1 The impact damage of the RPG applies whether it explodes or not , most people typically just get up close to make headshots easier , you can ' t do explosion damage to heads so that damage just goes to the body HP . 2 RPGm 79 is typically the go to loadout , RPG for SCFP and m 79 for trash . Sometimes I like to take the c 4 if I know we are holding a choke point so I can lay a pile there and use them as dedicated nukes , plus it lets you take an offperk gun for trash , but since you don ' t have the nuke skill yet that may not be as helpful . I ' m personally not a huge fan of the m 16 since its basically an offperk bulpup a nerfed m 79 , I usually take a stronger offperk gun for trash , but it might still be worth taking so that you can get as much demo XP as possible . 3 I can ' t help you too much with optimal skill configs since all my data is for a level 25 demo vs 6 p HoE SC and FP . In that case bombadier is nice because its the difference between 3 RPGs vs 4 RPGs to kill a FP , but you ' ll have to testdo the math yourself to determine if its helpful at all over the faster reload skill at level 15 on Sui . One thing to note is that the faster reload is not necessarily 20 % faster , oftentimes its actually faster . I will say that high impact rounds is pretty useless in my experience , you ' ll most likely benefit more from the extra ammo skill , and the siren resistence skill is pretty much essential . Once you hit level 20 , armor piercing rounds has a pretty noticeable effect on your RPG scrake takedowns , but doesn ' t do much against FPs . 4 Have fun making things go boom ! Also the wikis are a pretty bad source for data as you found out , but the KF 2 doc in the side bar is always kept up to date and has every stat , number , and description you could want . I refer to it constantly .