Done arranging weapons and ammo.
And, usesless info, but here’s the list of all ammo I got so far. Most of these ammo have guns for them, with a few exceptions. Also, it’s quite a bit, but due to having 0.5 of the item spawn rate, the current item spawn rate which is much lower than the old item spawn rate, it’s not as much as I had from my old runs.
.22 ammo: 80 handloaded, 1730 LR, 20 handloaded LR, 400 FMJ, 500 CB. Quite weak stuff, though useful for small groups of zombies. You need like 20-30 shots to down a hulk.
.30-06: 20 reloaded Springfields and .270 reloaded Winchesters, 30 Springfields and 159 Winchesters. Haven’t really used these. Damage and accuracy is pretty nice, more or less equal of .308 ammo - but then that’s the thing: why stick to less ammo when .308 ammo is more common. That said, I’d like to use ammo I haven’t really used, to validate the purpose of their existence. Or unload the ammo to make more .308s.
Pebble type ammo: 442 pebbles, 50 bearings, 1780 marbles. The Pneumatic Assault rifle is a decent mid-game weapon if you don’t want to use precious rifle ammo to train the rifles skill for a bit. That said, having to reload bullets one at a time can be problematic when facing off against large groups.
Hydrogen: 50 Hydrogen. Eh. I’d rather use these to diamond coat cutting weapons.
.300: 10 .300 Winchester Magnums. Just ten. It’s hard to justify using these, or adding gun mods to a gun that uses this ammo. Like, yeah, after ten shots, what else is there to do? My survivor can use hundreds of ammo on a skirmish, since the guns usually get used when there’s a big group of undead ahead, so just having ten is rather not useful.
.308: 20 reloaded 7.62s, 40 reloaded .308 Winchesters, 1123 7.62s, 120 7.62 tracers, 480 Winchesters. 13 ammo belts of 100 Winchesters, 7 ammo belts of 100 7.62s, 2 ammo belts of 500 Winchesters. Plus the 125 ammo belt of Winchesters my survivor is currently carrying. And 1971 casings. Seems like I dropped some casings, as I used up at least six 500 ammo belts on this one.
In general, one of the main ammo types my survivor uses. Powerful ammo. Lacks armor piercing, though. In general, high armor piercing for this ammo really only matters on armored zombies, as they tend to only do single-digit damage on them. Tank drones and zombie soldiers still feel lots of damage from the .308. Add in the fact that you can convert many .308 rifles to feed off ammo belts makes this rifle rather potent.
Don’t remember how rare this ammo is, but it has become rather common thanks to the presence of tanks and other vehicles with mounted rifles, as they often carry ammo belts and spare .308 ammo. Miniguns, too. Zombie soldiers can drop miniguns that are sometimes loaded with more .308 ammo belts.
.32: 1396 .32 ACP. Stronger than .22 but not as strong as 9mm. Perhaps better off unloaded for gunpowder, but the current amount offers a chance to use this ammo on a handgun.
.38: 480 .38 Special and 520 Special FMJ.
.38 Super: 25 .38 super and 20 reloaded super.
.357 Magnum: 471 .357 magnum.
Grouped those three together as the S&W 619 uses all three types of bullets. The .38, .38 super, and .357 magnum are separate ammo types, but it seems some guns don’t accept .357s (like the Ruger .38 LCR). Anyway, the 619 is a pretty decent revolver to function as a side weapon when there’s no need to bring out heavier firepower. One of the handguns my survivor tends to carry around.
Shot: 20 makeshift shots, 60 reloaded slugs, 49 reloaded 00 shot, 60 shotgun slugs, 1345 00 shot, 40 flechette shells, and 992 birdshot. Don’t use shotguns as much as rifles due to low range, but they can be useful for taking down skeletons and smokers since shotgun ammo seems to have a better hit chance against those enemies.
Signal flare: 32 of them. This can be used for shotguns, but the weapon that only uses signal flare is the flaregun. As shotgun ammo, it has more range than most shotgun shells, but has worse dispersion (200 compared to 0 for 00 shots, or 100 for shotgun slugs). Never tried signal flares as ammo before, so I’m not sure if it can like ignite zombies.
.410 shotgun ammo: 741 .410 birdshots. Why would I use a weaker shotgun? I mean, low strength characters would benefit from lower recoil, but for my survivor she’ll be better off using a handgun with similar power. That said, the Taurus Raging Bull can use .410 ammo, so there might be some benefit.
.44: 40 reloaded .44 magnums, and 20 .44 magnums. Very powerful handgun ammo, but a lack of supply makes it hard to justify use.
