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A weapon's bullet cost determines its starting ammunition, maximum ammunition (when combined with magazine size), and how much ammunition it receives from using an Ammunition Pack.

How ammunition works in GTFO[]

At first, the ammopack appears to behave rather inconsistently, filling up different weapons by different amounts, and sometimes giving an extra bullet (or not). This is a byproduct of the way that ammunition works in GTFO.

Ammunition works on a bullet cost system, and every single weapon has its own defined bullet cost. For ease of reading, this article shall measure them in terms of units (easier to write that way).

Prisoners can carry up to 460 units of ammunition in reserve for main weapons, but only 230 units of ammunition in reserve for special weapons, and 150 units of tool ammo. Ammo in the weapon's magazine does not count towards this limit - therefore, prisoners are always encouraged to reload when resupplying, to avoid wasting a resupply. To explain this in form of an equation:

The amount of bullets a prisoner has in reserve is calculated via dividing their current reserve units by the weapon's bullet cost, and then rounding down, like so:

Prisoners will start missions with exactly 300 units of primary ammo (in total), 150 units of secondary ammo (in total), and 100 units of tool ammo - (the only exception to this being during Training and R7C3, where prisoners are sent in with nothing). The magazines of the weapons will be filled with ammo from this pool, so the reserve pool will initially contain less ammo than the advertised starting capacity (so, in the case of the Pistol: bullets, then with we get starting magazine/reserve is 15/85 (and units in reserve - with space for another 235 units)).

Reloading a weapon subtracts units of ammo from the reserve. Tools don't reload.

The bullet costs of many weapons in GTFO aren't integers, and neither is the count of ammo units currently held by a prisoner - but, of course, one cannot load a weapon with half of a bullet (at least in GTFO). Hence why bullet counts are always rounded down. For example, if a prisoner has a full units of ammo in reserve for their Sniper - the sniper's (pre-ALT://R4) bullet cost of 25 means that the prisoner has bullets in reserve. And as that last of a bullet is rather useless, the prisoner only has 9 bullets. However, if the player then exhausts their ammunition supply (by using those 9 bullets, or, rather, 225 full units of ammunition), the prisoner will still have those lingering 5 units of ammunition in their reserve - which can then potentially be used later on upon resupplying enough to turn that partial bullet into a full bullet.

So, what exactly does the ammopack do?[]

The ammopack provides units of ammunition to the reserve ammunition capacities of a player's primary and secondary weapon. If resupplying would cause the primary to have more than 460 units in reserve or the secondary to have more than 230 units in reserve, the reserve quantities would be capped at 460/230 units respectively.

Magazine capacity does not count towards this cap, but ammopacks do not refill the weapon's magazine. Therefore, to get maximum value from an ammopack, prisoners must ensure that they fully reload their weapons, to ensure that as much space as possible will be free in reserve.

And if prisoners really wish to maximize bang for their buck with ammopacks, they may wish to refrain from fully refilling their weapons, unless they have space in their reserve ammunition for the full 90 units of ammo.

What about Tool Refill packs?[]

Tool Refill Packs replenish units of tool ammunition to your equipped tool (bear in mind the total tool ammo capacity of 150 units) - in other words, it provides exactly 20% tool ammo (but all tools besides the C-Foam Launcher do not have a bullet cost which cleanly divides by 150, 30, and 100).

Also, on the topic of tools - Sentry Guns internally have a bullet cost multiplier of 0.285 (effectively having 526.315789474 total units of sentry ammo, starting expeditions with 350.877192982 units, tool refill packs replenishing 105.263157895 units) - but this bit of internal multiplication is only of interest when looking into the raw stats behind the sentries and trying to make sense of them - and is of very little practical use.

And, of course, the Biotracker does not use ammo in any way, shape, or form.

