Door Kickers 2 AP/ DMG values by ammo types of all guns

Door Kickers 2 AP/ DMG values by ammo types of all guns 26 - steamsplay.com
Door Kickers 2 AP/ DMG values by ammo types of all guns 26 - steamsplay.com
List of ammo AP/ DMG

  1. Rifles
  2. DMRs
  3. SMGs
  4. MGs
  5. Pistols

 
 

Rifles

 
Since Crit chance is displayed in game you have to consider that too. Use this list as a compliment 
 

5.56mm

 
 
There are basically 3 types of rounds on 5.56mm guns as I write this 
there are slight differences on fire rate and dmg due to ammo types 
but this is not Displayed in game. I opened the config files and made a list 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 


 
M16 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M855

 

Params value
damage start=”30″ end=”20″
roundsPerSecond 15
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 

M855A1 EPR

 

Params value
damage start=”30″ end=”20″
roundsPerSecond 15.5
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 

MK318 SOST

 

Params value
damage start=”36″ end=”25″”
roundsPerSecond 16
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 
 


 
M4 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 

M855

 

Params value
damage start=”28″ end=”20″
roundsPerSecond 12
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 

M855A1 EPR

 

Params value
damage start=”29″ end=”20″
roundsPerSecond 12
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 

MK318 SOST

 

Params value
damage start=”35″ end=”25″
roundsPerSecond 13
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 


 
MK18 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M855

 

Params value
damage start=”23″ end=”19″
roundsPerSecond 12
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 

M855A1 EPR

 

Params value
damage start=”26″ end=”20″
roundsPerSecond 12
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 

MK318 SOST

 

Params value
damage start=”35″ end=”25″
roundsPerSecond 12
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

 


 
As you can see SOST rounds seems to be highly OP. 
However there are some major crit chance difference between the other two rounds, 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
but the ingame chart make it seem negligible. 
I recommend the devs to display the charts in numerical values, 
so the players can see the difference 
and Buffing the other types of rounds
 
 


 

7.62mm

 
 
There are only 1 type of 7mm ammo for each guns at the current point. 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 


 
 
MK17c 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M80_MK17STD

 

Params value
damage start=”40″ end=”30″
roundsPerSecond 10
physicsImpactForce 4
ArmorPenetration start=”5″ end=”5″

 


 
 
MK17CQC 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M80_MK17CQC

 

Params value
damage start=”30″ end=”30″
roundsPerSecond 10
physicsImpactForce 4
ArmorPenetration start=”5″ end=”5″

 
7.6. seems to have the same AP as 5.56mm. This seems to be out of balance (IMO) 
 
 

SMGs

 

9mm

 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Ha ! the nazi rounds! let’s see how they preform. 
 


 
Mp5ASMG 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M882 FMJ

 

Params value
damage start=”25″ end=”20″
roundsPerSecond 13.3
physicsImpactForce 2
ArmorPenetration start=”3″ end=”3″

 
+ audibleSoundRadius=”50″ this is basically half of other main guns 
 

M1152 FMJ

 

Params value
damage start=”25″ end=”20″
roundsPerSecond 13.3
physicsImpactForce 2
ArmorPenetration start=”4″ end=”3″

 
a tiny bit more AP in CQC 
 

M1153 JHP

 

Params value
damage start=”32″ end=”26″
roundsPerSecond 11.5
physicsImpactForce 2
ArmorPenetration start=”3″ end=”3″

 
what’s the point of FMJ if JHP it has no lower AP??? Are they even sub sonic? I suggest the devs fix this. 


 
 
Mp5SDSMG 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M882 FMJ

 

Params value
damage start=”20″ end=”18″
roundsPerSecond 13.3
physicsImpactForce 2
ArmorPenetration start=”3″ end=”2″

 
+ audibleSoundRadius=”2.5″: now that’s silent 
 

M1152 FMJ

 

Params value
damage start=”21″ end=”18″
roundsPerSecond 13.3
physicsImpactForce 2
ArmorPenetration start=”3″ end=”2″

 
+ audibleSoundRadius=”5.5″: double the sound radius for what? 1 extra Dmg? 
 

M1153 JHP

 

Params value
damage start=”32″ end=”26″
roundsPerSecond 11.5
physicsImpactForce 2
ArmorPenetration start=”2″ end=”2″

The obvious winner 
 
 

DMRs

 

7.62mm

 
 
There are only 1 type of 7mm ammo for each guns at the current point. 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 


 
 
MK17 LB 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M118LR_MK17LB

 

Params value
damage start=”40″ end=”40″
roundsPerSecond 10
physicsImpactForce 4
ArmorPenetration start=”5″ end=”5″

only difference between STD/C ver seems to be damage drop. AP&ROF seems identical. 
 