.45: 60 reloaded ACP JHP, 30 reloaded FMJ, 690 ACP JHP, 872 ACP FMJ, 10 +P. Decent handgun ammo, though I reckon it’s firepower will do a lot of good with the H&K UMP45, much like how 9mm ammo becomes a beast with the MP5. 'course, the MP5 has a lot more ammo to burn, and going around burst-firing .45 ammo will quickly dwindle supply. Still, might start using the UMP again.
.45 Long Colt: 450 long colts. Some .45 ammo using guns use this, and there’s a gun that only uses this ammo. Weaker than standard .45 ammo, but this can also be used by the Raging Bull.
.454: 20 .454 Casull. Damage is almost as strong as some rifle ammo, though low range due to being a handgun bullet. The Taurus Raging Bull’s main ammo, but it can use .410 shells and .45 long colts, so that handgun might get some use…
.50 BMG: 30 APs, 10 tracers, 738 BMG balls, 27 ammo belts with 100 BMG balls each. One of the strongest ammo in the game (that’s not from a missile or similar ammo). That said, in terms of raw power it’s only a few points stronger than .308 ammo… but it’s got armor piercing. Most creatures won’t be able to resist its damage, and it can definitely do triple digit damage on armored zombies, which I think is the most armored creature in the game. Tank drones can be taken down by .308 ammo easily, but you need .50 ammo on armored zombies to kill them in a few shots. Main problem is weight. My survivor can only carry one ammo belt, which is loaded on a Barrett with a belt-feed adapter.
10mm auto: 36
.40: 33 reloaded S&W FMJ, 672 S&W FMJ, 974 S&W. The S&W 610 uses both ammo types. For revolvers, I prefer the 619 since I had more ammo… well, until I used up a lot of .38 ammo. Anyway, the Glock 22 might be a better fit if I want to use the .40 ammo supply, since it uses magazines (and I got a lot), though it doesn’t use 10mm ammo.
20x66mm caseless shotgun: 20 incendiary, 10 flechette, 137 buckshot, 10 beanbag. Well, the Rivtech shotgun ammo is kinda better, but since they don’t have casings, and can’t be crafted no more I would quickly run out. Might as well use them eventually, at least.
30x113mm: 15 HEI, 185 HEDP, 10 ammo belts with 50 HEDP each. Chaingun ammo. Might mount this on a vehicle, since it has a single-fire mode. I think this is the strongest rifle ammo in the game, with 120 damage and 210 armor piercing.
40mm: 8 flashbang, 8 buckshot, 4 beanbag, 4 tear gas, 24 smoke cover, 12 incendiary, 88 frag, 12 flare, and 4 concussive. 4 concussive grenade belts with 25 ammo, 2 frag grenade belts with 25 ammo. Grenade launcher ammo. Got good launchers skill, but my survivor trained using other weapons. Aside from the buckshot, the grenade ammo deals low direct damage, doing most from the blast some of the grenades produce.
5.45x39mm: 330 7N10. Okay damage, around the level of .223 ammo. Similar deal with the .30-06 ammo. Don’t get a chance to use much since a different ammo type with similar stats are more common.
.223: 1601 5.56 NATOs, 1136 .223 Remingtons, 30 reloaded Remingtons, 450 NATO tracers. One ammo belt with 134 NATOs Slightly stronger than 5.45. Also, one of my most used ammo. Around 2k casings used already, and forgot to pick up some of them. I remember on older versions these did a lot more damage, often causing many zombies to explode to bits. Now the damage isn’t as great, but since it’s a common ammo type it’s easy to use.
It has ammo belts, and the rifles that use the ammo can be converted to use them. That said, carrying around several STANAG drum mags is more convenient. Like, I got some drum magazines for .308 ammo, but they’re far rarer so it’s easier to just use ammo belts for that ammo when it comes to reloading.
5.57mm: 220 SS190s, 40 reloaded ammo. FN’s armor piercing ammo. Prefer H&K’s similar ammo, since there’s more found for them.
7.62x39mm: 120 M43s, and 30 reloaded M43s. Weaker than the 5.45x39mms, and according to info that ammo replaced this one. Again, low amounts meant that I didn’t use this rifle much on the undead. Like seriously, if I want to clear out a town or a city with rifle bullets, I want ammo where I have thousands of.
If I had more casings of these ammo types, I’d be more open to using them, but no such luck yet.
8x40mm caseless: 20 tracers, 40 sporting, 40 JHP, 160 FMJ, 1380 caseless. For just raw power, damage is equal to .223, but better armor piercing and slightly better range but slightly lousier dispersion. Not as OP anymore since you can’t craft most Rivtech ammo anymore.