Sidenote: the awkward numbers, and implications for optimal ammopack usage[]

You may have noticed that pretty much every single weapon (barring the Scattergun) has a total ammo capacity which isn't neatly divisible by its magazine size. You may also have noticed that very few weapons have a bullet cost which is a factor of 90 (resupply amount), 460 (primary unit limit), or 230 (secondary unit limit). And, of course, that 90 isn't a factor of 230 (or 460), and that 150 isn't a factor of 230 (likewise for 300 and 460).

All of this ultimately suggests that these numbers are intentionally awkward, to contribute to GTFO's overall vibe of making players feel underequipped (knowing that full ammo leaves you with a partial reload means that players may not feel confident about their supposedly 'full' ammo reserve) and rather powerless (not entirely feasible for players to assert control by fully optimizing ammopack usage without leaving themselves far from their full ammo capacity), and the fact that this bullet cost system is completely hidden from players leaves lingering uncertainty about the effectiveness of resupplies (even after a player (such as yourself) learns about it).

Ultimately, attempting to fully optimize ammopack usage is a fool's errand (unless, of course, one is prepared to do quite a lot of maths when deciding whether or not to resupply), leaving players who are seeking to optimize it mostly reliant on heuristics.

However, as the overall unit capacities of special weapons are half as much as that of main weapons, but both special and main weapons gain 90 units of ammunition per resupply, prisoners are advised to use 2 units of special ammo from their special reserve for every 1 unit of main ammo they use from their main reserve once both weapons have similar amounts of reserve ammo, to ensure that both weapons can always get roughly the same amount of ammo back from a resupply (minimizing wastage caused by overfilling either weapon).

Refill Amounts (rough amounts)[]

Please note the data shown below was not datamined - it was collected in-game by emptying all weapons so they had 0% ammo (but not necessarily 0 units of ammo) then using the Ammo Refill Pack (and reloaded) until they reached 100% ammo. The article pages for the (non-removed) weapons contain the exact resupply amounts (non-rounded), along with their bullet costs - alternatively, check out u/RaybanYoda's complete GTFO weapon data spreadsheet

Exact ammo refill amounts starting from 0% ammo (Primary Weapons)
Weapon First ammo pack use Second Third Fourth Fifth Sixth
Shelling S49 Pistol 18%

