Insurgency

Insurgency

评价数不足
Damage on the bullets of insurgency in a nutshell
由 pepsi5000 制作
Pretty much explaining and grouping up calibers damage.
This is the way i put in my mind what kind of damage to expect from the weapons and their calibers.
To start off i will be numbing it down ALOT, that means so its doesnt become mess of numbers, this doesnt take into account damage drop off, weapons specifics, or none of that. I will be putting them in terms of similarity!
Heres hoping you can read the dmg numbers on these horrendous gifs.

This is my first time making a guide, some stuff might come out poorly written, some gifs might straight up break or some bs idk.
   
奖励
收藏
已收藏
取消收藏
Hitboxes

Hitboxes in this game are: Head, Chest, Stomach, Arms and Legs.

This game uses the stardard 100 HP method of health, you don't regain health overtime in this game, so if you tanked some nades and some shots, expect to be knocking at death's door at any other type of damage you receive.

Armor only protects the Chest(Green square) and Stomach(Yellow square), the rest of the hitboxes take full damage!

Bullets in this game will only hit the target once! That means if you shoot someone in the arm while they're sideways, the bullet will NOT pass through and also hit the chest!

Headshots are pretty much always 1 hit kill, the only times they aren't is when you wallbang someone.

Chest shots are quite damaging all across the board(If you're shooting someone with no armor or light armor).

Stomach shots generally takes 20% less damage than Chest shots.

Little fun fact! Right arms and Right legs take 4-5 extra points of damage for some reason. (Not that its gonna really matter when you're in gunfight with someone)

9mm 128 for right arm, 124 for left arm. 58 right leg, 54 left leg.
Ammo types
FMJ
The standard issue ammo type(If you dont pick any ammo type for your gun), it will deal stardard base damage of your gun to each of the body parts.

Tracer ammo
Is the same as FMJ but it leaves a team colored tracer when you shoot(Orange for security, Green for insurgents) and it will make the last 5 rounds of your mag all tracers, so you and your teammates (and maybe even the enemy!) know what you're shooting at, and when you're running out of ammo.



HP ammo
Does less torso and head damage by 20%(40% on bigger calibers) compared to FMJ (Yes even if the enemy is wearing no armor) headshots are still 1 hit kill, however headshot wallbanging will do less damage, and wallbangs are less effective.

The main advantage of HP ammo is that leg and Arm shots damage are multiplied by 2 or 3 times, meaning that you will probably kill someone in a single shot to those areas even if you're 70m+ away.

However you will have to adapt to a strange playstyle of aiming for the legs or praying that you hit the arms hitbox.

Not really useful on weapons with high calibers(5.56 and above), since FMJ will kill your enemy in 1-2 arm or leg shots and you will still do normal wallbang damage + more damage to the torso.

Generally recommended for SMGs or pistols, since they dont really do much damage agaisnt armor anyway and have a really high damage drop off.

1 Hit kill 162 damage arm shot from 100 meters away with the mp5k


AP ammo
The GOAT, multiplies the torso and head damage by 4 times, will make wallbanging real easy and pretty much turn all rifles bullets into a death sentence to whoever gets hit by it in the chest.
It will reduce arm and leg damage by 20%. But it makes your life easier since you can shoot the center of mass of any enemy without worrying about armor blocking your shots.
Keep in mind that low calibers with ap ammo will still need 3-4 shots to kill someone with heavy armor.
Some carbines and PDWs with AP ammo will still need 2 shots to kill heavy armored enemies if you hit them in the stomach or from far away.
Low damage
REMINDER: PLAYERS HAVE 100 HP

The Nine Mils


These guns have the base damage of 60, have quite the damage drop off over distance(especially the pistols) and has poor wallbang capabilities.
Sure the caliber aint big, but it can do damage, especially against the arms.

9mm FMJ

It can handle light armor quite well, only needing 3-4 shots to the chest or stomach cause it still does good damage.
However heavy armor will easily ruin your day, needing 10+ shots, you're better off aiming somewhere else.

9mm FMJ agaisnt armor


AP ammo will help agaisnt the armor, but heavy armor will still tank some shots.

9mm AP agaisnt armor



God's caliber


The 45 ACP, Very similar to 9mm, has the base damage of 75, poor wallbang capabilities, alot of damage drop off(especially with the pistols).

45 ACP FMJ

Same thing with 9mm, can deal with light armor in 2-3 shots, but heavy armor will remind you that not everything is perfect.

45 ACP FMJ agaisnt armor

AP ammo will go straight through light armor, while heavy armor will tank some shots.

45 ACP AP



forgot to add the model 10, but it has a base damage of 70, which means it does -5 damage compared to the 45 acp's.
Medium damage
Weapons from now on pretty much destroy no armor or light armored enemies without even needing AP ammo.

5.45

Base damage of 81, decent damage drop off over distance, and standard wallbang capabilities. Theres almost no difference stat wise between the ak74 and aks74u.


5.45 FMJ



5.45 FMJ agaisnt armor
Will pretty much leave light armored targets hanging by a thread of health with 1 shot, while heavy armor will take 4-5 shots.


