Axis weapons sins

this thread is inspired by US gun sins
the axis weapons could do with animation improvements and overall handling of the weapons, i’ve listed most of them, if i’ve missed any, be sure to point it out in the comments.
for the devs, im not saying that this should be done now, but this should rather be tackled after the big update, which is the time that will be used for bug fixes and polishing up the game, as said in the progression rework thread.

P08 luger

this pistol shouldn’t be cycled if theres a round already chambered, which is basically every time you reload half full magazine, it also should lock its bolt backwards after shooting the last round

walther p38

same situation as the luger, its slide should lock backwards after firing all rounds, and the soldier shouldn’t cycle the bolt if theres a round chambered already

type 94 pistol

this pistol has proper reloading mechanics, one dumb yet cool thing that we should have is the option for sear-fire, this is basically firing without pulling on the trigger, but rather pressing on the left side of the gun, at the exposed sear bar, causing bullet to be fired. (and no, dont suggest that the gun should blow up in our faces because realism, that wouldn’t be cool)

gewehr 41 (W)

oh boy, how many times has this been talked about, you ask? my answer to that is yes.
this gun obviously needs alot of work regarding the reload, so we dont wind up with a broken reload animation that consists of us loading 10 rounds while in reality we loaded less than 10, the game needs to stop treating the gewehr 41 rounds as magazines, but treat them like stripper clips

gewehr 41 (M)

this gun has the same broken reload animation as with the walther variant.
it would be a cool option to be able to switch between semi-auto and manual operation of the gun. i do believe that with manual or rather bolt-action operation, we would get more precise and accurate shots than using semi-auto.

FG42 first model

this weapon lacks options regarding its modularity, right now this weapon is treated as class-separate weapon (ie: one is a scoped variant, and another is rifleman variant), this weapon should be just 1 type, and depending on what we put on it, it should be classified as such, for example we put a scope on it, it will be re-classified as sniper weapon. the weapon lacks the ability to put on the bayonet, along with that, the weapon should have its bipod closed and deployed, rather than just be constantly deployed. one last thing, the soldier cycles the bolt even if there is a round chambered in the gun, this happens when reloading

FG42 II second model

same situation as for the first model, we really should have just 1 type of this weapon, so it would be very modular. FG42 II’s magazine punching animation really doesnt look any good, it almost reminds people of cod vanguard. the reload animation yet again has the bolt-cycling animation even if the round is chambered.

MP43/1

this gun is good, dont get me wrong, but what really ruins it is the fact that the soldier backhands the magazine off of it when reloading, this is not possible because the MP43/1 has a button for magazine release, its not designed like a AK47 where you can actually remove the magazine in a similar fashion.

M24 grenade (stielhandgranate)

i dont know how many people pointed this out already, but this grenade lacks the arming animation which consists of unscrewing the cap at the bottom, yanking the cap thats attached to a string, THEN throwing the grenade.

STG44/sniper STG44

these rifles are plagued with the same reload animation as some of the pistols, the soldier cycles the bolt despite there being a round in the chamber

Gewehr43/sniper Gewehr 43

this weapon has always lacked the bolt cycling animation, which is opposite of what many guns lack. which means that even if there isnt a round chambered in the gun, the soldier just switches the magazine, and he doesnt cycle the bolt to chamber a round, and with some pure magic, the gun works

beretta m1934

as opposed to its predecessor, the m1923 beretta, the m1934 doesnt have the proper reloading animation, the soldier cycles the bolt even though theres a round chambered

carcano M41, carcano m38/scoped, carcano M1891/scoped

these guns have the same firing animation issue, so i’ve deceided to compile them together, before the last round is chambered, the clip should eject from the rifle

M30 luftwaffe drilling

this weapon lacks the ability to use its 3rd barrel, which is a home to 9.3x74R cartridge, i know how overwhelmingly powerful this would be, but its something that i, and the rest of the players want

MG34/42

these weapons should have a 2nd variant, which is beltfed MG34/42

mannlicher m1895

this straight-pull boltaction rifle doesnt have the clip ejecting sound which should happen when the last round is in the chamber. there is also no scoped variant of this gun

walther PP/PPK

these 2 pistols have the classic reload animation issue, soldier cycles the bolt even tho theres a round chambered in the gun already

mannlicher m93

same thing as for m1895 mannlicher, no clip ejecting sound when the last round is chambered

MG15

the reload animation has the same issue as whats been said before, when the mg isnt empty, the soldier cycles the bolt, this especially doesnt make sense because MG15 is open bolt, meaning the bolt is held back, hence the charging handle being in backwards position, and it doesnt stay forwards unless theres no rounds left

MG34

the reload animation for the empty drum should be different, instead of changing the drum first (belt holder for you nerds), the soldier should cycle the bolt first to clear the chamber, THEN replace the drum, basically how its done for MG42

13 Likes

All german BAs don’t have stiker animations.

