11x54 mm Ammo
11x54 mm Ammo only feels worth the slot when you are already running an 11x54 mm rifle; otherwise that space is usually better as meds, fuel, or loot you can cash out.
Armor-Piercing Rocket feels worth the slot only when a launcher or mount is already in the run and likely to fire it.
Armor-Piercing Rocket only feels good when the loadout is already committed to a rocket weapon and the run is likely to produce anti-vehicle shots before extraction. In those runs, the stack gives that weapon room to matter instead of running dry too early. If no rocket weapon is going out, the slot usually feels worse than medicine, repairs, fuel, or loot that always converts into value.
You find it through ammo loot or crafting paths, then it only matters when the loadout can actually fire rockets.
11x54 mm Ammo only feels worth the slot when you are already running an 11x54 mm rifle; otherwise that space is usually better as meds, fuel, or loot you can cash out.
11x54 mm AP Ammo only earns room when you are already committed to an 11x54 mm rifle; otherwise it is hard to justify over supplies or cleaner payout loot.
12 GA Buckshot Ammo (HE) only feels worth carrying when a 12 gauge shotgun is already in the loadout; otherwise it is hard to defend over meds, repairs, fuel, or sale loot.
12 GA Dragon's Breath Ammo only feels worth the slot when a 12 gauge shotgun is already part of the run; otherwise that space is usually better as supplies or loot.
12 GA Heavy Buckshot Ammo only feels worth carrying when a 12 gauge shotgun is already part of the run; otherwise that slot usually does more for you as supplies or loot.
12 GA Shotgun Slug only earns room when a 12 gauge shotgun is already coming with you; otherwise that slot is usually better as meds, repairs, fuel, or loot.
12 GA Toxic Ammo only deserves bag space when a 12 gauge shotgun is already part of the run; otherwise the slot usually works harder as survival supplies or sellable loot.
12-Gauge Ammo is an easy keep once a Drobulet or Pepper Mill shotgun is already coming on the run; without that weapon match, the slot usually belongs to supplies or loot.
It feels worth the slot once the matching launcher or mount is already chosen and the route is likely to produce enough anti-vehicle shots to justify rocket ammo.
Without a matching rocket weapon, this stack usually just rides home unused. In that state, it is cargo, not pressure.
It feels worth carrying when the run already has a launcher or mount that is likely to fire rockets before extraction.
It feels like a bad pickup when no rocket weapon is waiting for it, because then the stack is just taking space from something more useful.