 
 
M14EBR 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M118LR

 

Params value
damage start=”50″ end=”50″
roundsPerSecond 5
physicsImpactForce 2
ArmorPenetration start=”5″ end=”5″

Low impact force for a 7.62 
 


 
 
M110A1 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M118LR

 

Params value
damage start=”50″ end=”50″
roundsPerSecond 5
physicsImpactForce 4
ArmorPenetration start=”5″ end=”5″

My personal favorite DMR rifle. Decent ACC, good impact, high DMG 


 
 
MK20SSR 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M118LR

 

Params value
damage start=”50″ end=”50″
roundsPerSecond 5
physicsImpactForce 4
ArmorPenetration start=”5″ end=”5″

Identical Stats to M110A1 Decent ACC, good impact, high DMG, but can’t handle close threats. 


 
squad DM rifle 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Pro tip, don’t use it. I won’t even bother listing the stats 
 
 

MGs

 

Coming soon…. as I almost never use these :p

 

 
 
 

Pistols

 


 
1911 Pistol 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Brownings finest. 

45FMJ

 

Params value
damage start=”35″ end=”34″
roundsPerSecond 6
physicsImpactForce 4
ArmorPenetration start=”2″ end=”2″

not bad at instakilli’n tangos on a pinch but .1 sec slower to pull out then the fastest ones. 
If you can take the risk go for it. Mind the low AP though 
changeInTime=”800″ 


 
 
G22 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
Do you want more mag size, faster transition, but still want the 1911’s fire power? 
you greedy bastard. 

.40 S&W

 

Params value
damage start=”25″ end=”25″
roundsPerSecond 6
physicsImpactForce 2.8
ArmorPenetration start=”3″ end=”3″

changeInTime=”750″ 0.05 sec slower compared to the fastest. 
Actually this is kinda hard to recommend. 
hollow point 9mm has higher DMG & faster transition, if you choose the right guns. 
 


 
 

9mm

 
 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
same as SMG rounds 
 
M1152 FMJ and M1153 JHP rounds are shared for all handguns at the moment 
 

M1152 FMJ

 

Params value
damage start=”21″ end=”19″
roundsPerSecond 6.2
physicsImpactForce 2
ArmorPenetration start=”4″ end=”2″

 
 

M1153 JHP

 

Params value
damage start=”29″ end=”26″
roundsPerSecond 5.5
physicsImpactForce 2
ArmorPenetration start=”3″ end=”2″

 
 


 
G19X Pistol 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M882 FMJ

 

Params value
damage start=”20″ end=”20″
roundsPerSecond 5.5
physicsImpactForce 2
ArmorPenetration start=”3″ end=”2″

changeInTime=”700″ fastest change time in all pistols. If you want a fast backup, this is it 
 


 
 
M17/M18 Pistol 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 
basically the same stats for CQC for these two . 

M882 FMJ

 

Params value
damage start=”20″ end=”20″
roundsPerSecond 5.5
physicsImpactForce 2
ArmorPenetration start=”3″ end=”2″

M18 changeInTime=”700″ fastest change time in all pistols. 
Just don’t bother M17, its slow to change, and basically has the same stats for CQC 
 


 
 
M9 Pistol 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M882 FMJ

 

Params value
damage start=”20″ end=”20″
roundsPerSecond 5
physicsImpactForce 2
ArmorPenetration start=”3″ end=”2″

It’s just meh… 


 
 
M9 SUP Pistol 
Door Kickers 2 AP/ DMG values by ammo types of all guns 
 

M882 FMJ SUP

 

Params value
damage start=”20″ end=”20″
roundsPerSecond 6
physicsImpactForce 2
ArmorPenetration start=”4″ end=”2″

 
+audibleSoundRadius=”7″, audibleSoundRadius=”3.5″ when using subsonic rounds , still 1 louder than Mp5 SD with same rounds but you must use subsonic in order to use this. 
 
++changeInTime=”1100″ slowest change time in all the sidearms. never use this as a backup. use this to start quiet, change to main, then go boom. 
 
 

PLZ Tell me if updates changes the stats

 
I’ll try to keep this as relevant as possible, 
thumps up will greatly increase my morale . 
thx for reading this 
 
P.S. I’ve made a small mod fixing the issues I had while composing this. https://cdn.discordapp.com/attachments/775013371019264020/820903083374280804/data.zip 
To install, just drag and drop the data folder into \Steam\steamapps\common\DoorKickers2 dir. 
 

  • What this mod does 
    I’ve added Lv3 armour on veteran,Executioner,Suicide Bomber enemies. and balanced some AP values for 5.56mm,7.62mm and 9mm ammo by barrel length & ammo types. I’ve also increased the pistol change speed for smaller compact ones. This will make your run a bit more challenging and realistic as you won’t have a fix it all ammo type for every mission. 
    There is a changelog in the folder if you are more interested.

 
 

Written by randomhan

Hope you enjoy the post for Door Kickers 2 AP/ DMG values by ammo types of all guns, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!


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