-we don’t need it but it would be nice
-might reduce the full auto spam of BR V (since select fires will stay the same)
-gives assaulters and machine gunners a reason to exist outside of BR II
-gives semi autos a reason to exist (bolt actions and full autos outshine it in every BR).
-makes playing historically accurate look more enticing, as SVTs, Gewehrs and Garands were the heroes of the battle field, not FG 42s and T20s (AVS and AVT existed, but either had too much recoil or would rub the rifling of the barrel away if consistent full auto was used).
I’d rather balance SMGs by having actual meaningful damage dropoff than just “chance to miss”. This means if someone “gets lucky” with an SMG at range, they can kill you at 100m, WHICH is what should be avoided in the first place by having the gun deal a poultry amount of damage.
SMGs shouldn’t be unreliable after 15m range just because of pure luck, dispersion feels really bad to play with when you yourself are accurate and on target but randomly not hitting.
I guess bigger damage dropoff is a solution.
But I still don’t like the idea of laser beaming peas at someone. SMGs just shouldn’t work at all at longer ranges and there is no need for that.
What SMG misses at 15m? I have no problem hitting dudes at 30m.
Then you should take right tools for the right job. Fighting in the optimal range of your weapon is also a skill (and I’d say a very basic one).
So I consulted the charts and majority of semis deal enough damage to down in one hit at close range.
Exceptions being ones that shoot intermediate rounds (like M1 carabine). Only Italian semis and one Japanese semi are on the edge with 13.6-13.9 damage.
Tldr, I don’t see a need for buffs so I won’t make a post.
it is quite much already, sure I guess could be even more as
I do agree here to some extend and tbh at low BR’s I think the dispersion is “okay” to make fair differency between rifles & smg.
But at sametime, I do agree with others how annoying it is to perfectly aim at someone just to miss most of shots.
^Pretty much the reason why its just better to spray at mid-long range.
One solution could be increasing dispersion on automatic fire first shot is 0 next 0.2 → 0.3 → 0.4
Maybe with lower dispersion values or even with higher, but you get the idea.
But as that might be too much of asked, since they cant even fix the ppsh dispersion.
Perhaps,
low rof SMG’s = low dispersion
high rof = high dispersion
Or alternatively, switching smg to semi auto would decrease dispersion drastically.
^ This shouldnt be too hard even for DF, and that way you could use the peashooter with fairly poor dmg on longer range without the advantage of auto fire.
How TF is that even possible? I shot ppl at greater distances with worse weapons and hit. I’d have no problem hitting him with G41 that has 0.02 better dispersion.
Are you sure it’s not server related? Or maybe it’s because of movement/turn dispersion increase? I refuse to think this is due to weapon dispersion only.
Furthest target on the shooting range. Even with my bad aim I managed to hit all 6 shots. I’d look at the funny dispersion cone in the editor but I’m total noob at using it.
So yeah, it’s not the issue of the gun dispersion. I suspect server issues or some movement related debuffs (like “falling” from a curb).
I’m not saying they need to be lasers. But have you ever tried to shoot a dude pretty far off with an smg? The low muzzle velocity and damage drop-off already make it a harder than average kill attempt. That coupled with the programmed misses ensures a consistent overuse of ammo. You may have to shoot upwards of 10 rounds to score a headshot on a motionless troop at range.
The mechanic ensures you miss even if prone, using a bipod, holding your breath and running your weapon on semi-auto. I could understand if the dispersion were applied while moving and maybe in a very low sense while going cyclic, but to make it a default feature of a weapon is silly.
To bring up a different perspective, if something like this were implemented in COD, it just might kill the franchise. Streamers and fans would rightfully rage until a revert was implemented or just move on to something else. Now I don’t really think that your average COD fan finds Enlisted even remotely appealing. But in the event where one might give our beloved game a try, I’d wager mechanics like this dispersion rate would lead them to a very quick uninstall.
Just ditch the mechanic totally or have it applied only while moving. Then just add more recoil to ensure weapons are not lasers. I really don’t understand how anyone could be in defense of a mechanic that automatically makes you miss your own shots.
No? It’s a close combat weapon, why would I use it at long range?
I really don’t understand why you want CQC gun to be useful at non CQC distances. Explain to me this one simple thing.
Thankfully this is not CoD (yet).
You can use one of the other 100s of guns, nobody forces you to use SMGs at long range. I really struggle to see an issue here.
I don’t think SMGs should be effective at all past medium range because that’s not their job. It’s that simple.
And giving it option to reliably score headshots at range goes against this.
I agree that dispersion is an anti-skill mechanic. But imo that’s good, to some extent. Enlisted is casual game about shooting at dump bots. The less competitive it is, the better.
You missed the point. Was just trying to point out how dumb the dispersion is. But I guess I can see how someone who prefers a less competitive environment would prefer weapons being inaccurate.