov 22:12, November 3, 2011 (UTC)
- There is a very, very narrow band in the range of damage that weapons chambered in this round have that use of match or surplus rounds gives you a higher adjusted damage. For 18-20 damage, it's at 3DT. For 24-27 damage it's at 4DT and at 29-30 damage it's at 5DT. The bonus from match and surplus finally start to take over AP at 15DT and 87 damage, well above any 5.56mm chambered weapon. For every DT lower than those bands, use HP, for every DT higher than those bands use AP. For weapons with a damage of 21-23, the break-even for AP over HP is at 4DT.--The Gunny 22:30, November 3, 2011 (UTC)