Please increase the base damage of the FG 42 variants to 12.7

FYI, the statcard recoil =/= Actual recoil.

Refer to the actual recoil column. That “88 vertical recoil” is “22 vertical recoil” due to the recoil control modifier (which is also listed in-game).

You’re addressing the question the wrong way.

“Why is it that a faction can buy armor that will prevent the other faction from oneshotting them?”

Appearance orders are a dime-a-dozen.
You don’t need to pay real money, just play the game and acquire appearance orders through events and/or BP rewards.

If you commit all your appearance orders to your soviet rosters, then you have a faction of soldiers that require 1 more extra bullet to down/kill per soldier.

I play and have maxed every single faction in the game.
Accusing me of bias is meaningless. I make arguments in favor of each faction.

6 Likes

Well if they only add damage to a single gun it will only help that one gun.
Guns like the mp 40, gewehr 41would still be penalised for going against soviets as long as they keep the armor.
Funny how people always forget that the gewehr 41 has the same base damage and thus is also srcewed over by armor.

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Oh yes, 22 due to recoil control for Soviets versus 16.7 for FG. Let’s throw in differences in rate of fire and reload speed here too. For Americans, it’s 18.5, and their rate of fire is also lower.
Are there many orders in events? Well, let’s take the last big new year event and see that a player receives exactly 30 orders during the event. They might get more if they’re lucky with the two-day reward, but fixed at 30. Now, the current event gives players 31 order. To buy cuirasses for nine soldiers in just one company (!), you need 72 orders. Therefore, to equip one squad of soldiers for all three companies, you need 216 orders or 6k gold. In the free BP, there are only 40 orders, while in the paid BP, there are 140. As we can see, orders are not so “dime-a-dozen” unless you pay. Let’s recall the partisan cache. From the crate, orders may drop, but one crate costs 5k silver, and the player faces a choice: spend silver on weaponry and upgrades, or spin crates for orders. Yes, there’s a chance to get unique weapons, but let’s be honest, the percentage is extremely small, and the likelihood of getting a Stinger instead of a Red TT is even smaller. Remind that boxes come every two months?
And what do we see? To gather three squads of nine soldiers, a player needs either to pay or save up for at least half a year. Meanwhile, a player from another faction can simply purchase weapons with silver and play without having to compensate for weak spots in their gear.

And I ask again. How often did you see players where every single soldier in every squad wore cuirasses?
I reread all your messages, and yes, you argue in favor of other factions. Only those arguments highlight the weaknesses of your preferred faction. You avoid discussing recoil, rate of fire, and try to justify cuirasses.

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And you ignore the dispersion, reload, hipfire and aim speed differences that I’ve highlighted in the same image. The FG 42 is sluggish to wield, inaccurate and deals less damage than its counterparts.

Have you ever asked yourself why is it that the FG 42 has comparable recoil to slower-firing automatic weapons that deal more damage per hit?
Have you ever asked yourself why is it that the FG 42 is less accurate?
Have you ever asked yourself why is it that the FG 42 has the slowest aim speeds in the game?
Have you ever asked yourself why is it that the FG 42 doesn’t have a bayonet but has one modeled in game?

In all respects, except for the FG 42’s rate of fire, when compared against every other factor that matters compared to its same-BR counterparts, the FG 42 is laughably average at best, but inferior in most respects.

I chose to not highlight these differences because I believed these can be obviously inferred by anyone with even the most basic of common sense. But the fact I have to explain it to you proves how weak your argument is, especially when the first thing you did was, of all things, accuse me of bias without any proof.

I’m not justifying soviet body armor. I’m against the fact that it is quite literally a pay-to-win advantage exclusive to a faction.

Except you literally just described the method of earning hundreds of appearance orders over the course of 2 months, max (paid bp + events)

I have them. My acquantances who play the game have them. I know clan members that have them.

2 Likes

might be a bit of a hot take but
Buff the FG-42 II DMG but reduce its ROF to 600
Keep(or slightly nerf) The FG-42 DMG and give it 900 ROF
That way there’s an actual difference between the two weapons instead of the II being an ever so slightly better FG-42.

I know people keep bringing up RoF reduction, but that’s literally a positive than a negative.

It’s an 830rpm gun with a tiny 20rd magazine.

An RoF reduction would just make it easier to control and easier to conserve ammo with.

It’s a buff more than it is a nerf.

2 Likes

I agree it would act as a buff, but my main point is I want the two guns to be unique instead of one being like, 1% better than the other.

the smartest move for DF is to make every nations top rifle unique by adjusting all of its metrics.

  • the japs have an overbuffed, OP rifle with 30 rounds, so that could get some mild damage nerf.
  • the soviets could be made slower but have the highest damage with a damage buff but 15 bullets
  • the fg42s had a cadence of 700-900, so keeping them at the current 880 and making it the fastest overall is fair, but with the damage buff you proposed
  • the t20 is the easiest to use due do very low recoil and other stats, it can stay the way it is
1 Like

quite often on veteran players. on BR5 almost every match has at least one or two players with body armor, if not more. on low BR not so much, although you can see people with armor there.

i have some 5-6 squads equipped with body armor for 2-3 campaigns. after equipping them i still have
image

i didnt buy anything with gold from cosmetic shop. believe that there are some players with even more cosmetic orders than me.

