Exprimental Al-76 and favorite ammo?

Thought I was pleased with 5.56 AP and 7.62 FMJ and for the big hunting game .50 cal AP with our new Exp.Al-76.
Started with silencer because who don’t want to with .50 cal in full auto? And now I’ve have more of the three types of ammo after the Showdown update than before, a vicious circle I’ve fallen into now.

The extended barrel seems more precise and controllable so it’s on now instead. And to make space in the Plundra for more looted .50 cal AP’s I removed all pistol 9mm FMJ. Just some hundred and I thought “Uh, I’ll just spray them away” and there was this unlucky FNIX Hunter standing just outside the safehouse. :smirk:
And he went down, fast! You know how it works, you’ll get more back in the loot then used. So I’ve been practice run’n and gun last hours with 9mm FMJ pistol ammo. 60 rounds in the magazine, high fire rate and less recoil. If we only had a 1-4x scope also.

What do all of you others load your Exp.Al-76 with, anyone using the now so expensive experimental ammo? Silenced, extended barrel or standard? Please tell and justify with + and - of your choice.

I have yet to find any of the new experimental weapons. I don’t plan on using either the HP5 or the shotgun. I’ll use either .50 cal. explosive or .44 magnum explosive in the Exp. AI-76. I have about 10,000 rounds of the .50 explosive in reserve and 1,200 of the .44 explosive. That should keep me set for the time being, but I need to beat the RNG and get the weapon first. EDIT:- with extended barrel.

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I was fortunate enough to get the gun today from the Vulture. To give my rake on the gun, the extended barrel is the muzzle mod to use due to all the ammo types having different functions with the gun. I’ve tried all the basic ammo, from .32acp, 9m (Sub and pistol), 7.62, 5.56, .243, .270, .50BMG, .44, 9x39, and then a handful of the experimental ammo.

The smaller calibers like .32, 9x39, and the 9m rounds have bigger mags, faster fire rate, minimal recoil, and are surprisingly accurate. Downfall is the legit fall for the velocity. They drop faster and have more of a arch in their flight path.

Medium calibers like the 5.56 and 7.62 have standard fire rate, damage, velocity, and recoil with the same accuracy. The 5.56 does care a little more ammo though.

High calibers like .44, .243, .270, and the .50BMG all have different ammo amounts based on the type you select, slower fire rate, high velocity, and much higher recoil. The damage though is amazing with them. I recommend burst firing or single shots if you use BMG or .44 rounds though, they get the most kick down range.

As for shotgun ammo, they do not functionally work with the gun. Its only rounds that are actual bullets. Slugs don’t work either sadly.

The experimental ammo shine with it though. I had the Acidic, Scorching, Uranium, and Adhesive ammo research ro fully do, but having one gun do it all cut my time down heavily. In maybe a hour I did them on Wolf bots, Giants, and a Reaper. I sadly didn’t try explosive ammo, but I assume pure chaos with amazingly fun moments.

Overall it became one of my guns of choice now due to how versatile it is. Good at all ranges, the new ammo drop change makes it easy to find the ammo you want as long as you have the appropriate gun on you, and it hits really hard overall. I actually use .32acp on giants and they die in one to two mags hitting weak points. Only flaws I have was the sad fact no shotgun ammo can be used, and only x2 red dots is the only sight it can have. A 1x-4x would be awesome for a sniper hybrid, but I’m quite happy otherwise.

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.270 experimental shock ammo is amazing with the AI-76

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I had some in storage and never even thought of using it. I was curious to see if the medical ammo heals more if you use lower calibers on it too, but I’m a solo player. Dont really get to try co-op stuff out myself.

If someone is willing to learn if it does affect healing on it, that’ll be amazing. Dont blame others for not wanting to use the material though

You can use it on yourself, too.
Just shoot on the ground below you.

The medical .270 with the experimental Älgstudsare btw is affected too by the guns special effect. The longer the projectile is on its way, the greater the radius of the healing.

Very good to know. I thought it was a direct hela, not a splash style heal. I saved the material to just use other ammo or upgrades. Keep those in mind next time though. How much does it heal per shot from the normal and experimental Älgstudsare?

I did manage to get the new experimental auto shotgun today and its a bit funky with the accuracy. I was thinking about trying it with the medical slugs to see if it has some odd affect with it being a fire pellet shotgun.

Usually those side effects should be mentioned in the weapons discribtion.

But nevertheless: try it out

Had maybe ~250 and tested.
First victim was a FNIX Tank. He acted like the people seen in the videos getting tased by the police. :laughing:

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You’re a lucky man. I’ve dusted off between three and four dozen rivals and countless other tanks, harvesters, wolves, etc., as well as about a half dozen Reapers and Vultures- and I have yet to see even one new experimental.

Just got the new 6c AI-76 from a rival wolf in the Marshlands. Tried it with 50 cal BMG and the recoil is very high. Impressive results though!

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It was a insane find, but I was reading something about the drop being higher for Vulture and Svoiet machines. Cant confirm if its true, but might make since its a Russian weapon.

I also saw a guy clip him getting it from a level 1 Scout Wolf, so it is very possible for any level. Hoping the RNG gods are on your side though.

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I took Sabetdog’s information and went to the marshlands. Killed a wolf and got the experimental AI- 76 within a couple of hours lol. That might just be the go to place. I’ll not be using either the shotgun or the HP5 with “guided bullets”.

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I can now see frantic activity everywhere as the Marshland is “purged” and “purged again” to get the rival number higher.

I might head back there once I get this pesky thing called day job finished.

As an aside. crafting now sucks.

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lol yep. I generally have little problem with grind, but this was made while they were asleep. The player can’t even build a quality wooden wall without specialized materials. A few hours of grind will be necessary to build just one base- to say nothing of specialized ammunition. My bases were almost all completed, and I have alot of special ammunition already. That said, one can see that the people who made this update did no playtesting other than perhaps to ensure that this functioned.

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I am avoiding using shock ammo currently as it is almost impossible to craft enough to make it a standard option now.

All my bases are constructed using concrete defensive walls and there is no room to house these new buildings inside those walls. Given the so called new "special"materials require to build any wall, I cannot expand without multiple base defences gaining a pittance of “special” materials each mission. I am usually pretty kind to the mods. But…

THIS WAS NOT GIVEN ENOUGH PRACTICAL THOUGHT.

There I said it.

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Yep. Either this will be remedied or they’ll start bleeding their player base. Perhaps that’s what they want. What a way to end the game- by screwing it up.

I am confident a hotfix will come out soon. Been lots of complaints on Discord from what I have been told. I really would like to continue to build on the already 2400 hours I have invested.

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Hope you’re right but I dunno. Those special devices and materials have to be used for something. Time will tell. Funny. That’s how much time I have in game; 2,432. Lotta base assaults wrapped up in that time. BTW, thanks for that info on the marshlands. I snagged the exp. AI76 there. Not a bad weapon.

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Load it with 50 cal and an extended mag. Up close where the recoil does not matter it will kill a harvester in one mag. Potent.

I just got the shottie from a base assualt.

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