Experimental Schematics Tips Thread

You guys were asking which ammos exist so here’s that info. In addition there are two medical kits, one slows you down and heals over time - the other hurts you over time but gives you infinite run stamina.

This info was crowd-sourced by the discord community.
@Tentrix maybe you’ll wanna add these to your huge crafting spreadsheet.

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Seems this sheet is not complete… I got this for the moment (Yellow rows are the ammo i use)
Schermafbeelding 2021-05-08 132620

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If you look at the message above yours you can see the full list, and FYI it’s 6 crown/star not 5!

Indeed a copy past error from my side… Must be 6star . Sorry, corrected the picture above

why are there no HEAT Rockets???

There are already HEDP

Can you give a picture for confirmation?

Has anyone had any experience that might suggest specific ammo can only drop from specific difficulty levels? Or if there are any other sources for them besides wave defence?
Edit: schematics for the ammo, not the ammo itself, sorry.

Experimental Ammo can only be crafted from the schematics you get for doing Home Base missions.
It does not drop from enemies, nor is it found in loot containers.

Does that go for the health packs as well?

The Experimental medkits? Yes indeed.

Ok. Just wanted to clarify.

Wait there’s experimental med kits?

Does it matter what difficulty you set the base defense mission too to get these schematics?

easy mode 7.62mm shock ammo - resulting amount 300, experimental pants and 1 uranium.
normal mode .44 TAR ammo resulting amount 200, experimental gloves and 2 uranium.

Might do hard mode today and see what that drops…

EDIT 1…

okay did hard mode… Got .50 BMG Medical Ammo - resulting amount 60, Experimental helmet and 4 uranium.

Edit 2 5/24/2021 hard mode .243 explosive ammo - resulting amount 100 and 3 uranium

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As far as i can tell, no.

But higher difficulty rewards you more crafting materials, including Uranium, which is needed for every single experimental consumable and which only drops after successful base defence.

Yes, from what Ive heard one grants you infinite sprinting, but damages you at the same time, and im not completely sure what the other one does, but I know it slows you down as a side affect.

Here’s the another one:

What it does, is that during the time it is active (15 seconds), you will move at far slower speeds but you will have constant health regen on you, even when you take damage. And it’s quite fast regen as well. Though, on Guerilla difficulty, some machine attacks can still kill you, even with the health regen active.

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Okay, not sure exactly were to put this but it has to come up at some point as its related to experimental ammo and related.

Saved some Forest Region score (while getting distracted with other regions for rival farming) so can do a bunch of base raids in one go.

Have 6300 score saved… it was only enough to do 1 hard mode. So is it me, or dose the base raid need about 1000 score per use, meaning if you want to get all schematics you’d need about 21-22,000 score saved?

First, there’s timer bethween base raids. Second, only Forest region score counts. Third, based on my experience it has separate (hidden) score counter, since it works regardless of what you have on region, it works exactly like “rival score counter”, but resets after aquiring and finishing/failing mission.

Back to topic: so to summarize what effects we have in total?
I’ve encountered so far explosive, corrosive, healing, tar and shock ammo.

Topic and explanation here: [EXPLAINED] How The Home Base Defense Mission works - Can't start the Home Base Defense Mission, "Disabled. Generate region score to provoke attacks" - #14 by Avalanche_knivspark

There’s HEAT and Radioactive as well.