Ammo types in Phantom Forces can be uber confusing because of nearly impossible to see visual difference without a guide. On top of that, it’s actually a chore to learn about the strength and weaknesses of each type. You might’ve been using basic ammos when you could’ve used Armor Piercing or Hollow Point. And you wonder how other players are getting kills at such a fast rate compared to you.
Let’s talk about all the ammo types, their downsides, and the best guns to make them shine. Credits go to CreeperMinion on YouTube.
Ammo Types Guide
Starting with the basics, you can find Ammo types under the Attachments tab. Hovering to each type will reveal the requirements to unlock them and descriptions on stats increase and decrease when you use them. Each ammo can fit in only several types of guns.
But on top of that all, there’s something called Conversions which is when you use the bullets on specific guns. They give complete change to the gun to the point it’s like a completely new gun. It’s going to be a long ride ahead, so get yourself a cup of coffee, relax, and enjoy the read.
- .223 Rem (Kill Requirement: 500)
- Armor Piercing (Kill Requirement: 1000)
- Super Armor Piercing (Kill Requirement: 3050)
- Hollow Point (Kill Requirement: 2000)
- Silent Ammo (Kill Requirement: 1515)
- Tracerless (Kill Requirement: 2950)
- Rat Shot, Snake Shot, and .410 Bore (Kill Requirements: 7500, 2355, 3750)
- Depleted Uranium (Kill Requirement: 3000)
- Extended Magazines
.223 Rem (Kill Requirement: 500)
The .223 Rem is basically a bullet that improves accuracy on your gun. The .223 Rem is a great choice for players who are suffering from missing your shots due to recoils. It works on most 5.56x45mm rifles. Works best on high fire-rate guns like the M231.
Specifically, it reduces weapon recoil by 15% and recoil dampening by 55. Attaching this to L86 LSW gives Conversion into a 50-round Drum Magazine and changes Ammo Reserve to 200.
The drawbacks are it reduces 5% Max damage and 10% Min damage. Muzzle velocity is also reduced by 10%. This makes attaching it to TYPE 20 or AUG A2 bad because it reduces the damage and turns them into 3 to 4-shot guns in close range.
Armor Piercing (Kill Requirement: 1000)
The Armor Piercing bullet is for those mid-range, comfortable guns that kills in 4-5 bullets. You can use the Armor Piercing bullet on any gun except snipers and shotguns. It increases Penetration by 50%, but reduces Max damage range by 50% and Suppression by 50%.
Don’t let the stat increase make you think that you can make pistols and SMGs to go through more studs. It works a lot better with guns that already have penetration depth like the M16A3 which also needs 4 bullets in general, and 5 when further way.
Super Armor Piercing (Kill Requirement: 3050)
The SAP ammo is the extreme version of Armor Piercing. It’s so specific that it only works on AK74, TYPE 88, OTS-126, PP-2000, and other guns with 5.45x39mm chamber.
Instead of 50%, you get a flat 3.0 Penetration which is a vast improvement, except for OTS-126 and PP-2000 where it only doubles. It also has a hidden buff which is increased torso damage by 10% on point blank.
This means SAP bullet is best in Warehouse map to improve wallbangs performance. Rather than guns, it changes your playstyle to do more wallbangs. Close range fights are bad for you.
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Hollow Point (Kill Requirement: 2000)
The Hollow Point is a balanced bullet for closed range, but because of the roundabout stats explanation, some players may misunderstand how it works. The Hollow Point can be used on all guns except shotguns and snipers.
The flat 20% damage output increase is amazing along with 5% Suppression increase. Max damage range can go up and down depending on the gun. There’s a decrease in Min damage by 20%, Min damage range by 10%, and Penetration by 50%.
And there’s also the 83% Headshot Multiplier decrease. Don’t let this scare you! This multiplier decrease is meant to balance the 20% damage increase. In very layman terms, it means you deal the same headshot damage as before.
Silent Ammo (Kill Requirement: 1515)
The Silent Ammo is the preferred choice for sniper rifles and DMRs. It’s quiet with almost no flash when shot. The downside is only 12% of Muzzle Velocity reduction. It’s an amazing bullet for flanking or sniping without having to keep moving to change position.
It works on 7.52x51mm or .308 Winchester, so it does works on battle rifles. But it is mostly meant for snipers and won’t work well on other guns with the reduced hip fire dampening.
Tracerless (Kill Requirement: 2950)
The Tracerless bullet can be slotted in all guns except shotguns, which as the name suggests, is to remove tracers when you shoot. It reduces recoil recovery and weapon dampening by 5%. While suppression is reduced by 75%.
It’s not a good bullet choice per se, except if you’re using a sniper or DMRs which don’t really have recoil.
Rat Shot, Snake Shot, and .410 Bore (Kill Requirements: 7500, 2355, 3750)
These bullet types work similarly and makes your projectiles spread. It works similar to the Shatter Caps hop-up in Apex Legends. Each projectile has their own damage, changing your playstyle in an aggressive one.
It has reduced penetrations with reduced damage, suppression, muzzle velocity, and multipliers. Because of the current meta playstyle in Phantom Forces, however, these bullets don’t really see their chances to shine in the actual gameplay.
Depleted Uranium (Kill Requirement: 3000)
Depleted Uranium only works on MK11 and MG3KWS, changing their stats. TL;DR it’s a great bullet but will take time to adjust to.
On the MK11, it changes the gun from 2-hit torso kill to a flat 3-shot kill on any range. It has increase headshot multiplier and reduced torso multiplier. Especially on the MG3KWS, damage is reduced to 34 at 0 stud and steadily goes down to 27.6 at 170 studs.
Both have increased Muzzle Velocity by 25% and Penetration by 50%. But it comes with 90% reduces Suppression. Which makes switching this bullet a huge dizziness warning because of the camera shake. But imagining shredding a target distances away with the MK11 with only 3 bullets.
Extended Magazines
Extended magazines can increase or decrease your mag sizes depending on the type. Those that increases rounds typically makes the handling a bit harder and slows down your movements. This mag is all about winning prolonged fights because you have more bullets.
The opposite type, like the HAMR 30RD STANAG or the P90 clvvy mag decreases the rounds. But it subs it with faster movement and easier recoil. It’s easy to see movement players are going to prefer the latter.
Those are the notable ammo types, excluding the shotgun ammos, that you can give a try to change your gameplay. Let me know if you want to see another guide on ammo types for Phantom Forces!
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