Here's what the actual problem with wall penetration is

The big problem with wall penetration in enlisted is that there seems to be just “will penetrate” or “will not penetrate”,

thus you could shoot through 6 buildings like it was butter.

The penetration system in enlisted is just very basic, which leads to HMGs being abused, however this is not a new problem, I myself abused this all the time with my tanks.

Now I personally think its a good thing that these penetration mechanics are “at a halt” right now, because the abuse in Moscow was reaching insane levels, still no penetration is obviously not the optimal solution, I still hope the devs put more effort into this for the future.

For clarification:
It makes sense that an 8mm Mauser penetrates wooden planks, which it doesn’t do anymore.

It also makes sense that a 9mm can somewhat reliable penetrate thin wooden planks and wooden fences, however it doesn’t make sense for rifle rounds to penetrate thick trees and wooden log walls, which again it did.

However, something like a 50.cal or 12.7 mm DShK should not only penetrate "wooden logs and trees and other softer materials, it should also penetrate bricks and stone buildings, again however, and this is the main issue with Enlisted, bullets should not penetrate multiple layers of walls or at least not the way how the game handles it at the moment.

In reality when a bullet hits a surface it loses some of its energy, will deform, start to tumble and maybe even shatter and brake into fragments, but at the very least will change its flight angle. This is for example the main reason why the Germans used “Panzerschürzen” spaced armor on their tanks, because a separate layer of armor that needs to be penetrated made PTRS anti tank rifles bullets tumble and lose its energy - which defeated those rounds.

Now in the game however, bullets penetrate a surface and keep going in a straight line unhindered, until it hits something that can’t be penetrated.

So the solution here would simply be a game mechanic that allowed walls to be penetrated, yet not multiple at once, or well in the case of heavy MGs maybe two layers of thin walls, but not 2 whole trees and multiple layers of brick walls.
This requires effort from the devs, and quite frankly speaking isn’t at all something that is easy to implement right, just comparing Enlisted with other games and you’ll find out that just a very few games have a penetration mechanic to begin with, and those that have these mechanics also usually stay very basic like Call of Duty, with simple damage reduction.

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good observation

To fix one gun devs nerfed every other gun in the game

Penetrating walls allowed us to deal with annoying snipers and campers but now these guys can just camp inside the house and have 0 deaths and 50 kills. Even tank shells cant damage them through walls anymore

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It might not be so simple like that. There is actual “peneration depth” and “equivalent (to typical tank armor steel) armor thickness” concept and calculation may include ammo type, hitting distance and hitting angle and give a certain decrease of damage. (Following data from other posts) The problem is HMGs usually have a equivalent peneration depth of about 30mm, and wood wall had a equivalent armor thickness of 1mm, so clearly it will penerate more then one, and it should be “histrical accurate”. But from the update yesterday , wood wall received a extremely high equivalent armor thickness of 150mm, so all guns and maybe even some tank cannon will not be able to go through. (Please point me out if this armor peneration mechanism do not apply for wood)

In my idea, The way to nerf HMGs without make it “histrically inaccurate” is to limit the number and ability to continue firing for a long time, such as give longer building time, consume more material, faster overheat and add ammo count or reloading.

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Nice summary. I have also noticed how much more annoying it is to deal with a random window sniper since you almost need to countersnipe them. I didn’t notice hmg abuse prior to the update.

I think a better solution to hmgs would have been just forcing them to do some downtime by having limited number of rounds with unlimited belts, without the possibility to reload the belts before the ammo is out.

For m2, dshk & the german one: 50 rounds and 4/5s reload. Japanese one 25 rounds and 2/2.5s reload.

This would also help with the issue of hmgs camping in long corridors.

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