Ammunition

There are dozens of kinds of ammunition available in SYNTHETIK, many with unique (and unusual) effects. Each ammo type adheres to a certain technology, which determines the base stats of all ammo in that technology class.

Note: The armor penetration of ammo overwrites the penetration of its technology. (An ammo type with 25 armor pen with a technology that grants 10 armor pen will still only have 25 armor pen.)

The travel speed is (the default ammo speed value * 60)/sec. Calculations are always done in 1080p.

To see a list of all weapons based on their ammo type, see here.

Ballisticsoft.png BALLISTIC SOFT

 * Small and medium sized ballistic ammunition is ideal for close and midrange, but lacks armor penetration and loses quite a bit of damage over distance.

Ballisticap.png Ballistic Armor-Piercing
Medium and heavy ballistic ammo with high headshot damage, armor penetration and low damage falloff. Not as effective versus plating due to the lower rate of fire of heavy weapons, and deals slightly less damage to shields.

Ballistic Anti Materiel.png Ballistic Anti-Material
Ballistic Anti-Material weapons deal very high damage with extreme armor penetration, with increased damage to bosses and turrets. Ineffective versus plating, and deals slightly reduced shield damage.

Ballisticshrap.png Ballistic Scatter
Ballistic Scatter weaponry deal high burst damage, with increased damage versus shields. Has poor range and weakened headshot damage.

Laser.png LASER
Laser weapons usually become more powerful, and gain rate of fire from heat- they also have accuracy independent of heat level. Powerful versus plating and weak versus shields.

Fire.png Fire
Fire weapons have decent areas of effect and deal fire damage, but have reduced shield and headshot damage.

Explosive.png Explosive
Explosive weaponry deal high damage in large areas, but are very ineffective versus plating. (See also: Explosion Intensity)

Plasma.png Plasma
Plasma weapons have the innate ability to regenerate ammo that completely ignores armor and removes pretty much all plating. However, Plasma is extremely weak against shields.

Lightning.png S-Lightning
S-Lightning ammo deals extreme damage, and has the ability to jump between nearby targets. Deals less damage to shields.

Ion.png ION
Ion deals extreme damage which ignores all armor, as well as gaining damage based on the enemy armor value. Also deals increased headshot damage and less shield damage.

Fusion.png Fusion
Fusion deals very high damage to shields, and fusion weapons usually improve the user's shields in some way while being used.

Psyonic.png psyonic
Psyonic needles that home in on enemies. Cannot headshot. Can critically strike, but gains no additional damage (i.e., unaffected by Critical Damage). Hits disorient and slow enemies.