Weapon Animation and Reload Changes

I have recently noticed some issues with some animations/reloads on certain weapons, so I’ll list them here.
The first issue is thar when reloading an M1 carbine with one round left in the chamber, the animation for an empty reload is used. This is inaccurate, as you would not need to rack the bolt since there is already a round in the chamber, and it makes the reload longer than it should be.
The second issue has to do with the FG-42 and Johnson LMG. These weapons both have a rather unique feature of being closed bolt in semi auto and open bolt in full auto. This should have a few affects on these weapons

  1. They should have unique animations for switching firing modes. For switching from full to semi, the bolt should slam to the forward position with an audible sound. For switching from semi to full, the user should have to pull the bolt back and eject the cartridge currently in the chamber.
  2. This would also mean that when reloading in semi-auto, the bolt should return to the forward position on the model.
  3. Because they operate from a closed bolt semi-auto, a partial reload in semi-auto should allow you to have a full magazine of 20 rounds plus one already in the chamber, for a total of 21 rounds. This is already a feature on many magazine-fed rifles in game, so it would be a nice addition here
  4. Additionally, the Johnson LMG has the ability to be reloaded using stripper clips through a loading gate below the ejection port. This can be done even with a full magazine, allowing for a total of 25 rounds to be loaded, plus an additional one in the chamber when in semi-auto. This is a really cool feature not seen on any other weapons that I know of, and I would love to see it added in some way. It would likely not be much faster than the current reload if you have any less than 15 rounds left in the magazine, but for reloading on 15 rounds (16 in semi) or on a full magazine for a total of 25/26 rounds, I think it would be a very cool feature.
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Dude, most guns innthis game have dogshit animations and reloads. Its simply a by product of the fact that this game probably has more real historical guns than any other.

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I’m aware of that, I’m mostly addressing the ones that actually affect gameplay in this post, not just ones that feel clunky. If you have any other suggestions though, feel free to leave them here!

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This feature seems pointless. At least for FG 42, you can just flip the selector, and it will still work correctly without wasting one shot.

Forgot to mention that closed bolt should also mean improved accuracy in semi-auto. IRL the open bolt operating system is to provide better cooling in full auto, but in game that’s not really an issue since there aren’t any overheats for LMGs other than in tanks and MG nests. But yeah it would be a mild inconvenience to lose a round when going from semi to full, especially with the way that magazines don’t combine in Enlisted. With the Johnson it wouldn’t really be an issue since you can just single load cartridges or use stripper clips, but with the FG if you didn’t want to lose the round forever it would have to combine into a partly empty magazine in your inventory or there would have to be an animation for manually loading it into the breech. But overall I think details like this would be a great improvement to the realistic feel of the weapons.

I don’t know how exactly FG or Johnson work but why would you loose a round?
I suppose after you fire in semi and have closed bolt with a round in the chamber. Then you switch to full auto and your first shot is from closed bolt and only later shots are open bolt. (I don’t know if I’m clear enough. Probably not.)
To me that seems the most logical when it comes to mechanics.


No idea how it happens from full to semi though. I guess the bolt is released forward but not the firing pin? I have to check this out later.

I’m mostly basing this on Forgotten Weapons’ videos on the Johnson and FG. When he shows the fire control group in his history & disassembly video on the Johnson M1941 LMG, he mentions how in semi auto the hammer is released every time you pull the trigger, but in full auto, rather than the trigger directly releasing the hammer, it instead only lowers the sear which releases the bolt and the hammer will not release until the bolt hits a trip. This is why the bolt has to be moved to the rearward position for it to operate in full auto.

I had assumed that the FG-42 used a similar system, but I was actually wrong on that. For the FG, in semi-auto the sear only functions on the firing pin, which is mounted on the bolt carrier. In full auto, however, it functions by releasing the bolt and bolt carrier simultaneously.This should mean that even with the bolt in the forward position, pulling the trigger will still release the bolt carrier and fire a round, meaning that it isn’t actually necessary to cycle the bolt when changing to full auto.

Also side note: on his website, Forgotten Weapons mentions the existence of a belt-fed variant of the Johnson LMG. New premium/battlepass/event weapon?

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You are actually correct on the FG, I was under the assumption that they used a similar system but I was wrong, you only need to rack the bolt on the Johnson.