30 Total Bullets

36%

60 Total Bullets

54%

90 Total Bullets

71%

120 Total Bullets

89%

150 Total Bullets

100%

168 Total Bullets

TR22 Hanaway DMR 18%

16 Total Bullets

35%

31 Total Bullets

52%

46 Total Bullets

69%

61 Total Bullets

87%

77 Total Bullets

100%

89 Total Bullets

Malatack LX Assault Rifle 18%

61 Total Bullets

36%

122 Total Bullets

54%

183 Total Bullets

71%

244 Total Bullets

89%

306 Total Bullets

100%

342 Total Bullets

Van Auken LTC5 SMG 18%

70 Total Bullets

35%

139 Total Bullets

53%

208 Total Bullets

70%

277 Total Bullets

88%

346 Total Bullets

100%

393 Total Bullets

Accrat Golok DA Bullpup Rifle 17%

60 Total Bullets

35%

120 Total Bullets

52%

180 Total Bullets

69%

240 Total Bullets

87%

300 Total Bullets

100%

346 Bullets

Drekker Pres MOD 556 Rifle 17%

22 Total Bullets

34%

44 Total Bullets

52%

66 Total Bullets

68%

87 Total Bullets

85%

109 Bullets

100%

128 Bullets

Raptus Steigro HEL Autopistol 18%

112 Total Bullets

35%

225 Total Bullets

53%

337 Total Bullets

71%

450 Total Bullets

89%

562 Bullets

100%

635 Bullets

Van Auken CAB F4 Carbine 17%

64 Total Bullets

34%

128 Total Bullets

51%

193 Total Bullets

68%

257 Total Bullets

85%

321 Total Bullets

100%

376 Total Bullets

Bataldo 3RB HEL Revolver 18%

18 Total Bullets

36%

36 Total Bullets

54%

54 Total Bullets

72%

72 Total Bullets

90%

90 Total Bullets

100%

100 Total Bullets

Raptus Treffen 2 Machine Pistol 18%

95 Total Bullets

36%

190 Total Bullets

53%

285 Total Bullets

71%

379 Total Bullets

89%

474 Total Bullets

100%

543 Total Bullets

Accrat ND6 Heavy SMG 18%

60 Total Bullets

36%

120 Total Bullets

54%

180 Total Bullets

73%

240 Total Bullets

91%

300 Total Bullets

100%

331 Total Bullets

Hanaway PSB Double Tap Rifle 18%

24 Total Bullets

36%

48 Total Bullets

53%

72 Total Bullets

70%

95 Total Bullets

88%

119 Total Bullets

100%

135 Total Bullets

Malatack CH 4 Burst Rifle 17%

51 Total Bullets

35%

103 Total Bullets

53%

174 Total Bullets

71%

206 Total Bullets

88%

257 Total Bullets

100%

292 Total Bullets

Buckland SBS III Sawed-off Shotgun 18%

8 Total Shells

36%

16 Total Shells

55%

24 Total Shells

75%

33 Total Shells

93%

41 Total Shells

100%

44 Total Shells

Accrat STB PDW 18%

69 Total Bullets

36%

139 Total Bullets

54%

208 Total Bullets

72%

277 Total Bullets

90%

346 Total Bullets

100%

385 Total Bullets

Bataldo J 300 HEL Shotgun 16%

16 Total Shells

34%

33 Total Shells

51%

49 Total Shells

68%

66 Total Shells

85%

82 Total Shells

100%

97 Total Shells

Exact ammo refill amounts starting from 0% ammo (Special Weapons)
Weapon First ammo pack use Second Third Fourth
Buckland S870 Shotgun 29%

8 Total Shells

61%

17 Total Shells

89%

25 Total Shells

100%

28 Total Shells

Buckland AF6 Combat Shotgun 33%

23 Total Shells

65%

45 Total Shells

99%

68 Total Shells

100%

69 Total Shells

Mastaba R66 Revolver 35%

18 Total Bullets

71%

37 Total Bullets

100%

52 Total Bullets

-
Köning PR 11 Sniper 31%

4 Total Bullets

62%

8 Total Bullets

92%

12 Total Bullets

100%

13 Total Bullets

Techman Klust 6 Burst Cannon 28%

18 Total Bullets

54%

35 Total Bullets

82%

53 Total Bullets

100%

65 Total Bullets

Buckland XDIST2 Choke Mod Shotgun 33%

9 Total Shells

67%

18 Total Shells

100%

27 Total Shells

-
Techman Veruta XII Machine Gun 31%

78 Total Bullets

62%

156 Total Bullets

94%

235 Total Bullets

100%

250 Total Bullets

Omneco EXP1 HEL Gun 30%

13 Total Bullets

61%

27 Total Bullets

93%

41 Total Bullets

100%

44 Total Bullets

Omneco LRG HEL Rifle 32%

9 Total Bullets

61%

18 Total Bullets

93%

27 Total Bullets

100%

28 Total Bullets

Techman Arbalist V Machine Gun 30%

51 Total Bullets

60%

102 Total Bullets

91%

153 Total Bullets

100%

169 Total Bullets

Malatack HXC Heavy Assault Rifle 32%

47 Total Bullets

62%

93 Total Bullets

94%

140 Total Bullets

100%

149 Total Bullets

Drekker INEX Drei Scattergun 36%

5 Total Shells

71%

10 Total Shells

100%

14 Total Shells

-
Shelling Arid 5 High Caliber Pistol 33%

12 Total Bullets

67%

24 Total Bullets

100%

36 Total Bullets

-
Drekker Del P1 Precision Rifle 33%

16 Total Bullets

67%

33 Total Bullets

100%

49 Total Bullets

-




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