5.45 AP
AP destroys light armor(as always) and heavy armor will need 2 shots to kill.


5.56(CARBINES)
Yes im aware the og Galil is not a carbine, but it behaves identical to the Galil SAR. Yes im also aware ac556 is a carbine and its missing from this section, it makes sense later trust me.

These weapons have the base damage of 106, and quite the dramatic damage drop off(You'll barely notice it in gameplay, but sometimes it may be the reason you won't get the kill 30+ meters), standard wallbang capabilities, and the galil's have 35 bullets in its mag.

5.56 FMJ




5.56 FMJ agaisnt armor[/i]


Strange quirk AP ammo has on these 5.56 carbines

Strangely these are the only guns in the entire game that gets their base damage reduced and decreased damage drop off over distance upon equipping AP ammo.

106 Base damage -> 84 base damage and better damage drop off over distance!

The reduced base damage from AP ammo will only be noticeable on leg shots and long distance armshots, other than that you kill anything that moves without much effort.

5.56 AP

High damage
Not much different from the medium damage list, these weapons will deal like 10-5 points extra of damage, and have great damage drop off over distance.


Insurgents 99 wonder


These guns have the base damage of 99 and BARELY have any damage drop off over distance.(Seriously the damage will stay above 90 up to 100 meters, meaning distance will never rob you off a kill.)

insurgents 99 wonder FMJ



insurgents 99 wonder FMJ agaisnt armor, beware stomach shots will leave light armored enemies with low health.


insurgents 99 wonder AP agaisnt armor, once again beware, stomach shots will leave heavy armored opponents with very low health.

M1 Carbine has a little exception to the stomach shots issue, with AP ammo equipped, it deals 10 points extra of damage to the chest and stomach, meaning you pretty much 1 hit kill stomach shots as far the eye can see.

5.56 For real this time

Very similar to 5.56 on carbines, but it has better damage drop off over distance, does a little extra damage(Base damage of 109), and doesnt have the weird base damage reduction upon equipping AP ammo.

wont be showing FMJ base damage agaisnt no armor cause im lazy, just go to the 5.56 carbine sections and imagine with +8 points of damage


5.56 For real this time AP
Imagine m249 with AP, 200 bullets of pure doom.
BIG damage
These weapons will bump up the pain factor to the max.

7.62x51mm/7.62x54mm

The highest damage caliber in the game (if you dont count slugs) 159 base damage, crazy wallbang potencial, pretty much destroys no armor and light armor opponents with 1 shot to any part, distance doesnt matter since it barely has damage drop off over distance.
But of course remember heavy armor is here to ruin your day if you're not using AP ammo.

FMJ 1 hit kills anywhere and anytime on no armor and light armored opponents. However it will take 3 shots to kill a heavy armor enemy (which is a nightmare if you're using a bolt action)


Equipping AP ammo on these guns pretty much everything above the legs 1 hit kill doesnt matter what, and feel like you're playing cs 1.6 for how much crazy wallbangs you can hit with these guns + AP ammo. (And it truly makes it the highest damage caliber, 2000+ damage on headshots and no armor chest shots).

Only time you wont be 1 shotting someone is if you hit their leg(will only deal 78 damage)
FMJ doesnt have this problem however, but who the hell is gonna aim for the legs with these guns anyway.

too lazy to show AP agaisnt armor, just take my word for it that its death anywhere hit above the legs
shotguns
made this as an afterthought
Base damage of 27, 8 pellets, no penetration(only on slugs), both buckshot and slugs go up for 60-75m after that it just stops existing, and of course poor damage drop off over distance.
Have something to prove? Wanna show the server you aren't scared? Feeling lucky? Grab the shotgun.
buckshot: no armor and light armored opponents will fall easily. Heavy armor won't, almost impossible to win a duel agaisnt someone with heavy if you aim for the chest or the stomach(4 damage per pellet), your best bet is aiming for the head(81 damage per pellet).

slugs: base damage of 288, decent penetration(a little unique to the shotgun slug, the penetration damage doesnt get downscaled and does full damage). Pretty much got no room for error, pretty much shooting a cannonball at your enemy, and if you miss, you get blasted.

AND TO MAKE THINGS EVEN MORE SADDER FOR THE SHOTGUN AGAISNT HEAVY ARMOR: you cant even 1 hit kill with slugs to the chest agaisnt heavy armor(86 damage for the chest, 72 damage for stomach).

Pretty much you lose even harder agaisnt heavy armor with slugs, cause you only get 1 shot with no spread to save you. Your best bet is pray that the heavy armored enemy has been hit with some damage before your high noon fight to death with him.

extra facts: toz holds 7 shells, m590 holds 9 shells, foregrip makes you pump faster(makes the shotgun somewhat more viable).
5 条留言
pepsi5000  [作者] 10 月 1 日 上午 9:06 
glad to hear it
Klucly 10 月 1 日 上午 2:47 
Thanks for the research, this is actually really useful
pepsi5000  [作者] 9 月 27 日 下午 12:03 
thx bro
YYEO DreamG 9 月 26 日 下午 2:29 
fire bro! was very intresting to me. thank you
pepsi5000  [作者] 9 月 23 日 下午 7:19 
Feel free to leave a comment calling me dumb or questioning something about the game