2 Likes

While some of these are good ideas…ones like the grenade cap and skipping pistol racking seem unnecessarily complex/gameplay changing to a large degree, it would slow German grenade throwing down by half and pistols would reload too fast (it’s already like 2 seconds)

Plus M30 cant be used by pilots, the very class it was designed for.
Also, maybe its just me but similiar to many Allied guns, German guns just sound horrible.

3 Likes

Which German guns are you referring to? The Kar has its crack, the mg-42 has its buzz, the SMGs have their clack…imo German guns sound fine and even cinematic

1 Like

i’ve thought about the slow grenade arming animation, an the solution to that is to give the similar slow grenade arming animation for other factions grenades, this would not only slow down the grenade spam, but would also make it realistic.

the pistol racking skip isnt that complex, many pistols right now have such feature (m1923 beretta, type 1 pistol, type 14 pistol)

i do believe that only the tunisia pilots should use it, because it was meant to be used in jungles and african wilderness for survival

gewehr 41, gewehr 43, mp43/stg44, walther pp/ppk, all mg variants and types, they all could do with new sounds, and guns like gewehr 41 could do with its old sound being brought back

Stg and Mkb dont sound good, MP40, MP35 and MP28 a bit too toyish, and Mg34 is also wrong and MG13 is just wrong.

German grenades should have longer range. This would be balanced and logical.

mkb42 imo sounds fine, but it should have a way louder POW-POW-POW because its a open bolt assault rifle

however i do agree on stg, it just sounds terrible, the sound is undescribable.

mp40’s old sound is way better than the current one honestly. mp35, mp28, along with mp34 all could do with a better, more serious firing sound

the german machine guns lack that BRRT BRRT BRRT factor within their sounds, which is what should be for something that fires 900-1300RPM

2 Likes

This the situation for FG42 II, not first model.

one idea could just to do what fortnite does for the Flintlock pistol, speed up the reload to an insanely fast speed. or in this case, speed up the arm time. make it so the fling open the cap and yank the cord like a speed demon instead of slowly twisting it off and pulling the cord

no, the fg42 has the same issues, as of now the fg42 doesnt even have a option for a scope, but fg42 II does.

what do you think about the sound of FG42?
Sounds like it has a supressor imo.
FG 42 II sounds a lot better, more punchy.

In any case I think a lot of the weapons sounds much better from 3d persons view.

You literally said there is 2 FG42, one with scope, other didn’t have scope.
But the situation is there is no scoped FG42 first model to begin with.

one idea i feel alot of the community think should be the case is to allow shotguns to be all class, it’s not like they fit into 1 specific role the TOZ-B, M30, and M1912 all basically act like short range rifles so allowing them to be all class (including tanker, attacker pilot, and fighter pilot. and maybe excluding snipers, depending on if slugs are a thing or not) plus it’d mean we can get blursed things like, “TOZ-B and PTRD AT gunner” or “Shotgun and Select fire rifle Radio operator”

Back in the original plan, shotgunners were their own class lol
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1 Like

fg42 sounds like someone sampled the sound of meat slapping, and ported it over to enlisted. it really could do with fg42 II’s sound, maybe slightly altered so it doesnt seem like copypaste.

i agree with fg42 II’s sound it does sound good, but the non POV full auto sound imo doesnt sound good. the sound reminds me of M16 if im being honest.

yeah fg42, fg42 II, and fg42 II scoped, the scoped and non scoped versions are classified as different weapons, despite the only difference being is that one has scope and other one doesnt, but both have scope rails, which means both should be able to mount scopes, but the game doesnt allow it. but mainly what i was saying is that theres first model FG42 and 2nd variant, the later war model FG42 II