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
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.
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.
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.
Looks like devs were indeed wanted to implement a huge chunk of “experimental weapons ideas”, but couldn’t decide the guns. Instead, went for “magic ammo”. Because I recognize some effects among proposed.