9x18mm: 28 57-N-181S, 50 FMJ. Not 9mm ammo. Weak ammo, not enough found, no point in using them.
9mm: 50 reloaded FMJ, 50 +P, 300 reloaded JHP, 3300 FMJ… and 14156 JHP. Plus 10k+ more casings. Never underestimate 9mm ammo, especially when used with the MP5. Most creatures aren’t armored, so you can rip apart most crowds with little trouble, especially with several spare MP5 extended magazines. Should I ever need to make reloaded ammo, I’ll have to make +P+ to get as much damage as the brand new JHPs. Doubt I’ll ever need to, thanks to how common 9mm ammo is.
84mm recoilless projectiles: 2 HEDP rocket, 2 HE rockets. HEDPs have great damage, about a fourth of the almighty tank ammo. Unlike tank ammo the 84mm ammo doesn’t require a vehicle mounted weapon. However, not a lot of supply to use.
Fusion cells: 40 fusion packs. If it has a similar effect to the fusion blaster arm, I’m better off converting the bionic into the homemade rifle that’s hooked on a UPS than use these.
12mm slugs: 100 H&K 12mms. Railgun ammo. Don’t have a railgun. Often found ammo, but never the railgun. Or found the gun but not the ammo, on many runs. Same deal with the elephant gun and the 700 NX ammo.
Heavy projectiles: 6000+ rocks, 24 pool balls, 101 lead balls. Ran out of explosive canisters and haven’t crafted more yet. Slingshot cannon ammo. Very powerful, especially the exploding cans. This is what my survivor used to train her launcher skills. Main flaw is reload time, and needing to mount it on a vehicle. Reload can take a while, so you only get a few shots with the projectiles before the rest of the crowd draws near. The explosive cans also have a big blast radius, making it super dangerous to fire at less than 12 tiles away.
Got a ton of rocks since I did collapse the lab building’s ground floor.
Ferrous rail projectile: 10 steel rails. Rather odd that homemade railgun-like ammo is stronger than actual rail gun ammo. Used this a lot on a previous run. Explosions weren’t as potent before, I shudder to think how strong this is now. Seriously, ammo for this is amazingly easy to craft when a survivor gets to the point where she can craft the weapon that uses this.
Speargun spear: 8 metal fishing spears. Since this weapon functions better underwater, don’t know how good this is.
Paper cartridge: 32
.36 cap and ball: 6 paper cartridges
Old timey gunpowder ammo. Paper cartridges are surprisingly strong, but the reload time for the guns is rather prohibitive.
Bolts: 28 wooden bolts, 78 steel bolts. Praise unto the one who made the steel bolts craftable. Great on crossbows, better on the pneumatic bolt driver.
Arrows: 10 wooden arrows. Rarely used archery in the game, perhaps I should use it more.
5x50mm flechette: 1650 flechettes. The only Rivtech ammo that can be crafted now, since it has casings. Can be used on some of their handguns and submachine guns. An armor piercing ammo. Very good range and decent damage, removing the weakness of most handguns and SMGs.
4.6mm: 260 ammo. H&K’s armor piercing ammo. Like this more than FN’s armor piercers since ammo and magazines are far more common. Used up about 1k of these already.
7.62x25mm: 141 JHPs. Another low-power rifle ammo, and again not used much due to low supply.
DREAD pellets: 200 .20 DREAD pellets. Weaker than .22 ammo. They don’t produce sound, so there’s that. I remember you can attach a bayonet to the wrist DREAD at least. Extending aaaaaaarm.
Javelins: 10 iron javelins. Meant for the atlatl. Just throwing with the throwing axe is better, damage-wise, though javelins have better range with the atlatl.
6.54x22mm: 102 9N8s. These ammo types are hard to keep track of. Mid-level power.
7.62x54mm: 40 reloaded. Not to be confused with the 7.62x25mm ammo.
BBs: 3000 BBs. I suppose this can be helpful for hunting small animals and fish. Fish at least I want to hunt, but why hunt squirrels when my survivor can take on sewer gators, bears, and moose?
M235 Incendiary TPA: 4 rockets. Need to start using rockets more.
And that’s everything my survivor has, at the moment. May she find more.
Oh, and tank ammo.
155mm: 17 HEATs.
Anti-Tank Guided Missile: 11 missiles.
120mm: 39 APFSDS, 115 HEATs.
Some of the strongest ammo in the game. Doubt anything can survive a shot from this ammo.
Dunno why it has a max range of 120, when at most a survivor can see is 60 tiles.