Hello bajtársak and fellow forumdwellers,
Enlisted is a ̶ ̶h̶i̶s̶t̶o̶r̶i̶c̶a̶l̶l̶y̶ ̶a̶c̶c̶u̶r̶a̶t̶e̶ world war II tactical first person shooter game with historical elements and mechanics.
There are many carefully modeled firearms in Enlisted, the stats of these weapons reflect their real life performance. Though some weapons have their characteristics slightly altered for balance, they are reasonably realistic in a game environment.
Take the Lanchester submachine gun as an example, historically it has a (theoretical) fire rate of 600 rounds per minute, in the game like most other firearms it can be upgraded with each upgrade slightly improving its stats.
Please take a look at the fire rate of the Lanchester submachine gun here.
source for Lanchester fire rate
Lanchester (SMG) Submachine Gun
Lanchester Submachine gun | World War II Wiki | Fandom
The second upgrade of the Lanchester increases its fire rate by 15%; 600 rpm → 690 rpm.
This 10-15% fire rate increase affects most guns in the game with the list of the exceptions being shorter than the guns affected.
This is an unnecessary deviation from historical accuracy. While in reality few Lanchesters had an exact fire rate of 600 rpm and this number could vary a little, give or take 20-30 rpm depending on various factors such as manufacture quality, wear and tear, battlefield conditions and many others. But 690 rpm instead of 600 is simply way too much and not realistic at all, such a modification would need a custom designed and made bolt.
It’s also worth considering that increasing the fire rate of a weapon A.K.A. its firing speed massively improves its squad wiping ability, this modifier heavily favours high fire rate weapons giving them a huge edge over non-automatic weapons.
Huge spread sheet incoming! It's for a quick analysis, feel free to skip it.
weapon | stock damage |
stock fire rate |
stock DPS |
Max upgraded damage |
Max upgraded fire rate |
Max upgraded DPS |
DPS without fire rate increase |
---|---|---|---|---|---|---|---|
Lanchester | 5.7 | 600 rpm | 57 DPS | 6.8 | 690 rpm | 78 DPS | 68 DPS |
MP40 | 5.8 | 500 rpm | 48 DPS | 7.0 | 570 rpm | 67 DPS | 58 DPS |
Pps-43 | 5.6 | 700 rpm | 65 DPS | 6.7 | 800 rpm | 89 DPS | 78 DPS |
AVT-40 | 12.7 | 600 rpm | 127 DPS | 15.3 | 660 rpm | 168 DPS | 153 DPS |
FG42 II | 12.0 | 750 rpm | 150 DPS | 14.4 | 830 rpm | 199 DPS | 180 DPS |
Type Hei auto | 11.6 | 720 rpm | 139 DPS | 13.9 | 790 rpm | 183 DPS | 166 DPS |
StG44 | 8.0 | 650 rpm | 87 DPS | 9.6 | 650 rpm | 104 DPS | 104 DPS |
ZB-26 | 12.0 | 750 rpm | 150 DPS | 13.2 | 830 rpm | 183 DPS | 165 DPS |
Bren mk.II | 12.0 | 480 rpm | 96 DPS | 13.2 | 530 rpm | 117 DPS | 106 DPS |
M1 garand | 12.7 | 350 rpm | 25~38 DPS | 15.3 | 350 rpm | 31~46 DPS (practical)* | 31~46 DPS (practical)* |
Type 4 rifle | 12.4 | 350 rpm | 25~37 DPS | 14.9 | 350 rpm | 30~45 DPS (practical)* | 30~45 DPS (practical)* |
Pre-war K98K | 22.1 | 60 rpm | 22 DPS | 25.4 | 69 rpm | 25~51 DPS (practical)* | 25 DPS (practical)* |
Mosin-Nagant M91/30 | 23.7 | 49 rpm | 24 DPS | 27.3 | 57 rpm | 27 DPS (practical)* | 27 DPS (practical)* |
Notes:
DPS is rounded to whole number.
This is pure DPS comparison at 10m, however damage drop, dispersion, recoil, reload speed and magazine size are also important to consider!
SF rifles and LMGs only have 10% fire rate increase and the final value is always rounded.
Semi-auto and bolt-action rifles have a practical fire rate because even with semi-auto weapons the player can’t fire more than 3 shots a second without an auto clicker.
The selection is NOT random, I picked similar guns preferably from the same BR to show what a huge difference fire rate makes.
The fire rate increase of bolt-action rifles are miniscule compared to the increase SMG and LMGs get which is why their spam is prevalent in BR1-2 since most combat takes place in short distances in which SMGs are still very effective.
Semi-automatic rifles and assault rifles do not get increased fire rate, but Select Fire rifles do get fire rate increase from upgrades.
Assault rifles even without getting a fire rate increase are still prevalent and they are worth upgrading so the fire rate increase is clearly not necessary and players would still upgrade their weapons even without the + 10-15% fire rate.
Removing the 10% and 15% fire rate increase from the upgrades of fully automatic weapons (SMG and LMGs) would improve historical accuracy and improve balance at the same time, slightly decreasing the gap between bolt-action rifles and SMGs; and the gap between select fire rifles and semi-automatic rifles while also making automatic weapons with slower fire rate more viable.
Bolt-action rifles and AT rifles however should retain the fire rate increase from the upgrade as it does not affect their balance or realism drastically.
Instead of a percentage based fire rate increase, the second weapon upgrade (alongside the already existing 10% vertical and horizontal recoil improvement!) should allow players to change the rate of fire as long as they are historically accurate and balanced.
Weapons with long production runs or decentralised production without proper standardisation often had differences in fire rate, though some weapons also had their standard fire rate changed during production.
Examples:
Mp40 had 500-550 rpm.
MG34 had between 600-900 rpm.
M1928A1 Thomspon had 600-700 rpm.
Ppsh-41 had between 800-1000 rpm.
Once upgraded to 2 stars the fire rate of these weapons should be customizable with the player deciding if he wants to lower or increase the default fire rate.
Thank you for your time and attention!