Door Kickers 2: Task Force North Guide

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

AP/ DMG values by ammo types of all guns

Overview

List of ammo AP/ DMG Rifles DMRs SMGs MGs 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


M16

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

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


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,

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.


MK17c

M80_MK17STD
Params
value
damage
start=”40″ end=”30″
roundsPerSecond
10
physicsImpactForce
4
ArmorPenetration
start=”5″ end=”5″


MK17CQC

M80_MK17CQC
Params
value
damage
start=”30″ end=”30″
roundsPerSecond
10
physicsImpactForce
4
ArmorPenetration
start=”5″ end=”5″

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

SMGs

9mm



Ha ! the nazi rounds! let’s see how they preform.


Mp5ASMG

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

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.


MK17 LB

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

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

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

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

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

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

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



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

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

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

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

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. [link]
To install, just drag and drop the data folder into SteamsteamappscommonDoorKickers2 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.
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