I recently have decided to replace my high RPM Japanese Submachine Guns with slower firing ones to escape the relentless persecution from the AI aiming algorithm. While doing this I was unable to upgrade one of my Type 100 SMGs (early) and fell in love with the sound of the 450 RPM.
The only problem is that the only upgrade I can have with 450 RPM is the magazine catch adjustment which increases the reload speed by 10%. Since I can’t have the upgrades that reduce recoil, dispersion, and increase the damage, I’m in a area where I’m at a huge disadvantage especially when the enemy team has a few actual players running fully upgraded BR-4 weapons.
So I suggest changing the weapon upgrade system to be 3 different presets.
1st preset: (Damage and dispersion based)
Rate of fire: +0%
Hit power: +30%
Vertical recoil -15%
Horizontal recoil -15%
Shots deviation -20%
Reload time: -10%
2nd preset: (Rate of fire and recoil based)
Rate of fire: +30%
Hit power: +0%
Vertical recoil -20%
Horizontal recoil -20%
Shots deviation -10%
Reload time: -10%
3rd preset: (What we have now “Jack of all Trades”)
Rate of fire: +15%
Hit power: +20%
Vertical recoil -10%
Horizontal recoil -10%
Shots deviation -15%
Reload time: -10%
I really hope that devs add this, I want my 450 RPM Type 100 to be useful!
The stats for guns should be historical from the get go. The only stats that should be contentious are the damage and recoil stats, and honestly the best method for solving that is to use one ammunition and Bolt Action as a base and derive everything off of that. Considering most military Bolties at the time were more or less copies of the Gewehr 98, using the Kar98k and its 7.92 round would make the most sense to start and base everything accordingly. Make a damage and recoil stat, and then adjust it to each round according to how it compares plus the rate of fire and weight of the gun its in. A slower firing, heavier gun has less recoil than a faster firing, lighter gun in the same caliber. Plus, guns using the same ammunition with the same (or close enough) muzzle velocity should do the same damage. Looking at you M1903 and M1 Garand
As for your idea for custom gun stats. I can’t say I care too much for it. Sounds like something that belongs in Call of Duty. Then you’ll have people trying to figure out the “meta” build and soon enough you’ll have everyone running the exact same SMG tuned for “maximum performance” or whatever
Interestingly this isn’t the case, Tokarev SVT is lighter than a mosin and has like 3 times less recoil due to its muzzle brake.
PPSh-41 has less recoil than a M1A1 Thompson even though it’s about 2 pounds lighter, is chambered in a cartridge that has almost twice the recoil, and has twice the rate of fire. The reason the PPSh has less recoil is due to multiple factors. 1 being the compensator on the end of the barrel shroud, 2 being the stock is more inline, and 3 being the higher fire rate.
Yes you heard right, the higher fire rate makes the gun act like a pressure washer which is easier to control than a gun with a bolt slamming back and fourth at a slower rate. However there are some sweet spots where certain fire rates become the most controllable i.e 450, and 1000+ RPM.
Yes, compensators to affect the recoil of the gun. Yes, the weight of the bolt slamming back and forth does also affect the recoil
It was late. I’m not going to think of every little factor that affects recoil
I have been looking for a more modular weapon and vehicle upgrade system since I started playing this game. In fact I’ve hardly upgraded any of my guns at all, only the shotgun in a futile attempt at making it as viable as a semi-auto.
And let alone the plane stats. The average pilot won’t even know what half of these upgrades mean.
Letting you get the stats that you require for your playstyle could be a change to everyone’s benefit.
except it wasnt hence it doesnt make sense according to your historical accuracy
except all suomi kp31’s had compensator
Shpagin created a prototype PPSh in September 1940, which also featured a simple gas compensator designed to prevent the muzzle from rising during bursts; this improved [shot grouping] by about 70% relative to the PPD.
The standard WW2 Soviet 7.62×25mm Tokarev round (for pistols) weighed 88 gr and had a velocity of 420.014 m/s. This would equate to 501.653 Joules of energy acording to the bullet energy calculator:
Look for this post by Outpost75 for my source on WW2 7.62 Tokarev ball ammo, it’s the second post:
The 9×19mm has a muzzle velocity of 350 m/s and muzzle energy equal to 490 J. (Don’t know the bullet weight used in 9mm during WW2)
Now that you know that 7.62×25mm Tokarev ball ammo for pistols was more powerful than the issued 9×19mm Parabellum, I wish I could show you how powerful the 7.62 Tokarev API ammo was for submachine guns.
Its a page speficially speaking of 7.62 tokarev.
Also just to clarify, I never meant 9mm has better penetration, exactly the opposite.
7.62 has by far better penetration, infact too much aka over penetration.
I agree. I’ve seen people say they want CoD style gun “camos and skins”.
It’s absolutely ridiculous and absurd to believe that a weapon painted literal tiger strips and pink would be relevant for a game that focuses on the more relatively “realistic” and “history” aspect.