3 Likes

This is a bit to much of a victim narative for me.

Remove body armour, and than its a fix. But acting like this is so unfair like cmon man, its not that bad. Would much prefer FG over AVS, even without body armour (at least the body armour for the normal soldiers, for the event engineers its fine since its just an event thing).

I do think that personal playstyle does matter here, I for example do actually think the AVT is the much better weapon despite its tiny 15 round mags - because I specifically am one of the few that like to use select fire rifles in semi auto.

I can see some players only go full auto with guns, and then rate of fire does matter a great lot.

Still, if I had to choose between a 20% increased rate of fire vs a 100% reduced effective shots to kill, I’ll take a one shot gun over a two shot gun every day.

Yes. Or Buffing the FG to deal damage comparable to its same-BR counterparts.

A long, long time ago, every semi-automatic gun, regardless if it was a soviet 7.62x54, an american .30-06 or german 7.92x57mm dealt 12.0 damage. This is still the case for LMGs that fire rifle-caliber bullets.

The problem was that back then, before the merge, we still used the weapon order system. An SVT-38 and SVT-40 would have negligible difference, but the SVT-40 would cost twice as much. The same logic is applied with the MP 38 and MP 40, and the G41 and the ZH-29.

As an attempt to make certain guns more useful, the devs gave later level unlock SA rifles increased damage to justify their pricetag. The weapons that were unlocked later in the tree received increased damage and slightly better stats. This is why the SVT-40, G43, and the AVT dealt more damage (Though the AVS would later get a buff that increased their damage, making more comparable to, if not outright better than the AVT-40)

This is in spite of the weapons sharing the same weapon caliber.

The AVT-40’s damage is modeled off the SVT-40’s damage
The Type Hei Auto’s damage is modeled off the Type Hei/Otsu
The T20 Rifle’s damage is modeled off the M1 Garand

Both the FG 42 variant’s damage numbers are modeled off the old 12.0 SA rifle damage system. You would think that it would share the same damage as the G41 or the G43 since they share the same weapon caliber, but they do not.

I find it odd that you seem to argue against this clear inconsistency by first accusing me of bias, downplaying the frequency of soviet armor cosmetics then arguing that it’s some sort of “playing victim”.

Who’s the biased one here?

5 Likes

or we can nerf vitality

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To what extent?

It is still an expensive perk.

it’s an expensive perk that the base riflemen can take and do you think that any of this topic or the complaint about the soviet body armor would exist without vitality
image

Soviet body armor is still a definite advantage against pistol-caliber automatics, even without the vitality perk.

if you are over 50m, assuming the damage does adjusts to distance and isn’t just preset for the 2 marked distance (wouldn’t be surprise if that was the case), but at that point it’s more so a call for dispersion than damage since 10% of the average of 6.8 is .68 making the total damage 6.12 so it goes from a 2 shot to a 2 shot to down within ideal SMG range …so the ONLY smg to be affected by solely the body armor is the obrz and technically unupgraded smgs but the lowest is is 5.7 and 10% of that is 5.13 so it would be more up to RNG.

never thought i would have to explain how percentiles work

Depends on how much you would nerf body armor,

Think about MGs, they dont have enough damage to kill with one shot against vitality, if you nerf vitality without touching body armor, you could potentially make Soviets uniquely able to survive MG hits.

A damage reduction that is unique to one faction will always be problematic.

if i could i would probably make a different modifier for it so for full powered rifle rounds it would be around 0-5% less damage instead, pistols would retain the current 10% while intermedate rounds (.30 carbine, 8mm kurz, 7.62x41/39) would be around 7.5% but vitality should be 12-15% increase instead of a 35% which i would like to see first

I’ll need to do some research, i feel like there are a couple of guns that could be effected differently for each % of reduction you reduce.

Also Currently SMGs are balanced so that Soviet need three hits to kill up close, while 9mm guns need two, without vitality this advantage is gone - which is technically gone already because of body armor, but you get the idea, playing with those stats will only cause problems that are difficult to predict.

So i think we should look at body armor from a different perspective.

We must first look at what it “should” be able to do, which is being able to shrugg off multiple SMG bullets without even taking any damage, while at the same time being completely useless against rifle rounds.

This exactly would be realistic, now tell me how do you balance that? This sounds already very chaotic for gameplay.

What could be done is reworking body armor to function like the japanese Premium paras with their gun shields, but instead it “somehow” gets modelled so it ONLY effects pistol caliber guns, and then can tank a few rounds before it breaks, which realistically speaking could be an entire magazine.

Remember, body armor works usually like tank armor, yes you can weaken a plate by hitting the same spot multiple times, but usually we are talking about “penetration” or “no penetration”.

Also last thing: nobody would complain about the secret damage reduction if it came also with movement speed penalties. Just add that sweet 10% reduced speed and people would already stop using it massively.