With new tree progress system, there is no more need to balancing guns to the same level. Why not to make them as realistic as possible (In terms of computer game)?
I’ve split different aspects Enlisted lacks into 3 categories:
How guns should look:
Muzzle gases - for some reason, all guns in game have incredibly bright and visible muzzle flashes. I suggest replacing them with muzzle gases instead, because irl flash is invisible for human eye.
Tracers - I know, that some players find them useful, so I suggest making an option to turn them off (vehicle tracers ofc should stay). Additionally, if we will have realistic mode at some point, this option shod be there by default.
How guns should work:
Dispersion - I hope, that it’s not a hollow promise and we will have close to 0 dispersion on all guns soon.
Recoil - right now recoil is very predictable and, therefore recoil control isn’t a skill based on reaction, but instead mechanical movement (or even macro). I think, recoil should be more random (still should follow up-right pattern), so player should react to gun, instead of knowing, where it will point.
Working parts - right now lots of strikers on BAs and pistols aren’t working properly or aren’t working at all.
Case ejection - same problem as with strikers, on some guns empty shells fly out through closed chamber.
Round in chamber - we have separate magazine system (and need UI for that) but don’t have round in chamber mechanic.
Bipods - they should be automatic, placing gun should be quick, and they should decrease recoil. On the other hand, aiming and shooting on foot should be more difficult for these guns.
Damage - guns in the same caliber should have almost identical damage. (As I remember, devs promised some kind of anti-meta mechanism, so SA wouldn’t become op)
Staged reloads - for more realistic reload process and alt reloads for all guns (not just for some of them)
How guns should feel:
Gun position - guns should be placed as irl, because jap rifles are unplayable shit right now. Most of guns also have weird positioning, this leads to unplayable closed sights, because they are covering all screen.
Weight - gun weight should affect aiming speed and stability (to utilize “hold breath” more), overall weight - movement speed. “stamina drain” mechanic is annoying as well as LMG, AT debuffs.
Reloads speed - some guns reloads way too fast, when others are slow.
Animations - overall animations work, but some of them looks unnatural (aim lose on stairs, for example)
UPD: please, read all points before saying that some guns would be op or unplayable trash.
This is something I dont really agree with.
The current system aka MG with same round as BA have different dmg is fine.
While arguably the current MG’s arent exactly what they are supposed to be.
But with all honesty I think the OHK mg with +50 belts / mag is bit extreme.
This applies to situations when the LMG user is moving or in CQC. I dont exactly see reason how the “weight” is supposed to be variable when the gun is bipoded ?
Which is the primary concern of mine, LMG’s becoming technically automatic sniper rifles.
Like moving slower, aiming 10% slower and aimpoint is constantly moving, so at mid distance light and balanced BA will overshoot you
When gun is bipoded this is tactical advantage why we should nerf it, nerfing LMG turn it into heavy bulky SMG, killing its role as a heavy support gun.
As being said, you’ll need time to aim while standing, and while bipoding you lose your mobility and become vulnerable to grenades and flanking. Sniper with light unbipoded rifle will simply take less time to get to the cover. And there are really not that much scoped MGs.
To put it this way, even in current terms the LMG isnt exactly effective tool used on “shoulder” fire without bipod, especiatly at “mid-long range” so even in those terms granting it OHK capability would be just buff.
Idk, perhaps because of +50 rounds with +900 rof and accuracy of sniper rifles ?
It still can be support gun regardless it doesnt have OHK capability. Only thing id do would be increase of belt sizes on certain high rof lmg’s to improve theyr capabilities on mid-long range.
It really isnt problem even now, nor not my primary concern.
My problem exactly is that range where the grenades arent exactly viable option 50-100m.
Nor there aint much of those ranges where the scope is necessary in anymanner.
Most of objective fights are in cqc, so ironsight zoom serves for only one puropose - encouraging players to camp on the side of the map. Without it we will have much more active cqc.
I think its quite irrelevant to subject of quality of life.
There would still be “camppers” regardless. Usually these are the not so good players.
Which are supposed to be fixed with new matchmake.
And if this was issue to start with, they could simply just move cap points 50m closer to each other and we wouldnt have anything but cqc.
3-4 player on the objective is fun, but imagine having all 20 (we will need bigger objectives)
I’m playing without zoom and never faced lack of it. So again, its only encourages players to be passive camping useless piece of shit, because they will be even less effective with zoom in cqc. This problem is mostly about BA, cause you can spam from the hip with semi/full auto
So your idea is to grant LMG’s OHK that most likely would rule the mid-long range.
In certain situations, the only way you could take out the said LMG would be sniper, mortar, artillery or tank
( All of the mentioned squads definitely are suitable for cqc fight aka yes again increasing the amount of “camppers” in attacking team )
And for some odd reason you believe this kind of scenario would increase CQC even getting even close to CQC would be by far harder than what it currently is with OHK BA’s ?
I mean before the BA buff, you hardly lost more than 1-2 soldiers even you just zerg rushed from the middle of map straight to CQC at cap.
Now, you are most likely going to lose atleast that 1-2 in similar situation, ofc bots got buffed also.
And now, with your suggestion. Instead of losing just 1-2 soldiers while trying to rush to cap the attacker would lose 1-2 squads to OHK lmg ?
So please do explain me how this is going to increase “CQC” ?
Maybe not, I think iron sight should be effective up to 200m. Enlisted is already having a shorter distance of combat than most cases in reality, that bring the unbalanced and unrealistic advantage of SMGs specially ones which have small calibre, large magazine and high firing rate. So I do not want rifles (including semi-auto) and LMGs to be less effective at mid distance.