Skip to main content
Delta Force Ammo Guide: .300BLK TIV, CINDER, and More

Delta Force Ammo Guide: .300BLK TIV, CINDER, and More

Compare Delta Force's new detonating, incendiary, and armor-piercing rounds to choose ammo with the right trade-offs.

Written by
Abdalla
Updated
Reading time
5 min
Difficulty
Beginner
Compare Aurora's five new ammo types

See more GAMES.GG stories on Google

Advertisement

Choose .300BLK TIV or TTV for explosions, CINDER for burning damage, 7N30 for Level 5 penetration, and SPALL to slow armor repairs.

Delta Force introduces these five ammunition types with Season Aurora. Your choice starts with a compatible weapon, then the penetration level, damage modifiers, and special effect you need. The trade-offs are specific: the detonating rounds require consecutive hits, CINDER and 7N30 increase recoil, and SPALL targets equipment repairs. Compare those conditions before committing your ammunition budget.

Compare Aurora's five new ammo types

The table separates penetration level from the armor penetration multiplier. Read both fields when comparing rounds, especially 7N30, which combines a high penetration tier with reduced multipliers.

AmmunitionTypePenetration levelDamage multiplierArmor penetration multiplier
.300BLK TIVDetonatingLevel 40.95x1x
.300BLK TTVDetonatingLevel 50.95x1x
5.56x45mm CINDERIncendiaryLevel 41x1x
9x19mm 7N30Armor-piercingLevel 50.9x0.85x
5.45mm SPALLArmor-piercingLevel 41x1x

A 1x multiplier preserves the baseline for that field. A higher penetration level does not automatically mean higher damage per hit, and neither multiplier describes the full value of a special effect.

Check the weapon's accepted ammunition before comparing performance, including when adapting a Delta Force MCX LT and FS-12 loadout. Similar cartridge names and useful effects do not make ammunition compatible with every gun.

How do .300BLK TIV and TTV explosions work?

Landing multiple consecutive hits within 3 seconds triggers an explosion with a 4m blast radius.

Triggering the explosion

Both detonating rounds contain built-in micro explosives.

Treat the explosion as a conditional effect. An isolated hit does not meet the consecutive-hit requirement, so these rounds suit a decision built around landing follow-up shots. Their appeal is the triggered blast, not a direct-hit damage increase.

The timing requirement also gives you a practical comparison point against ordinary ammunition: consider whether your intended engagements let you connect successive shots inside the trigger window. Choosing a detonating round solely because it has an explosive effect ignores the condition needed to activate it.

Choosing TIV or TTV

TTV is the higher-penetration option. The two rounds share their listed damage modifier, armor penetration modifier, trigger window, and blast radius. Switching to TTV changes the penetration tier without changing those other listed properties.

Choose between them based on the protection you intend to challenge. TTV is the relevant upgrade when you need the higher tier; TIV remains an option when Level 4 penetration meets your loadout's purpose. Do not select TTV expecting a different explosion mechanic.

CINDER and 7N30: choosing a recoil trade-off

CINDER adds burning damage on impact

5.56x45mm CINDER uses a zirconium-based incendiary compound that self-ignites on impact. A hit applies burning damage over several seconds, while firing the ammunition increases weapon recoil.

CINDER's damage-over-time effect is separate from its baseline hit modifier. Its decision is therefore about adding a burn while accepting harder recoil control, not accepting a listed direct-hit damage reduction.

Compare it with the detonating rounds by activation condition. CINDER applies its effect on a hit; TIV and TTV require a sequence of hits. If you're struggling with follow-up accuracy, that difference is worth considering alongside CINDER's recoil penalty.

7N30 combines Level 5 penetration with reduced modifiers

9x19mm 7N30 uses lower-quality propellant for cost efficiency, but it increases weapon recoil when loaded. Its damage and armor penetration modifiers are both below baseline.

The damage modifier represents a 10% reduction from baseline, while the armor penetration modifier is 15% below baseline. Keep the latter separate from armor durability damage: the listed field is specifically an armor penetration multiplier.

Choose 7N30 because its penetration tier fits your compatible 9x19mm weapon and intended targets, with cost efficiency as another consideration. It is not a free upgrade: you accept reduced modifiers and extra recoil together. Compare the purchase cost for your full carried quantity before deciding that the trade is worthwhile.

How does SPALL affect enemy armor repairs?

5.45mm SPALL temporarily increases the time an enemy needs to repair their helmet and ballistic vest after you hit them. Its special effect pressures equipment recovery instead of adding a burn or a triggered explosion.

Choose SPALL when slowing armor repairs is the effect you want from a compatible weapon. Its baseline multipliers make it a different trade from 7N30: the distinguishing feature is the repair delay, without the reduced modifiers listed for that 9x19mm round.

Keep repair time and protection separate when judging its value. SPALL changes how long equipment takes to repair for a short duration. Evaluate its penetration level for the shot itself, then consider the repair slowdown as an additional effect.

Set up your ammunition in Operations

If you're updating a weapon choice from the Delta Force Season 11 weapon tier list, reassess its ammunition separately for Aurora. A gun ranking does not describe whether your selected round requires consecutive hits, adds recoil, or delays repairs.

Create a Loading Plan

Loading Plans unlock at Operations Level 35. They let you set the ammunition at the top of a magazine and define a repeating sequence in the middle.

To configure and use one:

  1. Open Gunsmith, select Plans, and enter Loading Plan.
  2. Set the opening rounds and the repeating ammunition sequence for your current weapon.
  3. Save the plan and apply it from Loadout.
  4. Use the radial menu to switch between saved plans during a match.

Decide what the opening rounds should accomplish before selecting the repeating sequence. Penetration, special effects, and cost are separate reasons to choose a cartridge, so give each ammunition type a clear purpose in the plan.

Calculate the full ammunition cost

Multiply each round's current unit price by the quantity you intend to carry, then add those totals to the rest of your kit. Include reserve ammunition, not just the rounds already loaded into the weapon.

Compare a cheaper reserve with the job it must perform before filling every slot with your highest-tier option. Recalculate the total whenever you change a Loading Plan, because the quantity of each ammunition type determines the bill.

Advertisement